Difference between revisions of "User:Tepples/Two-button first-person shooter"
(This sketch was received ok on a Discord server)
Latest revision as of 22:27, 15 July 2021
Several vintage video game platforms from the late 8-bit and early 16-bit generation use an input device with an 8-way directional control and two face buttons, often labeled B and A or 1 and 2. It's just barely possible to make a first-person shooter for these 8-bit machines, though it's tricky to provide a full range of control comparable to that of Id Software's Doom with two buttons and a joystick.
|Console||Aim button||Attack button|
|Nintendo Entertainment System||B||A|
|Sega Master System||1||2|
When the Aim button is not pressed, the game offers the tank control typical of a basic FPS.
- Up, Up
- Put down gun and run forward until Up released
- Hip fire (with reduced accuracy)
The Aim button sacrifices movement options for attacking or otherwise doing things. It combines some function of the "use", "strafe", and "sights" keys from conventional shooters and the "Z-targeting" or "L-targeting" from Nintendo's The Legend of Zelda series.
- Cast a ray from you to a wall point or an enemy, and store this target. If this ray is short enough (melee range), interact with the target, such as by pushing a switch or opening a door. Field of view (FOV) may narrow.
- Hold B
- Turn toward your target, possibly with an accuracy related to character stats
- B+Left, B+Right
- B+Up, B+Down
- Move slowly
- Fire with aiming
- B, B
- Change to next weapon
Consoles with additional buttons, such as Genesis, Super NES, and Game Boy Advance, can add things like jumping.