Stock Control Settings: Difference between revisions

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{{trope}}
{{trope}}
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 [[Video Game Tutorial|tutorials]], [[Noob Bridge|Noob Bridges]] may occur.
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 [[Video Game Tutorial|tutorials]], [[Noob Bridge|Noob Bridges]] may occur.


This is why we have [[Stock Control Settings]].
This is why we have [[Stock Control Settings]].
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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).
** '''''[[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).
** '''''[[Final Fantasy]]''''' '''setup''' -- Confirm and Interact are the same button. Menu and Cancel are their own buttons. Oddly enough, ''[[Dragon Quest VIII (Video Game)|Dragon Quest VIII]]'' adopted this setup.
** '''''[[Final Fantasy]]''''' '''setup''' -- Confirm and Interact are the same button. Menu and Cancel are their own buttons. Oddly enough, ''[[Dragon Quest VIII (Video Game)|Dragon Quest VIII]]'' adopted this setup.
*** As for the actual gamepads, [[Damn You Muscle Memory|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.
*** As for the actual gamepads, [[Damn You, Muscle Memory!|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.
*** 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.
*** One thing that makes this worse for [[Play Station]] games is that for western releases of games, the bottom button became assigned to "accept" as opposed to the right button X because developers thought that westerners would associate X with "cancel"...while many [[JRP Gs]] on the SNES used the bottom button for cancel and the right button for accept.
*** One thing that makes this worse for [[Play Station]] games is that for western releases of games, the bottom button became assigned to "accept" as opposed to the right button X because developers thought that westerners would associate X with "cancel"...while many [[JRP Gs]] on the SNES used the bottom button for cancel and the right button for accept.
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** A common default setup on keyboards was arrow keys to move, Enter for punch, and Shift for kick. If blocking was a separate key, it was usually the Spacebar.
** A common default setup on keyboards was arrow keys to move, Enter for punch, and Shift for kick. If blocking was a separate key, it was usually the Spacebar.
* '''[[Real Time Strategy|RTS]]''' games also have quite a few controls we've gotten used to over the years. Even though the specifics differ, most games nowadays at least have several: Left-Click selects entities, Right-Click performs the selected entities' default action, Numeric Keys (sometimes F-Keys) select groups, Control+Numeric Key assigns groups, Spacebar moves the camera to the last event, A activates attack command, S activates stop command.
* '''[[Real Time Strategy|RTS]]''' games also have quite a few controls we've gotten used to over the years. Even though the specifics differ, most games nowadays at least have several: Left-Click selects entities, Right-Click performs the selected entities' default action, Numeric Keys (sometimes F-Keys) select groups, Control+Numeric Key assigns groups, Spacebar moves the camera to the last event, A activates attack command, S activates stop command.
** Old style RTSes, such as [[Dune II]], and the early [[Command and Conquer|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 [[Damn You Muscle Memory|muscle memory problems]] when swapping between old and recent.
** Old style RTSes, such as [[Dune II]], and the early [[Command and Conquer|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 [[Damn You, Muscle Memory!|muscle memory problems]] when swapping between old and recent.
* '''[[Shoot'Em Up|Shoot Em Ups]]''' typically offer a shot button and a [[Smart Bomb]] button, and in some occasions extra buttons for a special ability, or a third button for rapid fire shooting (unless the main shot button ''is'' rapid-fire).
* '''[[Shoot'Em Up|Shoot Em Ups]]''' typically offer a shot button and a [[Smart Bomb]] button, and in some occasions extra buttons for a special ability, or a third button for rapid fire shooting (unless the main shot button ''is'' rapid-fire).
** ''[[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).
** ''[[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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[[Category:Stock Room]]
[[Category:Stock Room]]
[[Category:Stock Control Settings]]
[[Category:Stock Control Settings]]
[[Category:Trope]]