Turning the corners is always smooth, and the stick just sort of pivots around in a very buttery, natural fashion that feels great and really makes the game play better. Pac-Man, for example, feels fantastic with the original Midway leaf stick. But I feel like as long as you hit a happy medium you'll be totally fine, and that a lot of these statements can be kinda overblown. It doesn't help, in addition, that a lot of these early 80s games had unique sticks or buttons that people swear by are the "only way" to play certain games. I believe it's worth the hassle, because IMO a dedicated 4-way is an absolute necessity to play any early 80s titles correctly (using an 8-way will genuinely ruin the experience, frustrate you, and destroy your scores), but the hassle itself never gets less annoying. There are of course a lot of other games that work better in 4-way, outside of just "golden age" stuff, but those are the ones I specifically care about. Driller (playable in 8-way, but you'll be cursing a lot of input mistakes you didn't have to)īomberman (Neo is kinda crap, and the first Irem one has crappy controls no matter how you approach it, but the second Irem one is fantastic, but nearly unplayable in 8-way) Tetris: The Grand Master series (specifically people will tell you a Sanwa stick is required due to the diamont shape allowing smooth direction transitions, compared to the LS-32 clover shaped gate, but IMO it's alright with a Seimitsu even if it's not ideal) Other games that IMO work better (or straight up require) a 4-way orientation: Getting off ladders might be a little easier that way, but on the other hand an 8-way stick allows you to perform barrel control while climbing them, so there are definitely expert players who swear by those as well. The original control panel was a forced 4-way, so a lot of people swear to that. I'm sure 4-way is still ideal.ĭonkey Kong is a little controversial. Pac-Man has a nice turning mechanic which IMO works very well with an 8-way, so I wouldn't go out of my way for that one, but I've never played that game at anything close at an expert level, so don't take my word for it. Makaimura is really hellish to play without a 4-way joystick due to the way it handles (or doesn't handle) diagonals, trust me. There are too many games that just need it. Runwait, E:\HyperSpin\Emulators\Mame\Joystick.It's not helping for a MiSTer of course, but I have both an LS-56 and a Sanwa stick permanently in my arcade CP primarily due to 4-way games. We will leave the CloseProcess section below blank, but So make sure you have your own exit key setup Since MAME needs to save hi scores and data on exit, then we can't force Here's a video of it switching, I ran Juno First followed by Donkey Kong, just from the command line. It doesn't really matter for the mock panel, this was just a check to see if the servo had the power to shift both at once. I will have to be more precise when I make up my real control panel as when the joysticks switch one of them is out by a millimetre or two from going all the way.Īlso my mount for the servo is dodgy as which probably doesn't help. I then hooked it up to the computer and ran the software and no probs the little servo switched both Mag-Sticks at the same time easily. Next I installed the servo into my mock control panel and added a bar linking the two Mag-Stick to the servo. I currently have a mock control panel for seeing how everything fits together for when I build my arcade machine and I thought the way I had my Mag-Sticks mounted I could emulate what terrahwk has done but hopefully get away with using just one servo.Īnyway today I got the servo controller and servo working, I followed terrahwk's instructions with the software and got the servo moving as I ran different MAME games. I really liked how he used two servos to make two Mag-Stick Plus joysticks switch automatically from 4-way to 8-way mode. I was inspired by terrahwk's thread on his modern take on an arcade machine.
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