That's still too many, though! Nintendon't actually uses the A and B buttons as gas and brake for F-Zero AX, because none of the analog buttons would really make sense to use as gas or brake and this way the controls line up with F-Zero GX. We only need one coin slot (as I understand it, the main reason arcade machines usually have two is simply tradition), and the service/test buttons are only really used in the pre-boot BIOS (where you see the Triforce logo, etc.) ![]() So to break that down, that's three analog axes (steering left/right, gas, brake), seven digital buttons on the outside, two on the inside, and two coin slots. It also has two coin slots, a "start" button, and two internal buttons labeled "service" and "test." ![]() ![]() Take F-Zero AX, for instance: the real arcade version has analog steering input (one axis - a standard joystick has two), an analog gas pedal, analog brake pedal, four "camera" buttons, and two "paddle shifter" style buttons (although they're certainly not used for shifting). The issue as I understand it is more "how would you insert a coin" than anything else. I'm not sure about the internals of Nintendon't, but Triforce uses JVS for input (from buttons, etc.) which has far more inputs available than a GameCube controller.
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