(Rapid Fire) Does it matter?
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Blade
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PC Engine Fan X!
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An interesting story about 'autofire' on Sidearms PCB...
I had Matt mod one of my console joysticks for use with the Supergun setup that I bought from him back in the day. He installed some heavy-duty switches (very nice touch indeed) to activate the three seperate auto-fire switches for buttons A, B, & C.
I also have one of those Seimitsu auto-fire PCBs courtesy of oxtsu for use with my modded DC Agetech Stick that he did as well. ^_~
Upon booting up a general gaming session of Capcom's 1986 "Hyper Dyne Sidearms" Jamma PCB and using my console modded joystick with auto-fire setup, the internal hardware-based Sidearms auto-fire rate is higher than if I were to turn the auto-fire fixed rate setting on the console-based arcade controller. It really is a life-saver for your fingers...I used to be able to get to the final worm boss on my first life on a serious gaming session of Sidearms back in 1988-1989 just by using the standard default auto-fire power-up. ^_~
Of course, this is a rare exception when it comes to arcade game PCBs...as most modern-day arcade shmup PCBs already have auto-fire capacity built-in. It is the external hacked auto-fire PCB setups with the variable "555" timer chip that allows a skilled ace shmup player to finely tune different rates of auto-fire for certain portions of the usual six or seven stages of any given loop being played -- that could be as many as five or six or even seven individual customized auto-firing rates at the touch of a button on a Japanese cabinet's arcade control panel board. (That's quite a setup if you ask me -- whatever it takes to achieve a new World Record score, then so be it.) ^_~
Customized external auto-fire hacks on arcade PCBs is a specialized talent...it takes some time to figure out the finer points of milking an arcade shmup gaming session to it's fullest potential score-wise than if one were to use the built-in arcade game PCB's default auto-fire setting. And that takes some experimenting, and of course, trial & error to see what works best at the beginning, the middle, and end portions of a given stage on an arcade shmup session. (Could this be applied to console-based shmups as well? -- The answer is a resounding yes... it can be done but it would be very expensive and not only that, such a custom produced arcade control panel to house such hardware would have to be implemented.)
PC Engine Fan X! ^_~
I also have one of those Seimitsu auto-fire PCBs courtesy of oxtsu for use with my modded DC Agetech Stick that he did as well. ^_~
Upon booting up a general gaming session of Capcom's 1986 "Hyper Dyne Sidearms" Jamma PCB and using my console modded joystick with auto-fire setup, the internal hardware-based Sidearms auto-fire rate is higher than if I were to turn the auto-fire fixed rate setting on the console-based arcade controller. It really is a life-saver for your fingers...I used to be able to get to the final worm boss on my first life on a serious gaming session of Sidearms back in 1988-1989 just by using the standard default auto-fire power-up. ^_~
Of course, this is a rare exception when it comes to arcade game PCBs...as most modern-day arcade shmup PCBs already have auto-fire capacity built-in. It is the external hacked auto-fire PCB setups with the variable "555" timer chip that allows a skilled ace shmup player to finely tune different rates of auto-fire for certain portions of the usual six or seven stages of any given loop being played -- that could be as many as five or six or even seven individual customized auto-firing rates at the touch of a button on a Japanese cabinet's arcade control panel board. (That's quite a setup if you ask me -- whatever it takes to achieve a new World Record score, then so be it.) ^_~
Customized external auto-fire hacks on arcade PCBs is a specialized talent...it takes some time to figure out the finer points of milking an arcade shmup gaming session to it's fullest potential score-wise than if one were to use the built-in arcade game PCB's default auto-fire setting. And that takes some experimenting, and of course, trial & error to see what works best at the beginning, the middle, and end portions of a given stage on an arcade shmup session. (Could this be applied to console-based shmups as well? -- The answer is a resounding yes... it can be done but it would be very expensive and not only that, such a custom produced arcade control panel to house such hardware would have to be implemented.)
PC Engine Fan X! ^_~
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pugeta
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Frederik
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It was the happiest day in my life as I realized that you can enable Full Auto on the C button in DDP and Progear. Switching between two buttons instead of tapping/holding feels extremely weird at first, though. But I guess the autofire discussion aims more towards the oldshool shmups, right?
Oh, and don`t complain about carpal tunnel syndrome until you played Metroid Prime Hunters on the DS. THAT hurts.
Oh, and don`t complain about carpal tunnel syndrome until you played Metroid Prime Hunters on the DS. THAT hurts.
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Twiddle
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edit nm
Last edited by Twiddle on Fri Jun 09, 2006 6:52 pm, edited 1 time in total.
so long and tanks for all the spacefish
unban shw
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unban shw
<Megalixir> now that i know garegga is faggot central i can disregard it entirely
<Megalixir> i'm stuck in a hobby with gays
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Blade
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And that sounded soooo wrong....pugeta wrote:ive using rapid fire bcuz my hand hurts!!!!!!!!!!
REAL MEN USE RAPID FIRE!!!!!!!!!
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Jesus' BE ATTITUDE FOR GAINS:
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2. Merciful Peacemaker
3. Suffer for Righteous Desire
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GunSpike
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Twiddle
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system11
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Or Viper Phase 1 (old version)Twiddle wrote:try playing raiden dx without rapid fire
hint: don't credit feed
Made my hands hurt like hell, but it still felt good hammering those shots into things to hear them go *BOOOOOOOMMMMM*.
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Ed Oscuro
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I dunno. I feel best when I have to mash the buttons. Armored cars in Contra? Pfft. Take those down in seconds flat. Well, at least in the arcade version ;)landshark wrote:Yes. Yes. Yes.Blade wrote:I'd personally like to add that Rapid Fire in Metal Slug games may as well be mandatory.
I was very happy they had rapid fire in Metal Slug Advance.
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Twiddle
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Triple Lei
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Fun fact: As most everyone on this board knows, I started my shmup "career" with Gunbird 2. I started with the arcade version where I could tap quickly and easily, and then I found it on the Dreamcast. I actually beat the game at home on the Dreamcast first (which took 3 or 4 months with the help of the old TNL crew), and during that time I didn't even know there was an auto-fire option! I mean, why even bother going to the options screen if you're going to stay with all-defaults, right?
So, yeah, I was tapping the A button like an idiot, with my thumb, for 3 or 4 months. Was it slower? Yes. Did I have to alter some of my arcade strategies for point-blanking enemies? Probably. Now that I have access to a joystick, will I ever not use auto-fire? HELL NO!
So, yeah, I was tapping the A button like an idiot, with my thumb, for 3 or 4 months. Was it slower? Yes. Did I have to alter some of my arcade strategies for point-blanking enemies? Probably. Now that I have access to a joystick, will I ever not use auto-fire? HELL NO!
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cigsthecat
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For Gunbird 2 I prefer no auto because of the charge shot mechanic, and using 4 buttons was a bit too many for me. The autofire actually kills enemies faster vs. tapping and I was so used to my timing I didn't feel like switching.
Last edited by cigsthecat on Sat Jul 08, 2006 8:49 am, edited 1 time in total.
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chtimi-CLA
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i rarely use the C button as a real full auto in DOJ, except here and there (some parts of stage 5, bosses) it kills enemies too fast and indiscriminately. what's strange is that the best solution for getting fire bursts to kill single enemies is tapping (short taps) A at low power and tapping C at high power.FrederikJurk wrote:It was the happiest day in my life as I realized that you can enable Full Auto on the C button in DDP and Progear. Switching between two buttons instead of tapping/holding feels extremely weird at first, though. But I guess the autofire discussion aims more towards the oldshool shmups, right?
but to get the combo rythm, you have to use A most of the time, this way you get bursts that are big enough to make sure you don't miss or half-kill your target, but separate enough that you don't put all your GPmeter eggs in the same basket.
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FraGMarE
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Ghegs
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It can still be done, though. At least with joysticks. I noticed when activating the joystick support, MAME only activates the buttons the game uses. So if a game uses two buttons, it automatically maps them to buttons 1 and 2. The rest are free.FraGMarE wrote:Not in regular MAME, however MAME Plus and MAME32 Plus have rapid-fire options available.D wrote:Are there any rapid fire optins in MAME? nice option would be 1/2 or 1/4 of the framerate of the game.
So I took advantage of JoyToKey and mapped the normal keyboard buttons to the free buttons on the joystick and gave them autofire as I saw fit (you can choose anything between 1/sec and 30/sec). Works like a charm.
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