Build Your Own Arcade Controls Forum
Main => Main Forum => Topic started by: Mr. Bubblehead on August 02, 2005, 02:30:55 am
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So I've been looking around at the different projects people have done and are currently working on and I want to know, is it really necessary to have 6 fire buttons per player? What games are you playing that require that? Now keep in mind that I am new to this hobby, and realize that I am in my 30s so I grew up in the arcades when Pan-Man and Galaga were all the shizzlefodizzle...
My first completed cab has 4 buttons per player, and so far I have only played games that require 3 at the most. My current cocktail project only has 3...I have to admit that it has been handy to have an extra button to assign a control to for ease/convenience, but damn, 6??!!?
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I can play NHL 2kX for the PC on mine. 4 players...6 buttons come in handy.
not too many arcade games, but the fighters seemed to have 6 or 7 for player 1 & 2.
Allroy
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not too many arcade games, but the fighters seemed to have 6 or 7 for player 1 & 2.
Allroy
You kids are insane. :D
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Love the b.ross thing :)
I think one of the 1st games to use a zillion buttons was defender or stargate?
But really, try a game of Street Fighter II. Thats where the 6 button phase
really took hold.
Weak punch, med punch, heavy punch
Weak kick, med kick, heavy kick
Where as the weak ones did little damage, but you recovered faster.
And the strong ones did huge damage, but you were left open to counter
attack if you missed.
It dosnt take too long to get into. But it does take a while to learn to perform the dragon punches for instance. (special character moves that need specific combination of joystick movments + button press)
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I was never a big SF fan but i recently finished a dedicated SF Zero 2 cab and man that game kicks ass. Then you've got to look at all the other Capcom games, Marvel Super Heros, Dark Stalkers, X-men etc. Seriously there are some great 6 button games out there.
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I wouldn't bother on a 1 player cab. But if you have a 2 player cab you probably want to add it. Not necessarily for yourself. But you find that you play different games when company comes over.
You will find that you will have friends come over and say "Have you ever heard of <insert obvious game here>" and you can say yes and start it. Depending on the age of the person coming over, you will get asked about fighter games often.
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I wouldn't bother on a 1 player cab.
Yeah, 3 of the cabs I am building will be one player, and 2 of those will only have 2 buttons.
You will find that you will have friends come over and say "Have you ever heard of <insert obvious game here>" and you can say yes and start it. Depending on the age of the person coming over, you will get asked about fighter games often.
True...one of the reasons for the home arcade/game room (as well as the mini-golf course in the backyard) is so that my children can have a safe, enjoyable place to hang out with their friends when they get older. The "old-school classics" to them will be different for them than what they are for me.
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The times when 6 buttons are useful for me.....
-- fighter games like Street Fighter
-- SNES games where you need buttons for ABXYLR
-- PC Games that use a keyboard so you need as many buttons as possible
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You see 7 button configurations to cover the Neo-Geo games, which use 4 buttons, and Capcom (and similar) use 6 buttons. That way you can have the same layout as the arcade versions...
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You need 6 buttons to play the best arcade game of all time: Killer Instinct.
*runs for cover*
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I'm sticking to 4 buttons. In SF2 I will just have light and strong attacks, and cut out the medium ones. As long as both players are restricted this way, the rounds should still be fairly matched.
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I'm sticking to 4 buttons. In SF2 I will just have light and strong attacks, and cut out the medium ones. As long as both players are restricted this way, the rounds should still be fairly matched.
Or you could cheat and only give player two light\medium attacks...
<rubs hands evilly, and adjusts handlebar mustache>
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I never even use my medium strength buttons, anyways - only low and high. All or nothing baby!
Super Gem Fighters Mini Mix only requires 3 though, and it's all kinds of fun.
Still, you would need all 6 for Killer Instinct, and I wouldn't build a full-sized cabinet that couldn't play that game.
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I'm sticking to 4 buttons. In SF2 I will just have light and strong attacks
You could play with the keymapping as well, so that BOTH punch buttons, pressed together, do a med. punch, and BOTH kick buttons do a med. kick.
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I'm sticking to 4 buttons. In SF2 I will just have light and strong attacks
You could play with the keymapping as well, so that BOTH punch buttons, pressed together, do a med. punch, and BOTH kick buttons do a med. kick.
Or, you could map all the commands to one button. Of course, your player will look a bit like a spaz attempting to do all the commands simultaneously...
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Well, I really have not gotten into the street fighter games(yet), but with the 6 buttons, it gives you a bit more ability to map the buttons in a comfortable position for your taste. For example, I actually play Stargate, one of my favorites, using the joystick and 2 buttons on the player one side, then use 4 buttons from the player 2 side. Key mapping is cool!