Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
-
- Posts: 9222
- Joined: Wed Jan 26, 2005 10:32 pm
Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
As with most arcade PCBs down the road of evolution, if one looks back on the the early years of Cave's arcade shmup PCB roster, one sees the classic 2-button scheme (i.e. DP, DDP, etc.) evolve into the 3-button scheme (i.e. with DDP-DOJ PCB), the 4-button scheme (i.e. with DDP-DFK PCBs of version 1.0, 1.5 & 1.51) and so on.
Do you think Cave will push into uncharted territory with an arcade shmup PCB release sporting an 6-button scheme? Of course, that would entail using a kick harness setup just to take advantage of buttons 4, 5 & 6 plugged directly into said PCB (leaving buttons 1, 2 & 3 accessed through the Jamma edge interface).
The only arcade shmup PCB ever to grace the 6-button scheme from the get-go would be the American Sammy variant of Daioh.
The original Athena Co. Ltd. produced JPN region Daioh PCB sports a 2-button scheme at best. American Sammy went the extra mile with four extra buttons changing the gameplay & game mechanics to give Daioh some new fangled twists to the arcade shmup genre, a definite first indeed. Considering that the USA region Daioh PCB was released during the Street Fighter era, American Sammy wanted to cash in on the 6-button craze that was going on with all the various arcade fighting/brawlers during that period in time but apply that to an arcade shmup based title. Very smart move on their part & pulling it off without a hitch.
PC Engine Fan X! ^_~
Do you think Cave will push into uncharted territory with an arcade shmup PCB release sporting an 6-button scheme? Of course, that would entail using a kick harness setup just to take advantage of buttons 4, 5 & 6 plugged directly into said PCB (leaving buttons 1, 2 & 3 accessed through the Jamma edge interface).
The only arcade shmup PCB ever to grace the 6-button scheme from the get-go would be the American Sammy variant of Daioh.
The original Athena Co. Ltd. produced JPN region Daioh PCB sports a 2-button scheme at best. American Sammy went the extra mile with four extra buttons changing the gameplay & game mechanics to give Daioh some new fangled twists to the arcade shmup genre, a definite first indeed. Considering that the USA region Daioh PCB was released during the Street Fighter era, American Sammy wanted to cash in on the 6-button craze that was going on with all the various arcade fighting/brawlers during that period in time but apply that to an arcade shmup based title. Very smart move on their part & pulling it off without a hitch.
PC Engine Fan X! ^_~
-
BPzeBanshee
- Posts: 4859
- Joined: Sun Feb 08, 2009 3:59 am
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
I cant see Cave games being plausible to play with 6 buttons, though the info you added was an interesting read. 

-
Obiwanshinobi
- Posts: 7470
- Joined: Sun Jul 26, 2009 1:14 am
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
In DP (at least the Hong Kong version), DDP and Dangun Feveron you can map autofire onto C button as well.
6 buttons for an arcade game would be fine and all on a properly designed controller. I'm not sure if I'd choose to play R-Type Delta or Einhänder with a standard arcade stick.
6 buttons for an arcade game would be fine and all on a properly designed controller. I'm not sure if I'd choose to play R-Type Delta or Einhänder with a standard arcade stick.
The rear gate is closed down
The way out is cut off

The way out is cut off

-
- Posts: 243
- Joined: Thu Nov 11, 2010 7:30 pm
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
Obiwanshinobi wrote:I'm not sure if I'd choose to play R-Type Delta or Einhänder
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
They have almost always used three buttons, and probably almost always will. If they really think they can create a 6-button game and make it work, so be it.
Ergo, this thread is unnecessary.
Ergo, this thread is unnecessary.
Rage Pro, Rage Fury, Rage MAXX!
-
- Posts: 243
- Joined: Thu Nov 11, 2010 7:30 pm
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
Maybe Deathsmiles 3 will REALLY be a Defender clone.
If you don't have much to say, you shouldn't assume nobody else does.Ergo, this thread is unnecessary.
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
I don't have much to say, and no one else really "should". This thread is "pointless", not "bad".
Rage Pro, Rage Fury, Rage MAXX!
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
Radiant silvergun
Saturn pad
6 buttons
discuss.
Saturn pad
6 buttons
discuss.
-
- Posts: 243
- Joined: Thu Nov 11, 2010 7:30 pm
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
Overrated.roker wrote:Radiant silvergun
Saturn pad
6 buttons
discuss.
Good pad.
Not enough buttons.
no.
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
Cave doing such a thing? I don't think it'll happen. Another company? Possible.
BIL wrote: "Small sack, LOTS OF CUM" - Nikola Tesla
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
DING DING DING!Lance Boyle wrote: Overrated.
Good pad.
Not enough buttons.
no.
you are Winnah!!!!!!!!!!
"something witty."
by someone witty
by someone witty
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
ESPGALUDA uses 4 buttons (even though it's not mentioned anywhere in the documentation). D button is full auto, press and hold C+D during startup to switch the C & D functions (i.e. C=full auto, D=barrier).
If CAVE decides to do a 5 or 6 button game, I hope those buttons are for skipping dialog or some shit that's generally not needed to play it.
If CAVE decides to do a 5 or 6 button game, I hope those buttons are for skipping dialog or some shit that's generally not needed to play it.

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
It is possible to have a 6-button setup for Deathsmiles: 2 for standard left and right shot, 2 for full-auto left and right, 1 for bomb, 1 for lock-on.
Although I'd rather stick with 4 buttons (no full-autos, no separate lock-on button); this is the perhaps the only Cave shooter where I'm fine tapping the fire button(s).
Although I'd rather stick with 4 buttons (no full-autos, no separate lock-on button); this is the perhaps the only Cave shooter where I'm fine tapping the fire button(s).
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
I was just thinking the same thing. 6-button works awesome for DS, but it's also the only game where it would come up.gs68 wrote:It is possible to have a 6-button setup for Deathsmiles: 2 for standard left and right shot, 2 for full-auto left and right, 1 for bomb, 1 for lock-on.
Although I'd rather stick with 4 buttons (no full-autos, no separate lock-on button); this is the perhaps the only Cave shooter where I'm fine tapping the fire button(s).
Look at our friendly members:
MX7 wrote:I'm not a fan of a racist, gun nut brony puking his odious and uninformed arguments over every thread that comes up.
Drum wrote:He's also a pederast. Presumably.
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
No, because apart from DS2 they like plain JAMMA, mono sound.
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
A few shmups have special extra buttons in some arcades, they just press the other buttons at different speeds but perhaps beget a need.
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
That's no argument against the future. Especially as HD JVS hardware like the Type X2 and Viewlix start to become more common. Cave has pretty much reached the point where they need new hardware so anything is possible.kernow wrote:No, because apart from DS2 they like plain JAMMA, mono sound.
Look at our friendly members:
MX7 wrote:I'm not a fan of a racist, gun nut brony puking his odious and uninformed arguments over every thread that comes up.
Drum wrote:He's also a pederast. Presumably.
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
We're not going to see a six button cave shooter... this thread is dumb.
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
I thought you stopped taking teh interwebs seriously kernow? This is a CAVE thread! ^_~
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
^_~
CAVE CAVE CAVE
CAVE CAVE CAVE
-
TrevHead (TVR)
- Posts: 2781
- Joined: Sat Jul 11, 2009 11:36 pm
- Location: UK (west yorks)
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
With shmups getting more and more complex I can see Cave or someother dev making a 5 or 6 button shmup sometime in the future. Im supprised no one has made a shmup or run n gunner that uses the 4 cross style ps2 / 360 face buttons as a way to control your avatars firing direction (eg press button 1 to fire left, the botton button to fire down) add a bomb button, a special, and maybe a jump button and you have 6 or 7
-
Obiwanshinobi
- Posts: 7470
- Joined: Sun Jul 26, 2009 1:14 am
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
Apocalypse (starring Bruce Willis) on the PSX is like that, but you really should play it with two analogues (and vibrations) to get the most out of it. That game is FUCKING AWESOME.TrevHead (TVR) wrote:Im supprised no one has made a shmup or run n gunner that uses the 4 cross style ps2 / 360 face buttons as a way to control your avatars firing direction (eg press button 1 to fire left, the botton button to fire down) add a bomb button, a special, and maybe a jump button and you have 6 or 7
There's also that Konami game Project Overkill, but it doesn't play quite as sweet.
Last edited by Obiwanshinobi on Mon Dec 20, 2010 1:00 am, edited 1 time in total.
The rear gate is closed down
The way out is cut off

The way out is cut off

-
gameoverDude
- Posts: 2269
- Joined: Wed Jan 26, 2005 12:28 am
- Contact:
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
Should there be another Dodonpachi, Cave could base it off of DFK Power Mode but assign the boost and normal weapons to separate button sets. This does sound like it may awkward to some, so should Cave try it- there should be an option to stick with the standard ABC/D layout used in Daifukkatsu with B being Boost toggle.
This layout uses Genesis/Saturn button notation, with XYZ being top row.
X= Boost Shot & Laser
Y= Boost Auto Shot
Z= New function (manual bomb for power mode?)
A= Normal Shot & Laser
B= Normal Auto Shot
C= Hyper
This layout uses Genesis/Saturn button notation, with XYZ being top row.
X= Boost Shot & Laser
Y= Boost Auto Shot
Z= New function (manual bomb for power mode?)
A= Normal Shot & Laser
B= Normal Auto Shot
C= Hyper
Kinect? KIN NOT.
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
If your shmup has more than three buttons it has too many buttons.
hth
hth

Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
Cave already made a shooter in 2004 that requires tons of buttons (a NASA control panel worth) for world record level scores.
27.531983714hz
27.531983714hz
Re: Will Cave utilize 6-button scheme w/ it's arcade shmup PCBs?
I long for the day when someone makes a shmup that uses the Steel Battalion controller.