Anitweeter(?) and ostensible linguist. 99% blog-free.


love
@love

they should make a fighting game using the original pressure sensitive street fighter 1 buttons where whether or not you get a counter hit is determined not by frame data but exclusively by whether you slammed the button harder than the other guy


uncreativecat
@uncreativecat

whenever anyone says something about pressing a button harder to get a different result in games i always think about The Bouncer (2000). arguably a fighting game (up to 4 player vs if you had a multitap) inexplicably built over the top of a single player campaign that was closer in form to an action rpg in a 3d-ish environment, it was a solid example of the "early title for a new console tech demo" genre and you'd better believe it was using the analog buttons on the DualShock 2.

to digress for a bit, I'm not personally a big fan of fighting games generally: the internal logic of how they usually control just doesn't play with my brain for whatever reason. show me the input for hadouken and my brain will agree that's reasonable but there's not a dragon punch in the world it wants to retain. give me a list of buttons to hit in sequence to do a thing and my brain will throw that right out the window without a second look. the big exception to this was always Smash, which simply has an attack on each direction+attack button combination and the way the attack comes out is predictable enough from the input that you can adjust to the quirks of individual characters pretty fast - there was a system under it that was easy to grasp without familiarity whereas (to pick on street fighter again) the unfamiliar eye can't tell why Ryu's projectile and Guile's projectile are bound to completely different inputs.

anyway The Bouncer found a different solution to this problem that my brain would accept: analog attack buttons. every character has the same underlying control scheme like smash but the 3D environment filled with flying ragdolls of other players knocking you on your ass meant that you couldn't simply map a direction into attack controls - actually you couldn't involve directions in attack inputs at all [edit, post checking gamefaqs for something later in this paragraph: okay actually there's some attacks that are any direction + an input but those are one-offs in character movesets and everything else can basically be considered a neutral]. instead all attacks got to live on the four face buttons: high attacks, medium attacks, low attacks, and something that roughly mapped to jumping attacks. hit high attack with a light press and one attack would come out, hit that same button with a firm press and a different attack would come out. a shoulder button would change to a special attack input (no analog values for these) and each character also had their own set of what I will call, for lack of a better term, "one button combos." each attack button could chain different numbers of attacks on itself that would give you attack outputs you wouldn't get otherwise, with the key twist being that every combo could start on a light or heavy press but the follow up inputs could only be at least as heavy - long combos would start with lots of light presses and finish with a heavy attack but some useful moves were, say, two heavy jump attacks in a row. this turns out to be a very good way to get you to stop pressing the buttons so damn hard because a few characters (echidna in particular) have very powerful light combos on buttons where the heavy attack is terrible. her moves come to mind in particular because her low attack combo is a huge breakdancing move that peels off tons of block meter and attacks everyone around but her first-press heavy low attack is a stomping move that leaves you vulnerable for, like, an entire second.

so yeah, insane person design (complimentary) for a early 2000-ass square game with a control scheme nobody was weird enough to use again
also norio wakamoto is the bad guy so that's cool


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in reply to @love's post:

Realizing I was a bit ambiguous in why I was bringing it up so I have to say I don't know how it handled simultaneous hits (other than hilariously, the game has a charming but also clearly misguided fondness for ragdoll collision). But it's the first thing I think of whenever I think about pressure sensitive buttons for reasons I will probably do a quote post about