COURY>> Choosing a gaming controller is a very personal thing.
Everyone has different preferences for what they look for when it comes to their primary
tool for playing games.
For Try and I, we've almost always preferred to use the first party controllers created
by console manufacturers themselves.
They always just felt so much more robust and better built.
What can I say, it takes a lot to stand up next to the perfection of the original SNES
controller or the freaking Japanese Saturn Pad.
But seriously, there's been plenty of stand outs over the years.
Whether they're known for the right reasons can be debatable.
So, let's take a look at some amazing, weird, unique and ehh...not so hot third party controllers
that have been released over the years.
[MUSIC: "Principle" by Matt McCheskey]
TRY >> Third party controllers have always been something that, as a general rule, I've
tried to avoid.
But at least one company has been able to build enough trust and clout to always pique
my interest when they show up with new accessories.
Hori has long been the king of third-party controllers and devices for gaming in Japan
- oftentimes even with official licensing from the console manufacturers, lending to
an extremely authentic look and feel.
Perhaps Hori's most famous controller is the Digital Controller for GameCube.
So named for its prominently featured D-pad and lack of analog functionality, the Digital
Controller was such a popular import in the early 2000s, that for western gamers, it became
synonymous with the Hori brand, earning as its generic moniker "The Hori Pad."
For a long time we believed the Hori Pad was only available as an import, but this box
appears to be from what must have been a very limited American release, branded as the "Game
Boy Player Controller."
And certainly that is its most obvious application - the GameCube controller's critical flaw
is that it possesses perhaps the only widely maligned D-pad that Nintendo has ever created
- whether you choose to use the analog stick or the tiny out-of-reach D-pad, Game Boy games
are simply not as fun with a standard controller.
Today, we've luckily got homebrew software - called Game Boy Interface - which can be
loaded via the combination of SD media loaders and Action Replay discs, among other methods.
This unlocks the potential of the Game Boy hardware within the Game Boy Player, greatly
optimizing the video output over Nintendo's official boot disc, and improving input lag.
In combination with the Hori Pad, there are few better ways to enjoy Game Boy Color or
Game Boy Advance games on real hardware if you ask me.
The D-pad is virtually on par with Nintendo's own controllers, and as for the buttons, I
have no reason to believe they aren't Nintendo's OEM parts.
The GameCube's strange Z-button becomes a comfortable face button for occasional use,
while the Select button, which normally doesn't exist on a GameCube, is just a duplicate Y
input.
But the Hori Pad is not just a Game Boy controller.
Any GameCube game that does not require the analog stick for movement, analog shoulder
buttons, or the C-stick can be played with the Hori Pad.
While that may be a pretty limited selection, it's pure bliss for the games that do work
with it.
I'm gonna be honest - the Hori Pad might just be my favorite controller of all time,
at least in theory.
While its uses may be somewhat limited, it combines the simple perfection of the timeless
Super Nintendo controller with what is, in my opinion, a superior button configuration
to the standard diamond layout.
While the GameCube controller can be a bit divisive, I really think Nintendo had a smart
thing going with the large central A button, granting quick access to any button, and making
more simultaneous button combinations possible compared to a diamond layout.
I've been lucky enough to have owned my Hori Pad since the days when you could readily
import a new one - but unfortunately, much like GameCube component cables, it's a much-coveted
rarity these days, with used controllers being resold at well over $100.
To me, it's essential, but others might want to first look to adapters for playing
the Game Boy Player with SNES or PS1 controllers instead.
I think for a lot of people in the west, the GameCube Hori Pad was what made us aware of
Hori in the first place, and immediately established them as the go-to brand for alternative controllers.
But their history in Japan goes back much farther, and not all of their products are
officially licensed.
When I got into the PC Engine slash TurboGrafx scene relatively recently, I quickly found
far more games to enjoy for the platform than I ever expected.
But something about the Dpad of the regular controllers felt just a bit off to me - maybe
I didn't give it enough of a chance, but I soon started to look for alternatives.
That's what lead me to discover the Hori Fighting Commander line - a series of controllers
that appears to have begun in the 16-bit generation and even has new iterations for PS4, Xbox
One, and even the Super Nintendo Classic Edition.
The obvious intent of the Fighting Commanders is to provide a button pattern that mimics
an arcade layout for advanced fighting game control.
This is the Hori Fighting Commander PC - a version for the PC Engine that is not officially
licensed as far as I can tell.
Now, I'm generally not at all a fighting game fan, and as best I can tell, extremely
few games have special functions for controllers with more than the two main face buttons.
To ensure compatibility with regular 2-button PC Engine titles, the rightmost toggle should
be in the "2B" position.
So yeah, this controller is definitely overkill for me... but the D-pad appears virtually
identical to the GameCube Hori Pad… so I knew I'd love it.
The 1 and 2 buttons are rather far to the edge of the controller, but generally this
isn't a problem, and I like how they're aligned side-by-side, just like on a regular
controller.
The SNES-style shape and start and select buttons may not have the characteristic PC
Engine controller feel, but they are comfortable.
The cord is a bit longer than a standard PC Engine controller, although I still have to
use two extensions if I'm playing on my couch.
I believe the Hori Commander should work on a TurboGrafx if adapted, but I don't have
the means to verify it for sure.
I certainly don't think the standard PC Engine controllers are bad, but given the
enjoyment I've gotten out of the system so far, I think 42 bucks was worth it for
a familiar-feeling D-pad.
Unfortunately, prices tend to be closer to 50 to 65 dollars lately, but at least it's
not as pricey as some of Hori's more sought-after controllers.
COURY>> Hori is pretty great.
For my money, I'd say they're the best best third party peripheral manufacturer out
there.
The Hori GameCube pad is a treasured controller in my collection... even though I did pay
a hefty price for it, even years ago.
Playing Ikaruga feels great.
Next, let's take a look at one of Hori's newer offerings...
The Mini Wired GamePad for the PlayStation 4, is a controller that's geared primarily
towards younger players with its smaller size and brightly colored appearance.
Despite being made and marketed for kids, I feel like this controller has been criminally
misunderstood.
Of course there's a number of obvious problems with this controller.
The cheap feeling analog sticks without any kind of rubber coating to prevent slipping
aren't meant for games that make heavy use of them.
This tiny square button has the same functionality as clicking the touchpad, but as far as I
can tell there's no way to click both sides of the touchpad, which limits performance
in a chunk of games.
On top of that, If you need real touch interaction, there's a number of time consuming button
presses involved, and then you have to make use of the analog sticks to simulate finger
dragging.
A lack of rumble or motion controls further hinders useability, but you probably weren't
expecting it anyway based on the last two negative points.
So yeah, there's a ton of games that you probably don't want to use this controller
with.
But, you know what?
It's a pretty good choice when it comes to the 2D, retro styled games on the PS4..and
those are plentiful.
The classic form factor of the pad feels almost akin to the Super NES controller, although
it is a bit thicker.
This thing probably could have existed in 1990, and been fairly popular.
Its smooth and heavy duty, and the D-pad is tight and effortless.
I do kinda with there was a bit more traction or rougher plastic used on the D-pad itself
though, because it can feel a bit slippery at times.
Although it might seem a bit blasphemous to even consider playing with a pad instead of
a fight stick, I found this pad to be great for fighting games.
The digital shoulder buttons, with their immediate response are a much better choice for this
kind of game versus the normal triggers on a Dual Shock 4 because there isn't nearly
as much travel distance.
However, if a game makes heavy use of the L1 and R1 buttons?
Well, those are a bit small for my tastes.
As the name states, the controller is wired, but has a decently long 10 foot cable.
It still works on the PlayStation 3 in so much as a normal dual shock will.
meaning that the PS button won't work at all.
That's kind of a deal breaker.
Arcade action....
Shooters….
Platformers...
These are the kinds of games that this controller was meant to be used with, and I think a lot
the critics of this pad are overlooking it.
It's unfortunate that Hori didn't play up that angle - marketing it as a retro game
controller instead of a kid's controller.
As such, this controller has been clearanced out in a lot of places...which is how I got
mine.
It's difficult to say whether or not this will become a sought after pad in the future.
It's not for everyone, but understand what you're getting and what it can be used for.
Maybe Hori can make some tweaks to the overall design and bring out a pad dedicated to the
ample throwback styled games on the PS4… but for now, this'll do just nicely.
When I was in college I remember a bit of controversy surrounding the PlayStation 1
game Thrill Kill that was basically an ultra explicit four player Pit Fighter.
Due to the adult nature of the game, it was ultimately cancelled at the last minute despite
being basically finished.
However, developer Paradox Entertainment wasn't about to let the engine go to waste and with
the help of Activision they were able to utilize it in Wu-Tang: Shaolin Style, which played
similarly but had the star power of the Wu-Tang Clan.
Included with a special edition of the game was this legendary controller, the Wu-Tang
W Controller for PS1,which might just be the most ridiculous I've ever laid eyes on.
Thanks to our friend Drew Littrell, I'm able to check out this controller as well
as many others in this episode.
Shaped like the W insignia of the Wu-Tang clan, this PS1 pad is mostly ridiculed due
its absurd nature.
Let me tell ya, this thing is neither comfortable nor easy to use, making it more of a conversation
piece than anything.
The W controller's black and yellow color scheme is pretty unique and it feels solidly
built, unfortunately the overall size is completely unwieldy.
This thing comes close to matching the dimensions of the original Xbox Duke, but it doesn't
even come close to matching it's heft.
Most noticeably is the lack of analog sticks...But, it's also missing any sort of rumble features
which means that this thing is basically a big hunk of plastic.
The D-Pad mixes a standard PS1 style directional keys with diagonal connections.
Unfortunately, it plays about as a bad as it looks.
I put it to the test, along with its sorta oval shaped buttons with Street Fighter Alpha
2 Gold and the results ...weren't pretty.
But it was the shoulder buttons that were a bit more challenging than i expected.
I know, I know -- they had a very, VERY specific form factor to work with here, but dang, these
are pretty tough to use.
If for some reason you feel determined enough to use this controller for real actual game
play, I'd try to stick with games that don't make any use of shoulder buttons.
But as I said, this pad is more of a novelty for fans of Wu-Tang than anything else, and
in that respect its a pretty cool collectors item
TRY >> The Super Nintendo controller is a nearly perfect balance of comfort, simplicity,
and just enough buttons to let you do a lot without the controls getting too overwhelming.
But in spite of that basic purity, it has continued to be strangely difficult to find
a suitable third-party replacement.
But there was one alternative controller from back in the day that did manage to stand toe-to-toe
with the original.
The Ascii Pad was my personal introduction to turbo controllers - and to this day I still
prefer the toggle switch design over programmable turbo buttons.
But what good is turbo if the rest of the controller isn't satisfying to use?
Well, the Ascii Pad IS an officially licensed controller, so similar to many of Hori's
offerings, Asciiware must've had access to a lot of Nintendo's resources.
The Super Famicom styled buttons are always appealing and I'm pretty sure they're
authentic Nintendo parts, and the Dpad also seems to be just as good.
The the thickness and overall shape seems to be virtually identical to Nintendo's
controllers, being an almost imperceptible bit wider.
The biggest difference of course is the upward slope of the shoulder buttons, which gives
space for the turbo toggles and actually works quite comfortably.
The AsciiPad just gets it right - it's so perfect it's almost boring.
What more is there to say?
This is THE turbo controller to get for the SNES.
If you're looking for newer offerings and are keeping a low retro gaming budget, online
retailer CastleMania Games sent us the SNES Scout and NES Cadet by Hyperkin.
These are wired controllers that sell brand-new for about 12 to 15 dollars.
The SNES Scout does seem a bit better than your average knockoff controller - it doesn't
try to exactly mimic the Nintendo feel, but the buttons are kinda OK.
They have a little bit more "click" to them than real SNES controllers if you're
into that.
A slightly rounded back is a nice touch that gives your middle fingers a perfect groove
to rest in.
That's all well and good, but this particular controller that we were sent is constantly
registering an L button press - I discovered it when Tetris Attack turned out to be completely
impossible to play due to the puzzle floor being constantly forced up.
In Mario Kart, I couldn't even jump at all!
I have no idea how widespread this problem could be… and opening the controller to
adjust the shoulder pads didn't change anything.
I'm sure it's a decent enough controller for those that do work, but I certainly can't
ever use this one.
After this experience, I wasn't expecting much from the NES Cadet.
From a design perspective, it's very faithful to the layout of the original NES rectangles,
which is the good and proper way for an NES controller to be.
I don't really understand people who say the NES controller's 90 degree corners somehow
dig into their hands, but for them, Hyperkin has angled off the lower edges, so this should
not be a problem for anyone.
In addition, the curve that is also on the back of the SNES Scout is here too, so I do
have to admit - this is one comfortable NES controller.
And you know what?
It plays great.
I had no problems with any buttons registering, and even the D-pad performs excellently, with
no trouble responding correctly to cardinal directions or diagonals.
My only two complaints are that the Dpad, at least on this unit, makes a slightly loud
popping sound… and that the fit in the controller port is far too tight for my liking.
But overall, consider me surprised - this is a solid budget alternative to official
NES controllers, and one I could actually see some people preferring over the real thing.
But there was one other Hyperkin controller in the box from CastleMania that immediately
piqued my interest - the Hyper Click Retro Style Mouse.
The SNES mouse is certainly one official input device for the system that could stand to
have a modern update.
It's quite small, and the dirt and gunk-prone rubber ball style tracking control is a design
that I imagine absolutely no one wants to see make a comeback.
Upon taking the Hyper Click out of the box, my first impression was that it's somewhat
large - larger than I was expecting, but I suppose the target market is after all nostalgic
folks whose hands have grown since 1992.
It also has a sharp semi-angular slope toward the front end with the buttons.
But the key thing is on the underside - this is an optical mouse.
Not exactly a surprise in this day and age, but an extremely welcome update.
And it's immediately obvious - this controls so much more smoothly than the official Nintendo
mouse, even when the insides are clean.
I don't think it's guaranteed to make your Mario Paint artwork any better, but it's
certainly less taxing to get to the end point.
And I always enjoy a good round of the Mario Paint fly swatter game.
While I was worried about the shape of the Hyper Click mouse at first, once I started
using it I remembered that I'm not exactly picky when it comes to mouse design, but I'm
not sure how those who are more sensitive to unergonomic mouse designs will feel about
it.
Granted, while $20 is not a bad price, that might be a bit much for most people's Mario
Paint nostalgia fix.
But there are a few other games that support the SNES mouse - for me, I've still yet
to play through Mario & Wario and Wonder Project J for the Super Famicom - and I can say absolutely
without a doubt, that when I get around to properly starting those games, I'll be pulling
out the Hyper Click instead of the official mouse…
COURY>> In the history of third party peripheral makers, a tip of the hat has to be given to
Mad Catz.
It's actually pretty impressive how much this company released in their life time,
with the fifth and sixth console generations being their most prolific...and experimental.
I was honestly never much of a fan, but let's see if my mind can be changed.
The RetroCON for the PS1 and PS2 is a 2002 control pad that seems right up my alley.
Of all the Mad Catz controllers I've seen over the years, I was the most interested
and excited to check this one out.
The name of the pad is apt - the design harkening back to the purely square design of the NES
and Master System pads.
Filed under unnecessary is the small LEDs that light up inside of the pad giving it
subtle glow when its plugged in.
Holding down start and select for a few seconds enables analog mode, which lights up the Madcatz
logo in bright red.
The back of the pad has as rubber coating to prevent slippage for those with sweaty
hands...
Because the controller is used for both PlayStation 1 and PlayStation 2, it includes a set of
analog sticks.
Interestingly, when in digital mode - which you'll find yourself using for many of the
PS1 era games - the sticks still work, replicating the digital functionality of each side of
the controller.
The left stick is for the D-Pad and the right is for the cross layout of the buttons - meaning
pressing up is for triangle, down is X, left is square and right is circle.
This was an inspired choice and works pretty well for twin stick shooters on the PS1 that
used the button layout in place of a second stick - before the invention of the Dual Shock.
Other kinds of games though?
I dunno it works all that well.
For PS2 games, the analog sticks work as they normally would.
Despite my high hopes, I was pretty let down by the RetroCon's functionality for...retro
games.
The D-Pad is incredibly mushy, lacking any kind of central pivot.
This seems like a huger oversight, especially for a pad that so heavily pitched to be used
in 2D games.
The shoulder buttons are also a bit tricky.
Instead of having two sets up buttons stacked on top of each other, the RetroCon splits
each shoulder button in half making each side so tiny that they're kinda unuseable in
the heat of the moment.
Naturally, concessions had to be made to stick with the overall vision of the the controller,
but its best to stay away from games that make heavy use of the shoulder buttons.
The Retro Con had a ton of potential, but it was kind of a disappointment overall to
me.
Perhaps it was someone at MadCatz's pet project so it didn't have the R&D and funding
to reach its ultimate goal.
On the Nintendo 64, we have the Digital and Analog Arcade Joystick which combines a flight
stick and fight stick into one truly monstrous unit.
I was surprised to find that the joystick uses micro switches, which wasn't too common
at the time.
The button layout is was made for arcade fighters...but I couldn't get the up and right C buttons
to work right...as you can see by me just getting wrecked in Mortal Kombat Trilogy.
I'm not sure if this was a problem with the controller or just some sort of weird
incompatibility.
Thats fine though, most people would want this thing for the flight stick anyway…
Because Star Fox 64, right?
This analog flight stick has a trigger, A and B buttons and a hatswitch which serves
as a C button.
There's also a button the grip itself.
My dreams of an amazing Star Fox 64 experience were quickly dashed once i found that the
trigger is tied to the the Z button.
Which I guess makes sense, but for games like this means it'll be used to do a barrel
roll.
Hardly intuitive, or natural.
This was a little bit better in Pilotwings using the gyrocopters, but I can't help
but feel like the overall stick would have benefitted by putting the A button on the
trigger.
A simple fix that would made sense for the games people really wanted to use this thing
with.
Another ridiculous N64 pad is the Boomerang 64 from Nuby.
Or is that Nuby?
I dunno.
Talk about unwieldy, right?
Shaped like a boomerang, this is without a doubt one of the dumbest controllers I've
seen.
I guess they had an idea in their head and just went for it... but yeah its ugly.
My initial impressions were pretty positive.
It feels surprisingly good in your hands - a bit more spacious than the original controller...although
I'm not sure how well it'd hold up over extended use.
The placement of the face buttons felt natural, although the C buttons were the exact same
size as A and B, which might throw your muscle memory for a loop if you're used to the
smaller than normal buttons on the default controller.
The analog stick felt a bit more robust than the original, although the plastic enclosure
had come loose, which made it slip and slide a bit more than I would have liked.
I'm not sure if this is how its supposed to be or if its from wear and tear.
The digital pad is a bit lower on the wing, makes using it feel a bit lopsided in practice.
But, as you know, there's not many games that use the D-pad exclusively anyway so this
isn't a major issue.
For games like Kirby or Mischief Makers, I think I'd stick with the original Nintendo
64 controller.
There's a Z button on each wing of the boomerang.
The L and R buttons are on these tiny little circles you press with your middle finger,
which kinda feels awkward in practice.
Although, to be honest, I'm not really sure if there was any other way they could have
done it with this design.
Probably the most surprising aspect of this pad is that it has built in rumble via motors
in each of the wings.
You just need a couple of triple A batteries and you're good to go.
Of course, the original rumble pack is always and option as well.
TRY >> I'll admit - I'm a known defender of the N64 controller.
I was just 13 when the system released, and it felt like such an amazing time to be alive.
Even then I realized that I was living through a moment in history, interacting with 3D software
that would chart the course for the future of gaming.
And to me, this controller felt like the perfect tool for exploring the new frontier.
When well-maintained, the stick has an incredible responsiveness and range of movement, although
its durability is certainly a major concern.
The Dpad is equal to the finest Nintendo has ever made, but is seldom used, and the face
button layout is an acquired taste.
Some people just can't get over the tri-prong design, but I don't see what the fuss is
about.
All the same, many third-party controllers over the years have sought to capitalize on
the natural revulsion many seem have toward the official N64 controller.
On Christmas of 1996, the day I got my own N64, a family member gave a well-intentioned
gift of a second controller… the Super Pad 64 Plus by InterAct.
I politely smiled and proceeded to basically never use it.
You think the N64 controller is weird?
Well, I just couldn't get over the grotesque difference in size between the two handles,
the off-angle analog stick, wide button spread, and what is the deal with this tiny middle-finger
position Z-button?
I try to keep my middle finger out of my video games, thank you very much.
I thought this thing was a total joke and only ever used it on rare occasions when I
needed the turbo function to supplement my paltry button-mashing skills.
But in recent years, a number of people have told me this is actually their preferred go-to
N64 controller.
What?
I could not believe it.
So, for this episode, I've revisited the Super Pad 64 Plus, equipped with the newfound
knowledge that this is, in fact, a controller that is possible for people to like… even
love.
And… you know… giving it just a few minutes with a fresh perspective…
I can't believe I'm saying this, but maybe I've been a bit unfair to this misshapen
blob of a controller for all these years.
The buttons feel fine, and the spacing is probably meant to mimic a Sega or arcade layout,
which, while not my preference, I can see what they were going for.
The shoulder buttons are quite good, but I still can't get into the Z-button… guess
I just don't exercise my middle finger enough.
And you know, the stick, which works at a slight angle, well, it's still a bit weird,
but I can see how you could get used to it.
It's not that bad, and even has a hybrid plastic-metal shaft… so it seems pretty
durable, although it's hard to say since this controller has been so lightly used.
I've walked away from the Super Pad 64 Plus with newfound respect.
I never thought I would say that.
As long as my real N64 controllers are alive and well, I can't see myself ever choosing
to use it… but for all of you who do prefer it… carry on.
Anything that helps you enjoy the wonders of the N64 is a good thing in my book.
But what happens if longtime N64 fans were to take modern controller design and marry
it with the original N64 controller?
That's the idea behind the Brawler64 Gamepad by Retro Fighters.
Funded by a successful Kickstarter campaign in the summer of 2017, the Brawler64 was highly
anticipated as a potential total replacement for worn-down N64 controllers.
But upon its release, widespread reports of L-button and analog stick issues put a damper
on the hype.
Thankfully, revisions were made and that's what we've got our hands on here today - a
current model of the Brawler64 sent to us by CastleMania Games.
Now, you know how I feel about the official N64 controller, and I knew it was unlikely
that I would ever choose to use this controller over the one that I know and love so well.
That's why I decided to play through Bomberman Hero with the Brawler64 - a game that I had
never previously touched while using an actual N64 controller.
I thought it would be good to play a game that I had no previous expectations for how
it should feel and play… and within a couple hours the controller had melded with my hands
and I wasn't even thinking about it anymore at all.
My biggest concern when I first took the Brawler64 out of the box was the smooth-capped rubber
stick.
The convex design is most comparable in size and style to an older DualShock, which is
by no means a bad thing, but it definitely has less texture and grip.
In practice though, I was surprised by how well it works - I've really had no problems
keeping my thumb on the stick at all.
Super Mario 64 is of course one of the better tests of analog stick sensitivity, with Mario
having so many more degrees of speed and movement than pretty much any other game character
ever.
I didn't have much trouble putting Mario through all his paces, and movement mostly
feels just like it should, although I've played a ton of Mario 64 in my life and the
original stick still feels just a bit preferable for me in this case.
Overall though, the stick seems to perform well… it even registers readings just beyond
the bounds of my best condition official controller (not sure if that's good or bad), and I
have no trouble plotting points all throughout its range.
Mind you, I'm kinda terrible at Smash Brothers, but I've heard Smash attacks can be trouble
with inaccurate sticks.
Luckily the Brawler64 seems to register Smash attacks just fine.
When it comes to the system's occasional Dpad games, well, the Dpad functions just
fine I guess, although being in the secondary position, I can't see a reason to choose
it over a regular N64 controller in this case.
The Z button has been duplicated into two triggers on both sides of the controller,
mimicking your typical current gen setup, and allowing you to use whichever side feels
better to you.
For instance, while in GoldenEye you'd normally be shooting with your left index finger, here
you can shoot with your right index finger and aim with the L button… just like any
standard modern shooter.
My only complaint here is that the Z triggers are kinda like analog triggers, but of course
they aren't - the triggers have a small amount of travel before a Z press registers.
Regardless, this is a small complaint for me, and I'm guessing most people probably
prefer this soft trigger feel nowadays anyway.
Controller Pak memory cards and Rumble Paks can be used through the rear port, but not
Transfer Paks.
It's a rather tight fit and I've seen some plastic dust ground off inside.
The clasp thing sorta broke pretty easily on mine and doesn't really hold anything
in… but with the tight fit I'm not exactly concerned with my Rumble Pak shaking loose
anyway.
Maybe this can be perfected with the next wave of controllers.
The Retro Fighters Brawler64 is certainly not completely perfect, but for a fairly reasonable
$35, it should sate the desire people have for a more "normal" 2-handled N64 controller
with what I hope might be a long-lasting stick.
I wish we could've compared it to the expensive Hori N64 controllers, but alas, neither of
us has one - luckily, I feel the Brawler64 fills that void quite nicely, and while I'm
unsure how often I see myself choosing it over the classic feel of the original, I might
be surprised…
I'll try to keep it in mind for the next time I play another N64 game that's new
to me.
COURY>> As someone who doesn't care too much for the N64 controller, the Brawler seems
like just the thing for me.
It fits exactly the kind of controller I've wanted for the N64 without breaking the bank
on one of those Hori pads.
Of course, the N64 controller is, in my opinion, a very flawed piece of hardware.
But, most official Nintendo controllers don't really need an upgrade like this.
It takes some serious guts to think you can do better than standard the Super NES pad.
Of course that didn't stop load of competitors from thinking they could do it better.
Like the comically oversized Angler from Beeshu which takes everything you love about the
SNES controller and imagines…"what if fisher price made a Super Nintendo pad?"
Beeshu was company that I was mainly familiar with via a commercial for the Ultimate Superstick
on the "How to Score More Points in Video Games" tape that I talked about in our Video
Game VHS Tapes episode.
[Beeshu Commercial]
Skip Rogers certainly seemed to be a fan.
Based on what I could find in a quick internet search, is that they filed for bankruptcy
in 1995, and the Angler...is their last controller.
The overall form factor of this thing just makes it feel like it was made for toddlers
compared to the original - with pastel colors and giant buttons.
Maybe the ANGLE - haha - here is that this was supposed to be the controller you let
your kid brother or sister use?
Taking a number of cues from the Ascii SNES pad, which was one of the few controllers
that could hang with the basic controller, you've got a rapid fire for each of the
face buttons, and pushing each a notch further enables auto fire.
Below that is the slow motion toggle, which has two levels of strength.
Slow, and SUPER SLOW.
Super slow is the one you want though, because you might have a tough time registering your
inputs if its pausing and unpausing too slowly.
Strangely, I could not get the Super Nt to work with this pad, although I'm not so
sure it really matters all that much.
Info on this controller is fairly sparse overall, but I can't say that you are missing much
with this one…
[Acclaim Wireless Remote Commercial]
There was a time when using a wireless controller was way more of a hassle than it was worth.
When Nintendo's wireless WaveBird for the GameCube arrived in 2002, it changed the game.
These days, many smaller companies have been striving to provide options for those that
would like to cut that tether to their older consoles.
The most well known of these is 8bitdo, whose wireless receiver for the original Nintendo
and Super Nintendo have become the defacto standard which all others are judged.
The SN30 controller is their take on replicating the Super NES controller.
This wireless bluetooth controller feels just like the original, right down to the texture
of the plastic.
The SN30 line was updated alongside the release of the Super Nt from Analogue, with a bunch
of different options for color and buttons.
While I opt for the the concave X and Y button that was typical on the official US controller,
many prefer the convex style of the european and japanese controllers.
Recently, 8bitdo released the SN30GP series, which takes a page out of Nintendo's handbook
and offers a bunch of color choices.
Thes are modeled after 5 colors of the Game Boy Pocket, which explains the GP in the product
name, I guess.
8bitdo sent us a complete set of these controllers so that we could show them here in this video.
Externally, besides the colors and a logo change, they feel just as spot on as before.
Button designs have been tweaked to match the feel of a Game Boy Pocket but when it
comes down to it, these are essentially the same as the models released with the Super
Nt, right down to the micro USB port to charge.
All of these controllers can be used with the previously mentioned Retro Receivers,
as well on mobile phones, PC, Mac and the Switch.
There's a handy quick sync guide on the back of the controller if you need to change
modes.
Response time, interference and distance has never been a problem with these pads, and
the trend continues here.
This is probably due to its use of Bluetooth as opposed to the 2.4ghz wireless.
Much has been made about D-Pad sensitivity with 8bitdo's controllers.
The original SN30 and N30 pads have especially had issues with diagonals.
Although my original SN30 had problems, the new revisions seem to go a long way to clearing
this up.
But, and this is a big BUT, these these new controllers have nowhere near the wear and
tear that my original had.
So, it could develop over time.
I saw a suggestion online that said to put hole punch reinforcement labels around each
input pad on the PCB as a way to tighten things up, so i gave it a shot...and you know, it
made a big difference in my original pad.
I had to layer two reinforcements on top of each other per pad to get the best results.
So, if you're having issues with your pad, this extremely simple mod is at least worth
a try.
While these controllers can be used with the Switch, their lack of buttons doesn't exactly
make them an optimal choice.
Enter the the SN30 Pro.
This wireless controller takes the general form factor of a SNES controller and makes
it fully functional for the Switch…. which I've used mine for constantly since I got
it.
I have an original release version, but there has been an update on the overall look in
recent months, bringing it in line with 8bitdo's current branding.
8bitdo sent me an updated version for this video.
The Pro features are numerous…
The dual analog sticks are smooth and feel perfectly normal.
They're more akin to the look and feel tof an Xbox One controller.
And I really like how the four shoulder buttons fit on the top of the controller.
They don't feel too tightly spaced and are easy to quickly feel out.
This is probably the best configuration of 4 shoulder buttons I've seen on a retro
style pad to date.
The Home and Share buttons are what really makes this controller great for the Switch.
At first I was a little nervous about the placing of these, thinking that I would accidentally
hit them regularly, but that's never happened once.
And these things even include force feedback!
I had no idea this was gonna be a feature.
This is just straight up regular rumble though, none of the new fangled HD rumble.
Alas, much like the SN30 controllers, the D-Pad issue does supposedly persist with these
as well.
Although, to be honest i haven't really noticed it as severely with the Pro, so it's
possible that I either got lucky or just haven't played the right games for it to be a problem.
There's so much good stuff to play on the Switch, and I can't wait to play more games
with it.
Of course, because these are fully equipped to work with all games on the system so even
stuff like Zelda, Ys VIII, and Bayonetta are playable.
So, there's something here for all the Nintendo fans out there.
While the D-Pad issues can make things a bit more challenging at times, 8bitdo has done
a great job with all of these.
The Pro controller is especially great!
TRY >> Sony's DualShock series are among the most popular controllers of a more modern
lineage, but I have to admit that it took me many many years for me to warm up to them
and finally decide that yeah they're actually pretty great.
But back in the PS2 era, I was still a bit ehhhh on the DualShock, which is probably
why I was surprisingly receptive to the idea of an unofficial PS2 controller.
When I visited my cousin and first tried out the Logitech Cordless Action Controller for
PS2, I couldn't quite believe that I was actually considering buying an unlicensed
controller.
The shape of the handles wasn't quite what I was used to, but it wasn't bad… the
buttons are more rounded, and the sticks, while a bit flatter on top, still have a good
grip and are of a similar tightness to the DualShock 2.
The shoulder buttons are fine and it even has rumble.
The only real sticking point is the Dpad, which is hardly an optimal design, but worked
well enough for selecting in Final Fantasy XI, so I didn't really care.
It seems passable enough for sidescrolling games, but to be fair that generation of gaming
was probably the most barren overall for 2D gameplay, so I hardly think it's a dealbreaker.
It seems crazy to think back on, but this is the controller that I played a significant
portion of the PS2's most iconic titles with.
Well, not this exact one, I had a pair of black ones that I wish I didn't get rid
of.
I ran across this silver one at a local shop and I believe it's shape and functionality
is exactly the same.
I was certainly a fan of Logitech's PC accessories at the time, and while they've never been
a major player in the console scene, I think they did an excellent job here.
I don't recall changing the dual AA batteries very often, but I can't say for sure what
the battery life is like.
Any lag that might be introduced by the wireless design has certainly gone unnoticed by me…
and I recall having absolutely never experienced any interference, unlike the GameCube Wave
Bird controller, which was sometimes great and sometimes not, depending on where I lived
at the time.
You can even use the wireless controller on a PS1, although it's clearly not designed
for it since you can't fit a memory card into the slot above the receiver.
These days I'm definitely a big DualShock fan.
It's strange to remember that at one point it felt so strange to me, while the Logitech
was what I associated with the PS2 for so many years.
I don't really see myself going back to the Logitech wireless controller, but it certainly
does a great job for what it is.
I was surprised to discover when buying this used one, that there is also an Xbox Cordless
PRECISION Controller by Logitech, which I absolutely had to try.
It seems of similar quality to the PS2 one at a glance… but my Xbox is currently out
for repairs, so…
I'll just have to give it a go some other time.
Of course wireless is now standard in the current generation of gaming, but the downside
is that controllers have just gotten to be stupid expensive.
I mean, $70 for a Switch Pro Controller?
$60 for PS4 and Xbox One controllers when they aren't on sale?
I couldn't blame you for wanting to go back to wired controllers.
Power A seems to be one of the most common brands in the third-party accessory market
these days, lining store shelves with a selection of multi-themed controllers for Switch and
Xbox One.
The wired versions tend to cost half as much or even less than their wireless first-party
counterparts.
They seem to generally be officially licensed, so at that price, I thought it was worth trying
a few to see if they might serve as a passable player 2 controller for whenever a local multiplayer
opportunity might arise.
This is the Power A Legend of Zelda: Breath of the Wild themed Switch controller and it
cost me $25.
Despite having a detachable USB cable, this can definitely only be used as a wired controller.
The first thing I noticed after unboxing it was that it already had two small nicks on
the front from the factory - not cool if you were looking to these as collectible accessories
to your favorite Switch games.
The second thing I noticed is that the analog sticks are comically huge.
They just have a bizarrely broad diameter and absolutely zero grip in the middle.
The ridged edges feel fine and prevent your thumb from slipping off, but right away I
could tell that these would not be among my favorite sticks.
The worst part about that is that this controller does not have any gyro controls, and thus
you have to really put these weird stick sticks to use to make up for the lack of gyro aim
compensation.
If you were to ask me and my gyro aiming loving self, that absolutely makes the Power A controller
a no-go for Splatoon 2.
And those gyro-only abilities in Mario Odyssey that you don't really have to do, and probably
should've been assigned to a button, but are actually kinda nice so you use them anyway?
Nope, can't do 'em.
You should also know that there's no rumble.
Otherwise, the buttons and triggers actually all feel surprisingly nice.
The D-pad has kinda sharp edges, but works OK enough.
With my Pro controller and Joy-Cons, this is definitely going to be a dead last pick
for local Switch multiplayer, but as long as motion controls aren't required, I suppose
it'll get the job done.
This on the other hand is Power A's wired controller for Xbox One, also officially licensed.
After using the Power A Switch controller for a bit, these analog sticks feel downright
luxurious.
They're similar in resistance, size, and style to the first party Xbox One controller
- concave and textured around the edges.
There's sort of a ridge before the textured area, which doesn't feel wonderful, but
overall this isn't a bad start for a $30 controller.
The buttons and triggers are perfectly decent, while the D-pad is significantly less rough
around the corners compared to the Switch controller.
The textured back is an appreciated touch… less fine than Microsoft's controller, but
not bad all the same.
While the Power A Switch controller is detected by Windows as an input, the Xbox One version
required no further configuration for it to be recognized by PC games.
This controller also has no rumble, but at least it's not missing a crucial system
feature like gyro on the Switch.
More recently we've spotted a Power A Xbox One controller on store shelves that appears
to have a more first party like shape, but more similar sticks and buttons like the one
I have, with the addition of rear buttons like Microsoft's Elite controller.
Overall I'm pretty happy with the Power A controller for Xbox One, and pretty disappointed
with the equivalent controller for Switch.
I won't be adding Power A to my trusted brands list anytime soon, but when they get
it right, or at least, right enough, the price certainly reflects some degree of good value
for an extra controller compared to pricey first party controllers.
COURY>> Wireless controllers are one of the greatest modern conveniences in all of gaming.
I'm looking forward to the day when I can have close to official quality wireless pads
on all of my older consoles too...which reminds me….
So, what about the Sega fans out there?
Enter Krikzz, the engineer responsible for the EverDrive line of flashcarts.
He clearly saw an untapped potential for wireless controllers on the Sega Genesis and his attempt
to fill this much needed gap resulted in the Joyzz . This six button rechargeable 2.4 gigahertz
wireless controller that works on both the Genesis and Sega Master System is available
in two colors - a smokey transparent and plain old black.
The Joyzz sells for a steep 65 dollars on Stone Age Gamer.com and directly from Krikzz
at Krikzz.com.
Krikzz provided with this regular black version so it could be included in this episode.
Probably my favorite thing about the Joyzz is it's generally perfect adherence to the
design and feel of the original Genesis six button controller, which is my go-to controller
on the system.
Despite being a touch heavier, it feels just like the original pad. if it didn't have
Krikzz's name on the controller, I'd be convinced it was an official first party product.
Early production units had a slightly angled D-pad which caused issues for some people.
Our friend the 8-bit Duke went pretty deep into this issue, and the lengths he went to
fix it.
Thankfully, this flaw was remedied in the production runs following the initial batch.
The Joyzz touts a 2.7 milliseconds of response time which is negligible.
I was able to do flips in Revenge of Shinobi 100% of the time that I intended.
While a wired controller may have even faster response time, I think you'd be hard pressed
to really feel a difference here.
You just plug the accompanying receiver into the console, and turn it on.
If for some reason it doesn't sync, press the button the receiver and hold XYZ and the
mode button on the controller til it kicks in.
There's no LED indicators on the pad so you'll have to keep an eye out for the status by
the red LED on receiver part itself.
The Joyzz uses a micro USB to charge, with its battery supposedly lasting around an insane
150 hours.
It switches to a low power rest mode after a few minutes of no inputs, kinda like how
an Xbox One Controller achieves its admirable battery life.
The wireless signal seems pretty good, although I did have occasional hiccups and momentary
loss of signal despite only being around 12 feet away from the receiver.
I'm not sure how susceptible the Joyzz is to interference, but based on what I've
seen, it definitely can be.
There's three different button profiles you can change at any time by holding down
certain input combinations.
This is effectively the same as swapping to the plugged into the console.
You can switch to 3 button mode at any time by holding down the mode button plus Start
and C.
Master System fans aren't left out either.
Even though the controller will work with most Master System games by default, some
do have issues.
This weird infinite falling glitchWonder Boy in Monster Land that happens with both Genesis
3 and 6 button pads.
Holding Mode plus Start and B will switch to Master System mode, which clears this up
quick.
I'd much rather use this controller than the original pad.
Holding down Mode pressing Start and Z, will return to Six button mode.
Alternately, it will revert to this mode after it shuts down.
Going forward, I think the chances are pretty high that this will be my main Genesis and
Master System controller.
Although it's definitely a bit expensive overall, if think if you'll feel the same if you
end up with one yourself.
When Street Fighter 2 came home to consoles, to say it was huge is an understatement.
But it also ushered in fight sticks and other specialized fighting game controllers.
And not just from Third Parties.
Even from Capcom themselves with the Power Stick Fighter.
In addition to this, Capcom also enlisted the help of ASCII, to develop the Capcom Pad
Soldier 6 button pad which is a unique attempt to, uhhh, joystick-ize a control pad.
The Soldier Pad is one weird looking controller.
Composed of a vertical grip with a D-pad on top, with platform for the six buttons, there's
certainly never been anything quite like this since.
Despite my initial hesitation, I felt this thing handled way better than it looked.
It felt unnatural at first, but once you get over the fact that you're holding this like
a joystick, and adjust to the form factor then... it just works.
The ergonomic grip helps a lot.
Of course this controller was meant for Street Fighter 2, and it performed as expected.
But, if you played a lot of arcade games, it feels pleasantly natural with those too.
For some of the more typical styled console games, though?
I'm not sure if this is the best choice.
I guess the big question mark with this thing is how does it -- and your hands -- hold up
during extended play.
My hand did start to cramp after a bit but that just might have been because it wasn't
used to using a controller like this.
Regardless, this is a unique device and I'd say you could do much worse...
When I was a kid, I remember seeing advertisements in magazines for a control pad that instead
of using a physical D pad it had touch sensors.
"Wow, that sounds awful" is what I thought at the time.
Actually… yeah, that's what I think now.
This right here is the Turbo Touch 360 from Triax Controls... which, more than 25 years
later I now own...for some reason.
Let's open it up, see what's inside and see if my 14 year old instincts were right.
A lot of big promises are made on the back of the box.
Faster movement and most importantly no more blisters or 'numb thumb."
But it was the guarantee inside that had me scoffing.
Triax had such confidence in this technology that if you didn't have higher scores within
30 days, you could get your money back.
The Turbo Touch fits to the tried and true 3 button Genesis pad formfactor but my first
real impression was just how light it was.
No need for an actual D-pad mean that there were a lot less parts inside.
The rapid switches put the turbo in the touch and work as expected.
But it's the 360 we're here for so lets try it out!
Booting up Sonic, I was initially surprised by how...not bad this is.
The touch pad is concave on the face of the controller which isn't isn't great for
comfort, but sensitive seems nice and responsive.
Not bad for early 90s tech, if I do say so myself.
Then I tried some other games, and things started to go downhill quickly.
The touch controls may be a little bit too sensitive meaning that unless your perfectly
precise then you're gonna be hitting some diagonals accidentally...often.
Platformers are one thing...but what about games that allow for 8 directional movement?
This...is where the Turbo Touch fell apart completely.
There seems to be some serious input response lag which becomes apparent when you move in
circles or you need to weave between bullets.
This is also a problem with brawlers, like Streets of Rage.
You might find yourself constantly walking forward at a downwards slope, but its really
the delayed response makes it annoying.
It almost feels like you're not even in control at all.
The intent with this controller was coming from a good place, but despite Triax's belief...this
was NOT the right product at the right time.
The Turbo Touch is an inspired experiment, but no way are my scores gonna improve with
this thing.
Now, who do I talk to about that that money back guarantee?
TRY >> Whether it's old controllers for old consoles, new controllers for old consoles,
or current gen, whether they're just inexpensive alternatives to official controllers, legitimate
upgrades over first-party, or well… just stupid… there are a ton of third party controllers
out there.
We can't possibly have all of them on hand to look at today, and I'm sure we've overlooked
a few favorites.
But if nothing else, we've been surprised a few times - you never know when something
a bit different has the potential to be a new favorite.
No comments:
Post a Comment