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Stock Control Settings

 Stock Control Settings
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You're playing an NES game, a typical sidescroller, and the control is what it usually is. A is jump, and B is run, or attack, or whatever action the developers had in mind. Breaking this conformity just for the sake of being different has the greater risk of frustrating the players, and breaking the immersion the developers otherwise worked so hard for. When these are altered, Damn You, Muscle Memory! may occur. When unique new control features are added and not shown to players in tutorials, Noob Bridges may occur.
This is why we have Stock Control Settings.
Naturally, the exact control settings depend on both the genre, and the controller used. To cover the controllers, see General Gaming Gamepads. Here, the focus is mainly on the layout of the face buttons. Those come in a few varieties:
Single Row — Two or more buttons are placed in a (mostly) horizontal row. Systems using this include the NES, the Game Boy systems, the Sega Master System, the Sega Genesis, the Neo Geo.
Double Row — Two horizontal rows, one above the other. Systems using this include the Sega Saturn, Nintendo 64 (in that the top and bottom C buttons each aligned with B and A respectively), and arcade joysticks used to play Fighting Games.
Cross — Four buttons arranged like points of a cross. This was popularized with the SNES gamepad, and then became the standard for gamepads.
Shoulder Buttons — Two or more buttons on top of the gamepad. This was also popularized with the SNES, and became the standard.
Analog Stick Buttons — Activated by pushing the analog sticks into the controller. Usually written as "L3"/"R3" to fit in with the numbering of the Shoulder Buttons.
Keyboard & Mouse — Typically a QWERTY keyboard, and a three button mouse, preferably with the center button being either under the scroll wheel or the wheel itself pushed down. For the menu systems of pre-mouse games and console ports, usually confirm/toggle is Return/Enter, cancel/pause is Escape, and navigation is done with the arrow (cursor) keys. Many games bind heavily-used functions to modifier keys (Shift, Control, and so on) by default because most keyboards don't fully respond to a whole bunch of non-modifier keys being pressed at once.
On-Screen Buttons — Control schemes relying exclusively on these are awkward for many action games, but they're a practical necessity for iOS, where no other buttons or keys are available. This kind of control scheme was used as long ago as 1987, in the Psygnosis game Barbarian. Dungeon Master, released the same year, made it popular for Western RPGs.
This is largely unimportant in personal computer games nowadays, since PC games are expected to let the user reconfigure all of the game's controls (especially given the PC's numerous selection of niche controllers), and most of them do allow this. In the past, however (especially in the 8/16-bit era,) the bulk of games on most PC platforms had hardcoded controls. A burgeoning market in software and hardware to remap controls (even reserved ones like the Windows key) still exists from those times, many of which also allow inflexibly programmed games to be played with controllers that they weren't designed for.
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Mars Matrix instead maps all attacks to one button. The attack you use depends on how you press it (tapping, continous tapping, or holding it down).
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Precursor to this, in ye olden days when FPSes were called "Doom Clones", a different setup was common. The arrow keys were used to move and turn. Shift was used to run, Ctrl was used to fire, Space as Interact, and Alt+Direction was used to strafe. This was used in Wolfenstein 3-D, Doom (and all the Doom ripoffs,) and is even set up by default as an alternate control scheme for many modern FPS games which support multiple key-bindings.
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DoDonPachi Dai Fukkatsu Black Label plays with the existence of both normal fire and rapid fire buttons. In other Cave shooters, pressing both will have the effect of pressing only either button, not both. But in DFK BL, pressing both allows you to fire your normal shot and laser shot, but this comes at a dangerous cost: the "red mode" meter will increase, allowing you to score more points but causing the Dynamic Difficulty to rise significantly.
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Phantasy Star setup — Similar to the Dragon Quest one, only Interact is separate from the menu (in the first game, it was walking up to a person/object; in the other games, it was its own button).
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On the other extreme, the Saturn port of Radiant Silvergun allows you to give each of your ship's seven weapons its own button.
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Final Fantasy setup — Confirm and Interact are the same button. Menu and Cancel are their own buttons. Oddly enough, Dragon Quest VIII adopted this setup.
As for the actual gamepads, it's unfortunately often varied. For example, with the Cross configuration, sometimes Confirm is the right button, and sometimes it's the bottom button. Cancel is usually the opposite, but not always. And who knows where Menu will end up.
There was a time when Eastern and Western control schemes were different: For Cross Western had the Interact and Confirm button on the bottom, Cancel next to it, and with the Menu over on the Pause or Start button. Eastern had them all on the cross, Menu at the top and the others switching. These blending may be adding to the unpredictability of the matter now.
It may also vary between platforms on the same region: After the late 2010s, PC/Xbox games would often have Confirm on bottom and Cancel on right, whereas Nintendo games (from N64 onwards) would mostly have Confirm on right(A) and Cancel on bottom(B).
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On the other hand, Tetris: The Grand Master offers two anticlockwise buttons and one clockwise button. This scheme was probably implemented to allow your leading finger to do rotation in either direction and the adjacent finger to rotate in the other direction, though some players take advantage of the existence of two ACW buttons to do quick 180-degree rotations.
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Old style RTSes, such as Dune II, and the early Command & Conquer series used what was later called One-button control, where left selects and issues commands, right deselects. Rarely used nowdays, and leads to muscle memory problems when swapping between old and recent.
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A very popular control scheme for old DOS games, such as Duke Nukem, Cosmo's Cosmic Adventure, and Commander Keen was to assign both Ctrl keys to jump and both Alt keys to fire or some other function ("bring out pogostick" in the case of most Keen games). This was nice since it would let you have your choice of jump to the left or right of fire. Using the Alt keys became less popular with the rise of Windows operating systems, which tended to cause minimization and accidental context menu problems with Alt, so either Z or the spacebar has taken over that role if Ctrl is used for jumping.
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A number of PC Platformers like Abuse use the mouse for aiming or looking around.
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Rogue used h/j/k/l to move left/down/up/right (as in the Unix text editor vi, whose use of these keys was inspired by the Lear Siegler ADM-3A dumb terminal), and y/u/b/n for diagonal movement. Angband supports this as an alternate keyset.
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Dragon Quest setup — Menu and Confirm are the same button. Interact is actually part of the menu. Only Cancel is its own button.
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Many older puzzle games only offer rotation in one direction. Annoyingly, one version of Sega's 1988 Tetris game has three rotation buttons... and they all rotate in the same direction!
On the other hand, Tetris: The Grand Master offers two anticlockwise buttons and one clockwise button. This scheme was probably implemented to allow your leading finger to do rotation in either direction and the adjacent finger to rotate in the other direction, though some players take advantage of the existence of two ACW buttons to do quick 180-degree rotations.
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More accessible fighting games use a simplified system; light attack, middle attack, and heavy attack is a common alternative. Whether a "light attack" means punch, kick, sword swipe, or whatever just depends on the character. Super Smash Bros. takes it a step further and has only one (primary) attack button, but gets a lot of usage into it, with normal attacks, strong or "tilt" attacks (tilting the analog stick while attacking), smash attacks ("smashing" the analog stick and pressing the attack button at the same time), aerial attacks...
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The following is a list of statements referring to the current page from other pages.

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Stock Room
 General Gaming Gamepads
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