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Basic 2-player CP...how many buttons?

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Ninten-doh:
Well, I was thinking of setting it up like this...

000
00

And I was planning to try this trackball mod using a PC trackball:

http://www.geocities.com/lusosarge2000/etrackball.html

I just thought getting rid of that extra button might just give the trackball a bit more wiggle room, but from what you guys are saying, it's probably worth keep the six and just removing the bottom two.

In a perfect world, I forget all about the trackball (my wife wants it for Centipede & Millipede) and somehow shoehorn a rotary control in the middle instead for my beloved Heavy Barrel and Ikari Warriors.  Ah, a boy can dream.   :angel:

Grasshopper:
Off the top of my head the only games I can think of are Defender and Stargate.

If those games matter to you then you could probably get away with four buttons per player. Reverse and Hyperspace can be mapped to player 1's buttons, and Fire, Thrust, Smart Bomb and Inviso can be mapped to player 2's buttons.

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