Most of my data comes from MAME’s own XML output, but this is often incomplete or inaccurate from a user’s standpoint. I wrote this as a guide and partial catalog on MAME’s games with unusual or difficult input schemes, with the assumption that the reader has access to modern gamepads with dual analog sticks and trigger-style shoulder buttons. This covers most of my bases, but not all, and is probably much more than what the vast majority of players have access to. Some time ago, I built an arcade control panel with a Street Fighter-style layout, plus a trackball, spinner, 4-way joystick, and extra buttons mapped to useful keyboard inputs. What do you do about those? Sometimes you can fake them with common input devices, and sometimes you really need specialized hardware. Those weird fishing rod controllers with a bunch of spinning doo-dads. The gamepad is flexible enough to handle a wide variety of other configurations as well – shoulder buttons are there when you need more than four action buttons, and the dual analog sticks work for twin-stick shooters like Robotron and Smash TV, or you can use the d-pad in conjunction with the face buttons to simulate having a second d-pad, relegating shoulder buttons for actions (if you still need them).īut then there are all those other types of controls. Most of the time, they translate pretty well to a gamepad – by far the most common coin-up configuration involves dual-player 8-way joysticks, each with 1-4 pushbuttons, which any modern gamepad can accommodate with its d-pad and four face buttons, while select/start can serve as coin and start inputs. Arcade games had a wide variety of controls.
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