Unless the homebrew indie PCE developers create a platformer and/or shoot-em-up that taps into 6-buttons of power, I will never truly appreciate this controller.
Noted.
You know that I would be more than happy with 3-button controller support, of course
.
RANDOM THOUGHTS THAT I WOULD LOVE YOU TO READ, BUT I DO NOT EXPECT YOU TO IMPLEMENT:
Seriously, though, I was reminded of this thread when a fellow member was explaining recently that Bravoman (arcade version) used an array of buttons for close, medium and long-range attacks. Now, I don't know if this control scheme was implemented well, nor do I know if it was anything beyond a novelty.
It
has, however, piqued my interest in "alternate" control schemes for certain games. Many games, for example, feature a "charging shot" that disinhibits you from attacking until the attack is fully charged. This is an interesting game mechanic, but why not design a game where the "charge shot" was an auxiliary option (a secondary weapon) that could be charged by pressing and holding down button III whilst simultaneously firing main weapon (II) whilst retaining the option to hit (I) as well (for a bomb). I know this sounds like a bit too much firepower, but it is a mechanic that I have not seen in any games. It would be fun to experiment with it, at least.