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Could somone explain the neo geo vs regular six button layout argument?

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Malenko:
I have the hotrod layout, its the best in my eyes.  uses the 2x3 block for SF style games, the bottom row of 4 buttons for neo geo, ABC of the neo geo layout work perfect for the NBA JAM style games and NHL Open ICE and I use the A button of the neo geo layout for run in UMK3.

DeLuSioNal29:

--- Quote from: Malenko on January 09, 2008, 08:34:28 pm ---I have the hotrod layout, its the best in my eyes.  uses the 2x3 block for SF style games, the bottom row of 4 buttons for neo geo, ABC of the neo geo layout work perfect for the NBA JAM style games and NHL Open ICE and I use the A button of the neo geo layout for run in UMK3.

--- End quote ---
I agree.  The HanoHo Hotrod joystick has 7 buttons.

Namco:

--- Quote from: wp34 on January 07, 2008, 08:59:16 pm ---Namco,

Could you elaborate some on the following?


--- Quote from: Namco on January 05, 2008, 06:41:02 pm ---
Adding the 7th button to the left of the bottom row really gets in the way of a good sf2 battle and is really bothersome. I know this from experience because my first CP had a 7th button and it sucked because of the extra button.

--- End quote ---

I have been planning on 7 buttons cheating the 7th a little over to be used for the Defender/Stargate reverse button.  Since I will be playing SF2 much more than Defender I may not want the 7th button.  Did you hit it by accident a lot playing SF2?  I appreciate the feedback.



--- End quote ---

In practice I hated it because while playing Street FIghter, I would accidentally hit that 7th button sometimes for short kick. I relied so much on touch to find the buttons, that the presence of the 7th button threw me off and I ended up re-centering around that extra button. In Samurai Shodown I had a similar problem. Occasionally I would end up up on the top row of buttons accidentally because my hand just moved up there and I felt those buttons and tried to use them.

I just didn't like it I guess. Maybe that I was too used to a SF2 layout and the 7th button was in the way of where my  thumb would rest a lot of times. I'm glad my first control panel had it so I could try it out and learn that I didn't like that setup. Also it felt wrong that the neogeo button row was a couple inches below the centerline of the joystick.

Also, there was no way in hell I was going to drill a 7th button or a coin button into this perfect CP:

That would have been heresy  ;D

For Samurai Shodown, I  found that it adapted very well to a Street Fighter layout. When you think about it, pressing A+B for a heavy slash is just an accommodation to compensate for a lack of heavy slash buttons. Moving the kick buttons to the 2nd row or mapping the 3rd buttons to the heavy slash/kick just improves the gameplay. It hasn't hurt my gameplay one bit using a SF2 layout to play neogeo games.

DeLuSioNal29:
Why not just disable the button assignment of the 7th button for those games?  That way if you accidentally press it it won't do anything?

Tiger-Heli:

--- Quote from: DeLuSioNal29 on January 10, 2008, 12:35:24 pm ---Why not just disable the button assignment of the 7th button for those games?  That way if you accidentally press it it won't do anything?

--- End quote ---
What he meant was that he hit it instead of button 4.  It won't do anything, but you also won't kick (if that's button 4) and that might cost you winning the game...

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