The reality of autofire setups in Japanese arcades
I have lived in Japan for a while and have encountered various autofire setups of which I wanted to show some of them here. Generally speaking, any player who is serious about scoring plays exclusively on a cabinet with a proper autofire setup. This is also a selling point for some arcades: the best autofire setups attract the most players who are willing to spend a lot of money on the games. Noone wants to mash buttons. Even for casual players, these setups are very convenient.
We cannot say for sure when autofire setups became the norm in Japanese arcades, but already Tatsujin Oh in 1992 had a DIP switch for autofire that was ON by default. Moreover, from around the early 90s we see official scorekeeping magazines to split up tables for some older games into two categories: autofire and non-autofire. It is usually the former which is then considered the main category and has the most competition. While early autofire setups simply had a faster frequency for the Shot button, they became increasingly more complex in recent years, often culminating in setups specifically designed for only one game.
Some later titles never had a non-autofire category to begin with, so that autofire setups became mandatory for score-play. Even some games that differ dramatically with autofire only ever had one category (e.g. Darius Gaiden). This tells you just how widespread autofire setups must’ve been at that point in 1995 already.
Let’s check out some of these modern-day setups!
Example 1: Dragon Spirit (Hey game center)
You have the regular A and B buttons on top. Below that, you have one extra button each. Press them once to increase autofire on the above buttons respectively. Press them again to lower it down to normal.
Example 2: Fantasy Zone (Hey game center)
The button in the lower left works as explained above. To the right, you see two additional buttons with 15hz A and 30hz A, which you can hold down directly for that frequency, i.e. you don’t have to hold down regular A in the top left.
Example 3: Radiant Silvergun (Hey game center)
For this comparatively complex game, you even have the choice between two different autofire layouts with 7 and 8 different buttons each (Radiant Silvergun is originally a 3 button game). You can switch freely between them. The custom buttons of the first layout are 15hz A (even frame) and 15hz B (odd frame). These are to be pressed simultaneously to create a synchronized autofire for A+B (= blue laser weapon), which is relevant for scoring. The remaining two buttons are A+B+C mapped to one (= sword) and 30hz on A+C (= back shot).
The second layout is much more conservative and mostly puts the combined weapons on one button each (A+B, B+C, A+B+C). Additionally, you get A+C 30hz and B 15hz.
Example 4: autofire of directions
For some games, the world record scores make use not only of autofire of buttons, but also of the directions itself! The button in the lower left is used for autofire on the direction down, here used for Varth (to refill bombs quicker). US Navy uses autofire on direction right (for the shoplifter trick). On the picture above you also see simple autofire on A mapped to button C. This isn’t even marked anymore as it’s so common for virtually every single cabinet.
Example 5: Battle Garegga (Mikado)
A newer invention is a small switch to regulate several different autofire frequencies at once. This is called a synchronizer, here in blue. You can turn the switch to 7hz, 10hz, 12hz, 15hz, 20hz or 30hz. This frequency will be activated once you press auto A once. As you cannot decrease your autofire frequency again in Garegga, it is then best to switch back to regular A after you have selected the desired frequency. The red switch to the right of the synchronizer lets you choose whether you want auto A, B and C on the top row or on the bottom row of buttons. You can freely switch around during play. Additionally, the pink button to the right has A+B+C mapped to one button for an easier character selection.
Example 6: Battle Garegga (Hey game center)
While the above setup for Garegga is already very impressive, my favourite one is installed at Hey. The synchronizer feels much better to turn and moreover you have 30hz B (for bombing the birds with Gain) and auto C (for quickly activating fake wide options). Not related to autofire setups, but both cabs at Mikado and Hey have a reset switch so that the player can turn the game on and off to return to boot-up rank.
The modification of the control panel does not stop with autofire. Anything that is even remotely useful to scoring, will be fully exploited by arcade owners, usually in close contact with the top players. This way, we can see special buttons to move exactly one pixel (used for X-Multiply, R-Type Leo and some others) or a mapping of directions left and right simultaneously to one button (used in Donpachi to kill the 1-5 boss while staying in the top corner safespot).
It would be wonderful to have regular autofire support for MAME, as it is indispensable for playing arcade games (not only shmups!) with a proper and easily modifiable autofire setup. This has been the norm in Japan for the past 25 years or so. Let's catch up on this and maybe our scores will also increase! At the very least our hands will hurt less.
Here's a great site solely dedicated to autofire setups and related things:
http://rapidturbo2000.blog.fc2.com/
(None of the images is my own. I'm a thief.)