Why is 8 button the standard?

Well, dummy buttons make sense in a competitive setting, due to people who react to button press noise, unfortunately (it’s my opinion that people should always play physically apart, with dual screen setups, so that button noise coming from the other player never played a part in a match).<br>

<a href="/profile/6799/Running%20Wild" style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>Running Wild</a><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”> said:</span><br><blockquote class=“Quote”>
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<div class=“QuoteAuthor”><a href="/profile/18210/R-CADE%20Gaming">R-CADE Gaming</a> said:</div>
<div class=“QuoteText”>ABC<div>D</div><div><br></div></div>
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That’s the layout I use for the Real Bout Fatal Fury games.<br><br>For Samurai Shodown and Last Blade I like the AES style ABCD layout.<br></div>
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<br><div>Wow!  Someone else who plays Last Blade!  I love it!</div>

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<div class=“QuoteAuthor”><a href="/profile/2514/ShinMagus">ShinMagus</a> said:</div>
<div class=“QuoteText”>it’s my opinion that people should always play physically apart, with dual screen setups, so that button noise coming from the other player never played a part in a match.<br></div>
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That’s a logistics nightmare when it comes to large tournaments. Also, side by side is the standard for American arcades (and the living room).

I think it’s simply to keep functionality on the menus.

<span style=“font-style: normal; font-weight: normal;”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/80524/radicaldreamers">radicaldreamers</a> said:</div><div class=“QuoteAuthor”><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>offer the “real arcade experience.”</span></div>
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Eight buttons </span><b><i>is</i></b> the real arcade experience. More than one experience, in fact.<div><br></div><div>OOOO</div><div>OOOO</div><div><br></div><div>There we go. We got eight buttons right dere.</div><div><br></div><div>Now, we have Street Fighter type stuff…</div><div><br></div><div><b>OOO</b>O</div><div><b>OOO</b>O</div><div><br></div><div>And our Neo Geo games…</div><div><br></div><div><b>OOOO</b></div><div>OOOO</div><div><br></div><div>or</div><div><br></div><div>O<b>OOO</b></div><div><b>O</b>OOO</div><div><br></div><div>if your buttons aren’t staggered, and you want the “dropped A” feel.</div><div><br></div><div>Persona 4 Arena cabinet?</div><div><br></div><div><b>OO</b>OO</div><div><b>OO</b>OO</div><div><br></div><div>Do you feel me?</div><div><br></div><div><br></div>

Fun fact. Unless you’re specifically on an SNK cab, most Neo-Geo games on candy cabs in arcades are usually set to use the first four buttons (or the top 3 bottom 1 slanted layout).

Why isn’t straight line the standard?<br>

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<div class=“QuoteAuthor”><a href="/profile/82615/K.O.wned">K.O.wned</a> said:</div>
<div class=“QuoteText”>Why isn’t straight line the standard?<br></div>
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It used to be until Japanese standards starting to creep in and become the ‘ideal’ setup for controllers.  <br><br>The staggered layout is definitely better designed though.  Your fingers aren’t all the same height, so why should the button layout be the same?  Staggered layout fits the human hand so much better.  

Astro layout is godlike.

Those Sanwa clear button plugs look sexy~

I’m going to go with:<br><br>Because there would be added cost to having multiple models of stick, and it seems unlikely that there would be any added sales.  Seriously.  Have you ever said “I want an arcade stick, but I’m not going to buy any of these commercially available ones, because they all have 8 buttons and I don’t want that”?  Now, I’m sure I’m going to get 2 people who say “Yes, that’s why I have a custom stick now” but I’m going to go out on a limb and say that A) Two people out of all the people reading this thread ain’t very many and B) Those two people probably bought an 8 button stick first.  <br><br>So, like pretty much all decisions made by companies with an interest in making money, this one comes down to money; They only want to make one model, so they’re making the most versatile one.  It’s easy enough for someone who doesn’t want the extra two buttons to ignore them (honestly, why is this even an issue?) but it’d be a right nuisance for people who did want them to ADD them if six buttons were the standard. And remember.  They’re not going to sell you something that’s not the standard, because it’s not in their interests (money) to make different varieties.<br>

For Turbo being in there, take Shumps as an example. Some people, if not a large amount prefer playing Shumps with the stick.<br>

If you need to use a controller’s turbo mode in a shmup then you’re doing it wrong.<div><br></div><div><br></div>

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<div class=“QuoteAuthor”><a href="/profile/8713/gahrling">gahrling</a> said:</div>
<div class=“QuoteText”>If you need to use a controller’s turbo mode in a shmup then you’re doing it wrong.<div><br></div><div><br></div></div>
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Actually, no.<div><br></div><div>Let me quote from another thread.</div><div><br></div>
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<div class=“QuoteAuthor”><a href="/profile/12740/ilitirit">ilitirit</a> wrote: <a href="/discussion/comment/8017114#Comment_8017114" class=“QuoteLink”><span class=“ArrowLink”>»</span></a></div>
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For example, in danmaku SHMUPS, it’s almost expected from developers to include an auto-fire mode in their games.  Why?  In 90% of cases, “skill” in shmupping does not revolved around how well you can press buttons.<br>
They’ve made bullets easier to see, not harder.  Differentiating between background sprites and bullets can be challenging (I’m looking at you, Battle Garegga), but it’s not fun, and it does not line up with the “spirit” of shmupping.<br>
Collision boxes have progressively gotten smaller over the years.<br>
Bomb mechanics have become much more lenient<br><br>
And yet, year upon year shmups become harder to master (barring scoring glitches) at the highest level of play (debatable I know).</div></blockquote>

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<div class=“QuoteAuthor”><a href="/profile/9887/d3v">d3v</a> said:</div>
<div class=“QuoteText”>Fun fact. Unless you’re specifically on an SNK cab, most Neo-Geo games on candy cabs in arcades are usually set to use the first four buttons (or the top 3 bottom 1 slanted layout).</div>
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Which in no way invalidates the point I was making about having every conceivable layout available with eight buttons.

<p>Six button curved.</p><p><img src=“http://srktt.com/photos/neo3.jpg”></p><p>Hand applied to Neo Geo.</p><p><img src=“http://srktt.com/photos/neo4.jpg”></p>

^while surely its a pretty minor thing, But if you wanna be anal about it, VF3 style 4-button layout doesn’t really work well if you’re used to neogeo cab layout, especially if you’re not using your thumb for A like in the picture.<div><br></div><div>which begs me the question… how do people usually ‘hold’ the NeoGeo AES stick layout? i know there’s no official way, but come on, that thing is curved vertically, i don’t find it ergonomic as much as neo candy or astro layouts.</div><div><br></div><div>that said, Vewlix 7 button seems like the best compromise whether going for 4 button (in any style, neogeo, sega, tekken) or 6 button.</div>

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<div class=“QuoteAuthor”><a href="/profile/68557/Doc%20Robot">Doc Robot</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/9887/d3v">d3v</a> said:</div>
<div class=“QuoteText”>Fun fact. Unless you’re specifically on an SNK cab, most Neo-Geo games on candy cabs in arcades are usually set to use the first four buttons (or the top 3 bottom 1 slanted layout).</div>
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Which in no way invalidates the point I was making about having every conceivable layout available with eight buttons.</div>
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Except, as Kyle’s post demonstrates, you can use do a proper Neo Geo layout with a 6-button Astro as well.

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<div class=“QuoteAuthor”><a href="/profile/9887/d3v">d3v</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/68557/Doc%20Robot">Doc Robot</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/9887/d3v">d3v</a> said:</div>
<div class=“QuoteText”>Fun fact. Unless you’re specifically on an SNK cab, most Neo-Geo games on candy cabs in arcades are usually set to use the first four buttons (or the top 3 bottom 1 slanted layout).</div>
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Which in no way invalidates the point I was making about having every conceivable layout available with eight buttons.</div>
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Except, as Kyle’s post demonstrates, you can use do a proper Neo Geo layout with a 6-button Astro as well.</div>
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<br><div>I don’t recall suggesting that one couldn’t.</div><div><br></div><div>Also, that picture strikes me as a bit disingenuous. If he were actually standing as if he were playing (i.e. directly in front of the layout, both hands on controls), the necessary difference in the angle of his right hand would be much more pronounced than it already is. I can’t imagine I’d prefer to play on a six button with my hand at that angle, but mileages vary.</div>

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<div class=“QuoteAuthor”><a href="/profile/68557/Doc%20Robot">Doc Robot</a> said:</div>
<div class=“QuoteText”><div>. . . the necessary difference in the angle of his right hand would be much more pronounced than it already is. I can’t imagine I’d prefer to play on a six button with my hand at that angle, but mileages vary.</div></div>
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Which is pretty much what I was thinking when I looked this up the other day:<br><img src=“http://neogeox.com/image/cache/data/joystickshot-672x360.jpg”><br><br>Looks like terrible ergonomics to me, but maybe it works better in real life than I’m giving it credit.<br>