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4-Player CP Critiques/Suggestions
51mmz0rz:
Hey everyone, great site, I especially enjoy browsing the CP image thread. I am looking to take advantage of the Mameroom/Northcoast free shipping deal this weekend, and am looking for CP critiques/suggestions. I am mostly interested in platformers (Contra/Ghouls 'n Ghosts) and fighters. I would be ordering the panels only, buying the components and wiring everything myself.
I've attached an image of my layout from CPD . It uses the sega player 2 button layout. I was slightly concerned the rightmost player didn't have enough room for his hand on the buttons, but after running it through my cardboard template I believe it is fine. I have also heard critiques of the leftmost and rightmost players being slanted, but again after checking it on cardboard the viewing angles appear to be reasonable.
I have dropped the trackball since none of those games seem to appeal to me. Do you think I would be missing out without one? Maybe there are alternate uses I have not thought of. I have moved the spinner to the center of the panel, do you think this is a good place for it?
I have dropped the dedicated 4-way since I plan to use u360s. If you think this is unwise, let me know, but keep in mind I am a casual player of 4-way games. I have also removed the dedicated Asteroids layout, as it should be possible to use the existing buttons.
Finally I moved the player start/coin buttons away from the edges, and added 3 admin buttons (pause, quit, menu?). I was unsure about the number of admin buttons, but believe I at least want these three. I have not changed the joystick positions from the original mameroom design. If this was an issue for anyone, please let me know. I look forward to some SMASH TV and some tapper using multiple joysticks. :)
If you can answer one or more of these question, or have any other comments, please post!
-Brian
ragnar:
8 buttons for player 3 and 4? What games require this that you want to play?
DaveMMR:
--- Quote from: ragnar on October 10, 2010, 09:10:07 am ---8 buttons for player 3 and 4? What games require this that you want to play?
--- End quote ---
+1
Unless you're planning N64, Dreamcast or other 4-player console emulation, you can cut the number of buttons on players 3/4 to 4 (or even 3, if you don't care about Dungeons & Dragons).
51mmz0rz:
Ah, thanks for the replies guys. This one I though about for awhile...Guilty Gear Isuka actually uses 6 buttons, but that of course wouldn't justify 8 for the P3 and P4. Honestly after thinking about it for awhile though, I couldn't think of a reason not to include the extra buttons, since I don't think the CP is too crowded. I basically think it will give players a choice of which buttons to use, and might come in handy at a later date. Who knows, maybe I'll want to play from the far left instead of the center :P Is there any particular reason to remove them?
Keep the critiques coming!
ragnar:
I am also from the school of more buttons. I have a 2 player cab with 9 buttons. I did this for N64 support and have no regrets. One issue did come up though that you might run into. With 8 buttons, your hand might jump left or right one row and you might not realize it immediately. Others think I am a bit daffy for saying this but I found it to be an issue. It was easily resolved with a drill bit. I "dented" a "home button" so I can reposition my hand by feel (without looking).
Just saying. I agree with this idea for one major reason. If you are spending the time and money on this project, what is an extra $2 per button. It's easier to not use the extra button(s) than regret not having them later.
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