Build Your Own Arcade Controls Forum
Main => Main Forum => Topic started by: severdhed on August 17, 2013, 10:26:26 pm
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yet another topic that has been done to death, but yet i figured a poll might be the best way to determine the favored configuration.
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What is up with the turbo-polling?
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7 buttons only makes sense if you make a cross shape.
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What is up with the turbo-polling?
I'm getting ready to build a new 4 player panel and wanted opinions on curved layouts, 7th buttons, and angled joysticks. I figured a few polls were the easiest way to get that info.
Sent from my SCH-I535 using Tapatalk 4
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What is up with the turbo-polling?
I'm getting ready to build a new 4 player panel and wanted opinions on curved layouts, 7th buttons, and angled joysticks. I figured a few polls were the easiest way to get that info.
Sent from my SCH-I535 using Tapatalk 4
I went with this one on my test bed
(http://slagcoin.com/joystick/layout/hori36_s.png)
I just removed the top left button, leaving the bottom row for the neogeo layout. I use the two bottom left buttons as my primary buttons, as it feels more natural for me. Been playtesting this for a week now and I must say i really like it.
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As I have mine programmed -
5 1 6
2 3 4
1
So the bottom row is for games 1-4 buttons, for 5 or more I just use the top 6 buttons, and then for MK3 I have my run in 2 places. This still leaves me a coin and start button when wired up to a u360, and then I use combinations for exit (down and start) and pause (up and start.)
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This is one of those "if it's right for you" topics.
The seven-button layout is meant to mimic both the Street Fighter layout and the NeoGeo layout (maybe also the "Run" button for MK3.)
So, do you play enough fighters from both the Capcom and the SNK camps to have a need for the seven button layout? That's the bottom line. And if you only really have a passing interest in NeoGeo fighters, you don't really need a seventh button as the six-button layout has you covered (the 'D' on the bottom or top run is still easily accessible).
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i have built many panels over the years, i have not ever added a 7th button. I personally don't play alot of fighting games, but i do play them occasionally. My boys play them frequently. I don't think i am going to bother with the 7th button, but if i did, i'd probably put it to the right side of the top row, and program them like this:
1234
456
i know that doesn't give you a thumb button for mk3, but as infrequently as i play it, i don't mind using one of the middle buttons. I naturally reach to the top row for button 1, so moving it to the bottom row feels unnatural to me. I hightly doubt i will add it..i have to look through my box of buttons to see if i even have enough blue and orange buttons to do so. thanks for the input guys.
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I grew up playing Mortal Kombat on consoles, not in the arcade (we only had one MK arcade "locally", and it was always broken) - so the Mk button layout is as foreign to me today as it was 21 years ago.
The 6 button "street fighter 2" layout feels right at home for me. Although the four button Neo Geo layout is awesome too, only because I played Metal Slug every time I saw one, and spent every quarter I had on it. :)
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I use this setup:
2
1 3
5
4 6
I use my thumb as button #4 for neogeo games, it works great.