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Will the 1p in the fighting game have an advantage?

It is most appropriate for me to answer this question. Only players who have experienced the era of video game halls know the answer.

It's not difficult for players to say that today's fighting games have the same effect whether it's 1P or 2P. Players only need a little practice to use it freely.

But it is definitely different in the arcade era. At that time, not many players were willing to take the initiative to challenge, so most players have long been used to using 1P. Even if you accidentally jump to the right in the game, you will find a way to return to the left position again, because many moves on the right can't be sent out.

A simple wave fist may be able to be played, but it's like a dragon-rising fist, which many players can't rub out.

This is directly related to the sensitivity of the joystick of the arcade itself; There is also two players operating at the same time, it will be very crowded, which will seriously affect the play.

Who still remembers playing the games that can be operated by multiple players at the same time, such as Peter Pan, Dinosaur Fight, and The History of the Three Kingdoms ... If one person plays these games, ordinary players will choose 2p and 3p, while 1p and 4p are generally not used. If many people play at the same time, if the players who use 1P and 4P don't move aside, the players in the middle will be squeezed very hard.

this situation was finally solved perfectly until the times of Journey to the West and the War of the Three Kingdoms, and the two game machines were connected.

However, there are more players in the later fighting games, such as king of fighters, World Hero, Swordsman, Street Fighter EX, True Soul-Mastering, and Street Fighter Dragon-Fighting. At this time, players don't have any requirements for 1P and 2P, because players in this period like challenges and have long been used to 1P and 2P, which will not affect their performance.

My articles are all arranged and created for a long time, and the pictures are intercepted by myself, and they are typed by hand, and there is absolutely no water.

Most arcades are doubles machines, and there are also three-dozen and four-dozen entry games. Of course, fighting games are doubles. Normally, they are all 1P and 2P, which we call the main handle and the auxiliary handle here. Let's talk about the tricks that arcade game chose different P positions, some of which you may not know.

fighting game

Let's talk about the fighting game in question first. The 2P of fighting game is quite special, and it must be a coin-in-the-back challenge to the 1P. Moreover, unlike the current arcade fighting game, where two people were separated or sitting face to face, at that time, two people were crowded together, and such 2P was actually quite uncomfortable. There are two uncomfortable points:

2 p rubbing moves are not easy

This is certainly not difficult for some veteran fighting games. I still remember that when I first learned street fighter, if the characters were on the right, I couldn't even make the dragon rise. Of course, after king of fighters played too much, it was the same on which side to stand, not to mention rubbing moves, and all kinds of continuous moves were not a problem.

The position of 2P rocker is uncomfortable

It's still uncomfortable for two people to squeeze a machine, especially when one side is huge. 1P is fine, and the right hand side is a button, so it won't feel too crowded and it's hard to make mistakes. The position of 2p rocker is uncomfortable, and it's easy to be accidentally touched or even maliciously bumped by the opponent in fierce fighting. I saw it many times in the arcade when I was a child, which is very shameless.

how about the game of breaking the barrier?

The different P positions of some entry-level games still have some influence on the games. Let me take some well-known games as examples.

1. Decide the characters according to the P position

For example, the 4P version of the star and the 4P version of the western cowboy, this character can't be selected manually, but it is fixed according to the four P positions of 1234. Which character do you want to play, you have to sit in that position first. I remember that the old three and the old four were the least lovable, and the old two competed for it, so the younger children had to use the old four, but the western cowboy was the other way around.

p bit decides the priority of action

This is the most classic story of the Journey to the West. As all players who have played it know, there is generally no treasure in playing dragon lady and dragon horse, and every scene will refresh three wooden stakes or shadowless knives when they run out of skills. Some scenes are mobsters, and it is troublesome to kill them one by one, and one shadowless knife will solve them, so you can earn points quickly and clear the soldiers quickly. But why do you earn points? Some people will rush to clear it, but this game determines the priority of action according to the P position. When entering a new scene, you can play the treasure by pressing the treasure-throwing button, and the higher the P position, the higher the priority.

[13] 1P attracts the hatred of the boss

This is a bit miserable. The classic example is the Three Kingdoms War Discipline. We basically choose Zhuge for 1P here, because he doesn't need to recruit repeatedly, just needs to attract the boss to confuse him, and export it to other teammates. Some players who can't play will be finished. After using 1p, they will go up to play the boss, which will be very miserable.

will the fighting game 1P have an advantage?

You may think that when you play fighting games at home or practice pattern contact, you will be accustomed to the 1P position, the starting rhythm, the swing direction, the technical movements and so on, which are much more skilled than the 2P position.

actually, these are not all true.

In our actual combat, in fact, we are all preoccupied with dealing with our opponents, ignoring the sense of difference brought by our position. All these are based on operational familiarity. In fact, there is no difference between positions, only operational problems.

the problems encountered in actual combat are generally in the high gap of horizontal routines, not in the position differences.

Sometimes you may say that in some famous wonderful fighting events, there is a high probability of winning on the right in some cases. Of course, these are accidental problems and the strength of the players.

If you are new to Meng Xin, you are not familiar with the continuous recruitment operation of the position, and sometimes it is possible to find that it is easier to enlarge the position of 1P or it is more difficult to make the continuous recruitment of 2P. As long as you practice more, these problems can be easily overcome.

Personally, I think it is necessary to analyze

the advantages of operation instructions

the reasons for the problems

The advantages of operation instructions are the most common in fighting games, and the biggest reason is that the two characters in fighting games are facing each other, while the input instructions in fighting games change according to the different orientations of the characters, and the main difference is that the direction instructions are one positive and one negative.

Most players use their left hand to control the joystick. According to the physiological structure of human body, it is generally much more convenient for the left hand to slide from left to right (forward swing) than from right to left (reverse swing). This is why some players use the same character, and the moves that can be used clearly in the 1P position cannot be used flexibly in the 2P position.

Most horizontal fighting games (both 2D and 3D) have this kind of design problem, and sliding from left to right (forward shaking) is also a move instruction in many games. The aerodynamic waves (flying props) of many characters in king of fighters series and Street Fighter series are often like this, so the advantage of 1P is reflected in this way.

Solution

A few horizontal fighting games have corresponding designs to avoid the 1P advantage in instructions, such as the latest work of Tiequan series, Tiequan 7, and the subsequent enhanced version of Tiequan 7FR. This game can choose between the 1P position and the 2P position when choosing roles. It should be noted that if player A chooses the 1P position, it does not mean that player B has no choice but to choose the 2P position, but that player B can also choose the 1P position. This is a perspective problem solved at the system level of the game, and it is not simply a matter of changing the direction of the role. (Due to space reasons, I don't want to expand here much, so interested friends can study it by themselves.)

Physical space advantages

Cause of the problem

In order to reduce the hardware cost, the old version of fighting arcade usually chooses to put two sets of keys on a machine frame, which means that two players have to operate on the same panel. Then according to the layout of "joystick"-"button"-"joystick"-"button", the right hand of a 1P player can easily collide with the left hand of a 2P player. As mentioned above, the left hand controls the joystick command, which needs to move horizontally in space, while the button of the right hand is only pressed vertically. Therefore, in the process of arm collision, 2P is much more adversely affected than 1P. I don't like to sit in the 2P seat of this arcade.

solution

with the development of technology, an arcade with only one set of key panels has gradually appeared, and two arcades are connected to fight each other, thus avoiding physical collision in space and solving the problem of 1P advantage. Not only newer arcades such as Tiequan 6 and Street Fighter 4 used this method, but also the older generation of king of fighters series arcades used this method.

system judgment advantage

problem reason

system judgment advantage is relatively rare in fighting games. What is popular here is that there must be a sequence for the processing of system programs (video games also belong to system programs). In programming languages, "traversal" is usually a forward traversal, that is, detection starts from 1 (languages such as C# start from ). What does it mean to put it in the game? That is to say, even if four characters trigger the same condition at the same time, the machine will be tested in a fixed order, such as 1P, 2P, 3P, etc. Then from the system level, 1P has a certain degree of advantage, and whether it is obvious depends on the specific design. For example, if 1P and 2P are in the same position and the same prop is picked up at the same time, it is very likely that only 1P will be picked up successfully.

solutions

this kind of situation is relatively complicated, which needs to be analyzed from two aspects: program system logic and game design. 1P may not necessarily have advantages, and 2P may not necessarily have disadvantages. Some game enemies chasing 1P are a typical example of 1P's disadvantages.

That's my opinion on "the advantage of 1P in fighting games"

Most of us played arcade games when we were young, and we secretly saved 1 yuan and 5 cents for a coin. A master spends an afternoon playing with a little game money. A rookie, like me, takes his own little friends, and the two of them directly occupy an arcade and play as they want. Most arcades are 2p or more. At that time, I found that the 1p seat on the left was better, so I shouted that men left and women right rushed to occupy 1p.

what's good about it? It depends on the game.

Shooting games, especially House of the Dead 3, which has a deep memory, are not necessary to separate the seats in the design of the game, but when you actually play it, you will find that 1p still controls the main function of selecting customs. Moreover, it may be because of psychological effect that shooting from left to right in the position of 1p is much more comfortable than shooting from right to left in the position of 2p. Some boss in the game also run clockwise, which makes the players on the left sometimes safer.

The second is the most popular type of fighting on arcade, such as the well-known king of fighters and so on. If you play alone, the man-machine default is the position of 1p. In this position, the left-hand rocker and the right-hand button are all used. It is very uncomfortable to play this "posture" and then change positions. Moreover, those who are familiar with fighting games know that many derivative skills are used in conjunction with the direction of the joystick, and the descriptions of these skills are the default operating habits of 1p, and even the selection of people is somewhat unfair. It is the default that 1p is selected before 2p is selected. Although it can better select restrained roles for the characters selected by 1p, it is difficult for many powerful characters to turn over once they are selected.

In addition, there is the type of horizontal clearance. There are many game setting logics that 1p leads and 2p follows, especially those with card viewing angles, such as Contra and Dinosaur Quick Fight. Therefore, the hatred value of 1p for monsters is relatively high by default, which is similar to the position of T, and it often leads the team in the direction. At the same time, if you meet a 1p who can't play, well, the group will be destroyed quickly.

the advantage of 1P is that BOSS follows you to play

I only know that in those days, there were 12 street fighters. If both sides won one game and then drew twice, 1p would win.

After watching the game, those who use Mishima in Tiequan prefer to use 2P.

advantages, quick death

clearly tell you that 1P has advantages

This is because in a fighting game, the CPU has to deal with two roles, and at the same time, the CPU will only execute one instruction, which will lead to the same move judgment, and 1P will be stronger than 2P

Of course, now the machine has multiple CPUs, and it may throw the judgment to one processor independently, which is fair, and there is no such thing.