Stock Control Settings: Difference between revisions

m
Mass update links
m (Mass update links)
m (Mass update links)
Line 22:
*** Which sometimes made it painful for [[BBC Micro]] users to play a Spectrum game, or vice versa. BBC games tended to use the converse, Z/X/@/?/Enter, i.e. the left hand for horizontal movement, the right hand for vertical.
*** Most PC games since the dawn of the 32-bit era have stuck to inverted T-shaped key layouts (WASD, IJKL, arrows, keypad) for movement. In the 8/16 bit era, as indicated above, there were all sorts of different layouts used. Even the arrow ("cursor") keys were arranged horizontally at the time on many platforms (←, →, ↓, ↑, for Apple), though they were the standard keyboard controls for [[MSX]] games. IJKL was used as early as ''[[Lode Runner]]'' for the [[Apple II]].
*** A very popular control scheme for old [[DOS]] games, such as [[Duke Nukem]], [[Cosmos Cosmic Adventure]], and [[Commander Keen (Video Game)|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.
*** Troper Tips: Windows Key getting in your way? Try remapping Ctrl and Alt as Z and V. They're about the same distance apart.
*** Another frequent choice is Enter for either jump, shoot or some other action.
Line 31:
** '''''[[Dragon Quest]]''''' '''setup''' -- Menu and Confirm are the same button. Interact is actually part of the menu. Only Cancel is 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.
*** 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.
Line 38:
** Keyboard & Mouse -- Move is with the arrow keys or W, A, S, and D keys (actually called WASD). Aim is with the mouse. Fire is the left mouse button. [[Secondary Fire]] and/or grenades is the right mouse button. [[Real Time Weapon Change|Switching weapons]] is with the scroll wheel and/or with the numerals at the top of the keyboard. Jump is space bar, like '''Platformers''' (which often have similar setups if it's an action third person game), Interact is the E key (or sometimes the F key, such as if the game has lean commands which themselves almost always Q and E), and the other commands are located around the WASD keys. Pause/Menu is Esc.
*** Slightly less common but no less uniform are are Crouch, either C or Left Ctrl, Sprint/Walk, often Left Shift, Flashlight, usually F (even if/''especially'' if the Flashlight is already a numbered weapon slot), and Reload, often R. In multiplayer games, the Scoreboard is usually Tab.
*** Precursor to this, in ye olden days, a different setup was common with FPSes. 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 3D (Video Game)|Wolfenstein 3D]], [[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.
** [[General Gaming Gamepads|Dual Analog]] -- It can be done with the SNES D-Pad and Single Analog (the N64 used the stick to aim and the C-button quartet or D-Pad to move in a WASD-like fashion,) but FPSs and TPSs only really caught on once dual analogs were standardized. Move and Aim are done with the two analog sticks. Primary and and [[Secondary Fire]] are done with the shoulder buttons. Switching Weapons is done with the D-Pad (or in the N64's case, generally the B and A buttons). Other functions are mapped to the face buttons, but more commonly used ones are mapped to secondary shoulder buttons, if available.
* '''[[MMORPG|MMORPGs]]''' often have a similar Keyboard & Mouse control to [[First-Person Shooter|FirstPersonShooters]], but use Q and E for rotating due to the fact the mouse is mainly used for clicking stuff. Alternatively, a keyboard or mouse button is held to enable mouse-controlled camera, then released to free the cursor again.
Line 58:
*** However, most doujin shmups would employ Z as normal fire and X as superbomb, with C as rapid fire and A/S/D as pause being used occasionally and their functions varies with different games.
* '''[[Puzzle Game|Puzzle Games]]'''--particularly of the falling piece variety--usually have a button for clockwise rotation and a button for anticlockwise rotation. Moving the pad, stick, or arrow keys horizontally slides the current piece sideways, while moving it vertically will drop the piece (sometimes instantaneously, sometimes it will simply make the piece move down faster).
** Many older puzzle games only offer rotation in one direction. Annoyingly, one version of Sega's 1988 ''[[Tetris (Video Game)|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.
* '''[[Roguelike]] [[RPG|RPGs]]''' generally use the entire keyboard. Many of them actually have no menu except that for selecting a target of the chosen action. Several layouts are used, many with frustrating differences--for example, [[Nethack]] uses 'q' for "quaff" (for using a potion) while ADOM uses 'q' for "quit."