<![CDATA[Gizmodo: controllers]]> http://tags.gizmodo.com/assets/base/img/thumbs140x140/gizmodo.com.png <![CDATA[Gizmodo: controllers]]> http://gizmodo.com/tag/controllers http://gizmodo.com/tag/controllers <![CDATA[Wii BOSS Controller Case: Great In Theory, Poor In Execution]]> There's a lot of useless accessory crap for the Wii, but the BOSS controller case looked to buck the trend by addressing Nintendo's baffling lack of classic controller support for New Super Mario Bros Wii. Too bad it doesn't work.

Basically, what this big red thing does is slip over your Wiimote and, theoretically, makes it easier to grip and push those tiny buttons when playing a game with the Wiimote on its side. Kind of like the Classic Controller, with an accelerometer built in.

Unfortunately, Ars Technica says the additional bulk just makes things unwieldy. One needs big, beefy hands to use this thing properly, they report, and the additional heft in back—junk in the trunk, if you will—only makes things worse. And since the buttons on the case are just pressing down the original Wiimote buttons below, things got a tad unresponsive. Even at $10, the reviewer "breathed a sigh of relief" when he tore it off after an hour of play time.

It's too bad. That tiny directional pad and those tiny 1 and 2 buttons really cramp me up after an extended play session in the Mushroom Kingdom. [ars technica]

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<![CDATA[The De-Evolution of Playstation Gaming Controllers]]> As the guys at Autour D'un Cafe pointed out, the Playstation controller has de-evolved over the years. There was a lot of inbreeding at first, but that changed after a night of heavy drinking.

As the story goes, the DualShock got it on with a '60s era Baterang and the Gaming Gods retaliated—smiting their unholy spawn. This event cleared the slate, so to speak, and the evolutionary process started all over again. [Autour D'un Cafe via Geekologie]

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<![CDATA[Let's Count the Ways NES Modders Have Decimated My Fondest Childhood Memories]]> So a new, potentially very popular Mario title comes out today. Sweet, sweet nostalgia. To celebrate, let's revisit all the 2009 NES hacks and mods that have, thus far, utterly destroyed or otherwise corrupted my most cherished memories, shall we?

Our first mod is a relatively recent one. The modder took a nice, fully functioning Super Mario Bros./Duck Hunt combo cartridge, gutted it, and turned it into an admittedly clean and portable NES emulator. Sure, the gutting made most of my 1986 memories fade into a terrifying pit of blackness, but at least this wasn't a golden Legend of Zelda cartridge or anything.

Christ! That's ugly. But pimpin' ain't easy, so we'll give it a break. Unfortunately for me, my psyche receives no such break, and I am reduced to but two hearts, and my Master Sword no longer shoots laser beams.

The greatest platformer ever created by human hands, now a lowly 160GB USB drive. When will the insanity end?

Never, apparently. A mere month before the Super Mario Bros. 3 USB "creation" came to light, someone took a classic Game Boy, removed everything in it that made it a timeless piece of video game lore, and replaced it with a hard drive. Half a heart left, and there's this incessant beeping in my ears. Jack needs food, badly.

When I grip an NES control pad in my hands, its hard edges digging unforgivably into the soft flesh, I go to my happy place. When modder Taylor Merrill does the same, he hears the theme song from Sanford and Son. He also hears friends and relatives because he managed to get a Samsung Eternity phone into the controller that defined a generation of early console gamers. Good for you all. My childhood just ran into a goomba, jumped straight up into the air, and fell off the screen.

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<![CDATA[Woah, This Samurai Warrior USB Gamepad is All Kinds of Freaky]]> Seriously, those green LED eyes would stare questioningly, deep into my soul while I tweak its switchable analog/digital nipples. It's modeled after the DualShock controller, and supports the PS3, PS2, and PCs. It looks bizarre, and I like it.

As you can see, a removable mask also turns the face into Skeletor. For $25, you too, can celebrate bad taste and creepy peripherals this Halloween. Yes, Sorceress! [USB Geek via Technabob and DVICE]

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<![CDATA[The Girlfriend Controller (That You Secretly Want)]]> This is how you show you care: By meticulously hand-painting a controller for your girlfriend. Or, that's how you get her to play videogames. Or you want a pink controller, and you say it's for your girlfriend. [Flickr via Technablog]

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<![CDATA[NES Controller Mod Unlocks With Pure Nostalgia]]> The "security code" installed on this NES controller flash storage mod isn't going to keep anyone from accessing the files inside, but that's not really the point:

You see, the code in this case is one of the most well-known codes in all of video game history. The Konami Code. Hell, even God knows it.

Again, there's no real security here, but in any event it's miles ahead of what most people use to secure things that are really important to them. [8Bit Fix - Thanks, Gusto]

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<![CDATA[Blue Blood 360 Controller Modkit Looks Surprisingly Tasteful]]> For $30, console mod company XCM will sell you this Blue Blood Xbox 360 controller kit. It includes a new blue shell and D-pad along with a series of glowing LED buttons. Can techno-kitsch be beautiful? Apparently. [TotalConsole via technabob]

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<![CDATA[Mad Catz's Modern Warfare 2 Controllers Look Downright Badass]]> It takes a lot to get me excited about third-party controllers, but just take a look at this Modern Warfare 2 controller: it's got extra buttons on the back so you never have to take your thumb off the sticks.

Anyone who's played a FPS on a console knows that having to move your thumb to reload or jump puts you at a momentary disadvantage. Having those buttons on the back are awesome. The controler also has rubber grips and a "soft-touch finish for extended gaming sessions." The downside is that it's not wireless, but Mad Catz claims that will provide a "robust and latency free connection with the console." Right. I don't remember ever having issues with latency with wireless controllers, but that's just me. And seeing that the PS3 version of the same controller is wireless, it was clearly a cost-cutting move because Microsoft won't let them do it.

The other official MW2 peripherals include a "Throat Communicator," which is a bit too much for me, and a series of keyboards and mice for PC gamers. Here's a gallery and the full presser with the entire list:

Mad Catz® Announce Licensed

Call of Duty®: Modern Warfare® 2 Accessory Range for Consoles & PC

Range to Include Combat Controller, Throat Communicator, Elite Keyboard and Sniper Mouse

San Diego, August 24, 2009

Mad Catz® Interactive, Inc. (AMEX/TSX: MCZ), a leading worldwide third-party interactive entertainment accessory provider, today announced a full range of licensed Modern Warfare® 2 accessories for Xbox 360®, PLAYSTATION® 3 and PC, which are expected to ship across North America and key European territories with the release of one of the year's most anticipated games in November 2009.

Developed by Infinity Ward and set for worldwide release by Activision Publishing, Inc. on November 10, 2009, Modern Warfare 2 is the sequel to the best-selling first-person action game in history, Call of Duty® 4: Modern Warfare®. The title is rated "M" (Mature) for Blood, Drug Reference, Intense Violence and Language.

The products expected to ship as part of the range include:

o Modern Warfare™ 2 Combat Controller – Xbox 360

Complete with a host of features designed to customize the in-game experience, the Modern Warfare 2 Combat Controller has Rubber Grips and a soft-touch finish for extended gaming sessions. Featuring two unique buttons located on the rear of the Controller, players can re-map Action Button or Thumbstick commands empowering players to shift melee or sprint to the rear buttons in order to maintain full motion control on the analog sticks. Immersive Analog ThumbStick Backlighting enhances the in-game atmosphere while Dual Vibration Feedback allows the user to experience every shot and explosion. Lastly, the fully braided connection cable provides a robust and latency free connection with the console.

MSRP: $49.99

o Modern Warfare™ 2 Throat Communicator – Xbox 360

Based on authentic military design, the Modern Warfare 2 Throat Communicator allows gamers to comfortably communicate with teammates and other Xbox LIVE® players. Fashioned in authentic graphics, the unique microphone design reduces background noise and allows gamers to clearly communicate with each other, bringing them closer to the field ops experience. The Throat Communicator is fully compatible with the official Microsoft® controller as well as the Mad Catz Modern Warfare 2 Combat Controller.

MSRP: $29.99

o Modern Warfare™ 2 Faceplate and Console Skinz – Xbox 360

Featuring custom Modern Warfare 2 artwork, both the highly collectible Controller Faceplate and Console Skinz allow gamers to customize their Xbox 360 and official controller. Depicting official in-game art, the Console Faceplate attaches simply and safely, transforming your console in seconds and the removable Console Skinz wrap around the sides of the Xbox 360, providing a fully immersive themed landscape.

MSRP: $29.99

o Modern Warfare™ 2 Wireless Combat Controller – PS3™

Modern Warfare 2 Wireless Combat Controller for PLAYSTATION 3 utilizes a secure 2.4 GHz wireless link to connect with the console for accurate wire-free action. Featuring two unique buttons located on the rear of the Controller, players can re-map Action Button or Thumbstick commands empowering players to shift melee or sprint to the rear buttons in order to maintain full motion control on the analog sticks. The Controller features Immersive Analog ThumbStick Backlighting and an internal Rechargeable Battery that allows for charging directly from the console's USB port and provides up to 60 hours of game play from a single charge.

MSRP: $49.99

o Modern Warfare™ 2 Wireless Headset with Bluetooth® Technology – PS3

Sophisticated, discrete and fashioned with Modern Warfare 2 graphics, the Headset for PLAYSTATION 3 allows for wire-free communication with teammates and PlayStation Network™ (PSN™) users. Featuring a high-quality, noise-reducing microphone, ideal for frantic game play, the Headset utilizes Bluetooth 2.0 wireless technology, and operates at a range of up to 30 feet from the console.

MSRP: $39.99

o Modern Warfare™ 2 Controller Faceplates – Xbox 360 & PLAYSTATION 3

Depicting official artwork from Modern Warfare 2, the highly collectible Controller Faceplate allows gamers to customize their official Xbox 360 and PLAYSTATION 3 controllers in style. Highly durable and featuring a high-gloss finish, the safe and removable Controller Faceplate attaches in seconds to the official controller and features authentic artwork to support the game (Xbox 360 and PLAYSTATION 3 Controller Faceplate sold separately).

MSRP: $14.99

o Modern Warfare™ 2 Combat GamePad – PC

For those who enjoy gaming on their PC but prefer the feel of a gamepad over a keyboard and mouse, the Modern Warfare 2 Combat GamePad provides a comfortable and highly ergonomic method of play. Featuring full analog control, the Combat GamePad is fashioned in authentic Modern Warfare 2 artwork and comes complete with a complement of four Action Buttons and four Trigger Buttons as well as a stable eight-way D-Pad delivering precision and accuracy where fast response is crucial to survival. Pre-programmed for Modern Warfare 2, the Combat GamePad ships with software that allows gamers to reprogram the four Action Buttons to suit their personal preferences or for use with other software titles. The Combat GamePad is compatible with Windows™ 7, Vista™ and XP™.

MSRP: $24.99

o Modern Warfare™ 2 Sniper Mouse – PC

Fine-tuned for razor-sharp assault, the Modern Warfare 2 Sniper Mouse allows for precision in-game control. Instantly adjustable DPI (‘Dot Per Inch') allows gamers to adjust the speed of the mouse cursor at any time, ideal for a multitude of missions and varying styles of play. A built-in weight cartridge allows gamers to add or subtract weights from the Mouse tailoring the feel for personal preference. Fashioned in fully authentic graphics, the Sniper Mouse is certain to be the weapon of choice for PC enthusiasts. Pre-programmed for Modern Warfare 2, the Mouse ships with software that allows gamers to reprogram the Mouse Buttons to suit their personal preference or for use with other software titles. The Sniper Mouse is compatible with Windows 7, Vista and XP.

MSRP: $49.99

o Modern Warfare™ 2 Combat Keyboard – PC

The Modern Warfare 2 Combat Keyboard features ‘Anti-Ghosting' in key action areas and a Windows Key Lock to prevent accidental disruption to game play. Easily accessible Media Keys provide instant access to volume control, play/pause and other essential media-related functions and a weighted base with strategically placed large rubber feet that prevent the keyboard from slipping off the desk. Pre-programmed for Modern Warfare 2, the Combat Keyboard ships with software that allows gamers to reprogram Function Buttons to suit their personal preference or for use with other software titles. The Combat Keyboard is compatible with Windows 7, Vista and XP.

MSRP: $49.99

o Modern Warfare™ 2 Elite Keyboard – PC

Built on the successful ‘Cyborg™' Keyboard platform, the Modern Warfare 2 Elite Keyboard is ideal for those who take their gaming seriously and will prove to be an essential ally in the field. Multi-Color backlighting, including adjustable brightness and ‘Tru-Vu™' illumination, provides gamers with the ability to set ambient lighting, ranging from red through to amber and green. Touch-Sensitive Back-Lit Dashboard controls provide access to keyboard lighting and media functions. Further aiding in the custom nature of the keyboard, the WASD, cursor, ‘Cyborg™' and NumPad keys can all be lit independently from the rest of the keyboard, allowing players to highlight keys commonly used in-game. One-touch ‘Cyborg' mode instantly disables the Windows™ keys and adjusts the keyboard illumination to desired settings for simple set-up and no fewer than twelve Cyborg keys can be programmed to replicate any sequence of keyboard presses in a single button. Durable Metal-Plated key caps provide reinforced strength on the most commonly used gaming keys and gold-plated connectors for USB and microphone inputs allow other accessories to be passed through the keyboard without accessing the PC. Pre-programmed for Modern Warfare 2, the Elite Keyboard ships with software that allows gamers to reprogram Keyboard Buttons to suit their personal preference or for use with other software titles. The Elite Keyboard is compatible with Windows 7, Vista and XP.

MSRP: $99.99

Darren Richardson, President and Chief Executive Officer of Mad Catz commented, "This new range marks our first full line of licensed PC products launching alongside the console accessories. The Saitek and Cyborg names are brands respected by PC gamers worldwide and we believe that consumers will respond enthusiastically to these high quality licensed products. Modern Warfare 2 is one of the most anticipated software titles this year and we are excited to support it with a comprehensive range which is certain to enhance the gaming experience."

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<![CDATA[New Mad Catz Arcade FightSticks for PS3 and Xbox 360 Replenish Your Fighting Spirit]]> If you missed the initial run of Mad Catz's excellent Arcade FightSticks, don't cry—Play Asia's taking pre-orders for new sets coming out later this year, sans sweet SFIV art, still $150. [Play-Asia, Play-Asia via Joystiq]

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<![CDATA[Nintendo on the Wii Vitality Sensor: You Just Don't Understand]]> The Wii Vitality Sensor was met with a very harsh, possibly unfair reception when it was announced at E3. Now, Nintendo is getting a little defensive about their upcoming medical instrument game peripheral.

Nintendo's North American President Reggie Fils-Aime explained that the Vitality Sensor is just the latest in a chain of products that are first misunderstood and ridiculed, gaining acceptance after having a chance to prove themselves, like the DS, or the Wii, or the Balance Board. Pretty much everything, actually:

[We] probably had a very similar conversation when we first showed the Nintendo DS: how is it going to work, why a touch screen, voice activation—I don't get it. We probably had a similar conversation about the Wii Remote: how is this going to work, how is it going to work with the games that I want to play—I don't get it. Now I'm hearing something similar for the Wii Vitality Sensor. And all I can tell you is, with the game developers that we have, we will bring forth an experience that you will say, "Wow, I get it."

There were surely plenty of folks who ridiculed the DS and Wiimote concepts, but they were shouted down by the rational majority who could easily see how a touchscreen handheld or a console motion controller could be awesome.

And besides, most interested people do have specific ideas in mind for the Vitality Sensor, which is precisely why they're not excited. It's not the nobody "gets" the product; it's that gamers are lamenting the Wii's accelerating change from a fun console to some kind of distinctly un-fun health device.

Of course Nintendo could blow us all away with some new kind of clever biometric game integration, akin to their previous attempt at a heartrate sensor (except hopefully better), but if they want us to expect—and get excited about—anything beyond Wii Fit II, we're going to need a little more information—games, clues, or frankly, anything at all. [Fast Company via TechRadar]

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<![CDATA[NES Controller Becomes Wireless Doorbell]]> If we were to make a wireless doorbell from an NES controller, we'd actually take advantage of its eight different buttons and have each one make a different chime. Instead, the creator made all eight do the same thing. [TechEBlog]

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<![CDATA[The DualShock3 Is Now Available in Silver, Oooohhhh]]> Sure, your black DualShock3 is clad in a timeless color. But this silver DualShock3 can match that pile of obsolete cellphones you have in the bottom of your closet. And it's available now at Gamestop for $55. [Gamestop via Kotaku]

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<![CDATA[Use Sony's DualShock on the Nintendo Wii, Then Giggle Like a Super Villain]]> The image associated with this post is best viewed using a browser.Why buy Nintendo's fancy Wii Classic Controller or humiliatingly turn the Wiimote sideways when your old PS/PS2 controllers are perfectly fine? Import this DualShock to Wii adapter for just under $20 and no one will even notice. [Gametech via Kotaku]

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<![CDATA[Even More PS3 Motion Controller Details Coming On July 14th]]> Next month, Sony will give us one more morsel (or maybe two! or three!) of information about the PS3 motion controller, announced at E3. This'll be the third such motion controller info-dribble since the initial announcement, though this one, to be delivered by the company's head of developer services at the Develop conference in England, promises "much more detail on Sony's new motion controller debuted at E3."

Given the audience, I wouldn't expect a price. I'm with Kotaku on this one: just give it a proper name already. [Develop via Kotaku]

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<![CDATA[Wireless Game Gun Increases Game Realism By 3%, Arm Fatigue By 100%]]> The image associated with this post is best viewed using a browser.I'd really like this spectacular video to do most of the talking here, but here's the rundown: the Wireless Game Gun mounts a screen on an accelerometer-enhanced toy gun, and allows you to control first person shooters, commando-style.

The video doesn't delve too deep into how the gun works, though the basic mechanics are fairly evident. The gun depends on an accelerometer (or similar device) to determine its orientation, which is seems to relay as a raw mouse/keyboard signal, hence the "no drivers" claim.

Say what you will about how tiring or cumbersome gameplay could be with one of these things—you can't deny that the upcoming version, which, if we're to trust "TheRedneckTechie," will use three pico projectors instead of a dinky monitor, sounds absolutely amazing. UPDATE: Ha ha, yes: there's another video (below). [Reddit via Crunchgear]

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<![CDATA[An NES Controller Purchased from the Merchant of Venice]]> The image associated with this post is best viewed using a browser.Some things seen can never be unseen. That's why we're sticking one man's NES controller—which he engraved into his flesh—after the jump.


The image associated with this post is best viewed using a browser.Body Modification Ezine member Metal_Games either really loves the NES or really hates himself. Because he went through an hour of barbaric scarification (in which a trained professional sliced away chunks of his skin) to make his leg Konami code compatible. From his account:

The stencil went on, and we were ready to go. Starting with the lines, the pain wasn't half as bad as I'd expected. In fact, it was a breeze for the most part. It took Jeffrey, the artist, about 20 minutes to cut all the lines. A couple of deep breaths, and we went straight on to removing the skin...

I'll just add that removing skin before stopping the bleeding before cleaning the wound before living with the decision for the rest of his life was probably the hard part.

Read his full account of the experience at: {bmezine via GameDaily via GoNintendo]

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<![CDATA[Battlemodo: The Wiimote vs. The Cheap Knockoffs]]> The Wiimote is a cute controller, but it's $40. And now Nyko and Mad Catz have each released nearly identical alternatives that run $5 and $10 less, respectively. But do they work in performance-heavy gaming? Actually, yes, yes they do.

The Products
Nyko Wand: $35
Mad Catz "Wireless Remote": $30
Nintendo Wiimote: $40

Testing Infrared
The Wiimote's pointer effect works for one reason: IR tracking. The Sensor Bar is really an infrared LED matrix, and the Wiimote reads its position relative to this bar. So to test IR tracking, I loaded the Home Menu and then House of the Dead Overkill.

In a light-challenging environment including open windows and artificial lighting, IR tracking was clearly superior on the Wiimote—pretty much perfect, actually. The cursor was simply more fluid and appeared onscreen with a more even frame rate than it did on either generic controller.

It wasn't that the Wii ever misread the position of either the Nyko Wand or the Mad Catz controller, it's that dragging the cursor with these remotes met occasional drops in frames. I'm nitpicking, but you can notice a real difference, side by side, in the menus. The Wiimote was the smoothest, then the Mad Catz, then the Nyko (though the generics were honestly pretty close). This principle proved consistent when playing HOTD later, as tracking the gun around with the Nyko or Mad Catz proved an ever so rougher experience than with the Wiimote. The game was still completely playable, the menus completely navigable. But the control went from an A to an A- on the non-Nintendo Wiimotes.

Then, after about an hour of play, the Mad Catz cursor failed to show on the screen—as if the remote could not track its position relative to the Sensor Bar. The accelerometer tracking was still working, however, which indicated that it wasn't a Bluetooth communication problem. And the other Wiimotes were functioning without problems. Reloading the Wii and swapping batteries could not fix this issue. Weird.

Winner: Wiimote
Testing Accelerometer
The Wiimote's 3-axis accelerometer is responsible for the other half of the Wiimote's motion tracking. It detects the general orientation of the controller, along with shakes, etc.

While I could tell in HOTD that the third party controllers were fine for sensing sudden motion (shaking to reload), I doubted their ability to track the subtle intricacies of pitch, yaw and roll. So for this test, I dusted off Super Monkey Ball in which slight movements to the Wiimote tilt the entire level. What did I find?

There was no discernible difference in motion control among the three controllers. I mean, maybe a computer strapped to a mechanical arm could detect minute subtleties, but I was able to play several levels on each remote without ever cursing a wonky controller. Maybe a Wii Sports addict would find their average bowling score to be ever so slightly different over 1000 games with a generic controller, but I'll hand it to Nyko and Mad Catz, I'd never have known I wasn't using a real Wiimote from gameplay alone. Then again, the Wiimote is pretty much only 85% accurate at any task to begin with.

Winner: 3-Way Tie

The Little Stuff
When I purchased a Mad Catz controller for PlayStation (original) years ago, I regretted the decision almost immediately. Doomed by my cheapness to wielding the bulky, awkward controller, I vowed to never go generic again. Times have changed. Both Wiimote alternatives feel perfect in your hand, and the vibration on each is remarkably close to the real thing. The Nyko Wand's speaker is a bit on the quiet side—probably about half the loudness of the Wiimote and Mad Catz controllers. Maybe this decibel difference matters in audio-heavy games. I dunno.

I wasn't able to test the remotes with Wii MotionPlus, but Mad Catz, with their 1:1 duplication of the Wiimote body, promises me that there are no possible compatibility issues. Nyko, with body dimensions ever so slightly different than the Nintendo Wiimote (something you'd never notice in your hand), has found that while sizing wasn't an issue Nintendo's final firmware caused some "minor issues." Nyko will be updating the Wand with Wii MotionPlus compatible firmware in "all future shipments" and offering consumers who've already purchased the device a free firmware upgrade option.
Nyko and Mad Catz are a virtual tie when it comes to buttons. As different as the buttons may look, neither set feels all that different from the Wiimote during play. I will say, I prefer the B button (triggers) on both third party remotes to the Wiimote's. There is a little more pull in each that feels just right for gun games like HOTD.

As for special tricks, Mad Catz includes none, but Nyko's Trans-Port technology allows their Wand to communicate with peripherals electronically. I've used their version of the Zapper, and without a mechanical link between peripheral and remote buttons, it feels better than Nintendo's official version. But we don't know how many peripherals will take advantage of Trans-Port, and besides, only Nyko will support the system.

Winner: Wiimote, Runner Up: Nyko Wand

After years without a proper fake Wiimote to suck some cash away from Nintendo, two titans of third party peripherals have produced their own respectable knockoffs. And I'm really glad this development has happened. Even if neither is cheap (the Nyko Wand is $35 while the Mad Catz Wireless Remote is $30), they do put at least a little pressure on Nintendo, who charges a straight up insulting $60 for their Wiimote/Nunchuk combo.

But given Mad Catz' sudden dealbreaker issue with the IR and Nyko's ever-so-less fluid IR experience and initial issues with Wii MotionPlus, we're still going to recommend the good old Nintendo Wiimote—that is, unless Mad Catz and Nyko get a little more price-competitive.

And who woulda thunk, our verdict had nothing to do with accelerometers?

Nyko Wand

Feels/Works Like the Wiimote

Quiet Speaker

Trans-Port Tech Is Promising But Underutilized

A Tad Ugly

Slightly Imperfect IR

Mad Catz Wireless Remote

Feels/Works Like the Wiimote

Looks Like the Wiimote

Very Troubling IR Issue During Testing, Probably Anomalous to Unit...But Still!


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<![CDATA[A Carbon Fiber Joystick...For No Good Reason Other than General Effect]]> Why do we reserve the glory of carbon fiber for lightweight performance items? You know, other than durability and expense?

This custom controller's carbon fiber and fiberglass chassis may be eye-catching, but maybe more impressively, the stick is constructed with dual circuitry for maximum compatibility. Filled with both the guts of a MadCatz Xbox 360 controller and a Chtulhu PCB (for PC/PS3), it works on every major platform. Meanwhile, the actual play components are from Seimitsu, though Sanwa buttons will fit as well, fanboys.

Still, even with the blessing of a carbon fiber body, this arcade stick still weighs almost 4lbs. Next time, let's just go with marble and iron. [Shoryuken via CarbonFiberGear]

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<![CDATA[From Joystick to Brainwaves: A Visual History of The Game Controller]]>

Natal may be the latest gaming breakthrough, but it's just one of many evolutions and revisions in controller designs over the years. Whether it was the gamepad, analog controls, or a fishing rod, there have been plenty of neat innovations.

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Galaxy Game: This was one of the first arcade games to ever come out.

Pong's Poteniometer: Pong's controller consisted of little more than potentiometer—that round dial you turn—as its sole gaming control. Simple, but still fun to this day.

Atari Paddles: Pretty much like the Pong controller, but, you know, handheld and in your living room.
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Atari 2600 Joystick: The Atari 2600 Joystick went in and added a big red button to go next to the joystick, giving your finger a nice target to land on.
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ColecoVision: As games started to ramp up in complexity, consoles such as the ColecoVision started adding more buttons and controller forms. Maybe that's just what they wanted us to think, but either way, controllers started getting a lot of buttons.
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NES: The NES controller had one of the first D-pads used for gaming, changing the way we hold gaming controllers. It also managed to scale back the number of buttons on the controller.
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Power Pad: The Track and Field Pad gained popularity because it was one of the early control innovations that let you get in on the gaming action by mimicking real world actions. And because of World Class Track Meet, I can't think of 8-bit track and field games with out the Power Pad coming to mind.
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Zapper: Light Guns. Duck Hunt. Need I say more? Ok, fine...it's a damn shame more games didn't use this thing.
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NES Advantage: The NES Advantage brought Turbo and Slow macros into play, letting you flip a switch for gameplay modifications. Turbo let the controller register multiple taps every time you hit the button once, and made the character move faster. Slow made everything move at a snail's pace for precision gaming. The problem is, most the games weren't designed around this idea, so it worked better in theory than actual practice.

R.O.B. the Robot: As much as R.O.B. is loved, the Gyromite star wasn't so much an evolution in gaming controls as much as he was pure gaming gimmick. His ability to stack rings was a neat demo of what was possible on the NES, but it was difficult to extend that idea to other games.

Power Glove: I love the Power Glove. It's so...bad. I feel like this is the peripheral we all wanted as kids, but none of us ever actually got. Utilizing a series of flex sensors and speakers that could read your movements and interpret them as in game controllers, the Power Glove was one of the earliest motion gaming devices. Sure, the life of the Mattel device was short lived and criticized, but the Rad Racer scene from The Wizard will live on forever.
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Sega Master System Controller: The Master System controller was one of the first 8-way D-pads, joining the NES in ushering in a joystick-less revolution in directional inputs.

SNES Controller: Nintendo continued to push things forward by including two extra face buttons (diamond configuration!!) along with the even more significant inclusion of shoulder buttons. Now more fingers than just our thumbs were able to get in on the action.
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Honorable Mention: Sega Genesis Six Button Controller: The original Genesis gamepad added a extra button, which was cool, but the Six Button Controller was way better because the button layout was perfect for games like Street Fighter II. To this day, six-button gamepads are still made for fighting games.

Sega Activator: This octagon-shaped ring was another early attempt at motion gaming. There were 8 IR stations around the ring, and each one corresponded to a different set of actions. Move your foot over that IR beam, and you'd carry out the action. It wasn't the best innovation from Sega, but the idea was in the right place.
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Nintendo 64: Despite it's unique shape, Rumble Pak, expansion port, trigger button, and multiple colors, the biggest innovation the N64 controller brought to gaming controllers was the inclusion of an analog joystick, which upped the ante as far as precision gaming went. And it was absolutely essential, as gaming moved into the world of 3D.

PlayStation Dual Shock: The electronics inside the initial PSX controller were pretty run of the mill—D-pad, shoulder buttons, face buttons. But the controller has some of the greatest ergonomics ever seen in a gaming device. And the development of dual analog sticks, and then pressure sensitive face buttons on the PS2 iteration make it an absolute winner.

Dreamcast: In addition to including some of the first analog trigger buttons, the Dreamcast controller also had a spot for the Tamagotchi-like Virtual Memory Unit, which let you play mini-games related to the larger console game, and would allow you to progress further or rack up stats while you were away from the console.
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Dreamcast Fishing Controller: This was one of the first console gaming peripherals to mimic the real world that wasn't a gun or a steering wheel. It also has legendary cult status amongst Dreamcast fans thanks to Sega Bass Fishing.

Samba de Amigo Maracas: Probably the game controller with the most personality since R.O.B. (wait do robots have personalities?), the Samba de Amigo maracas could keep a party going for hours. You shake, the score on the screen bakes.


Nintendo WaveBird: Nintendo's wireless WaveBird controller was the first wireless controller that didn't totally suck. While it didn't revolutionize the way we play games directly, it did open up possibilities for future controller designs.
DDR Dance Mat: The Dance Dance Revolution mat is essentially the Power Pad revisited, but it's the best implementation of a mat/pad-style game that you use with your feet. Stomping for fun experienced a renaissance with DDR.

Guitar Hero Guitar Controller: Don't underestimate the power of a guitar shaped controller and a little imagination. With Guitar Hero, we all lived out our deepest fantasy of shredding harder than Hendrix. Sure, you could accomplish the same exact thing with a table controller (or even a gamepad, for that matter), but would it have been half as fun?

Nintendo introduced the touchscreen DS in 2004, which brought tactile gaming into the mainstream. Nintendo kept saying they saw a trend where a user didn't want games to keep getting more complex. Rather, new gamers favored simpler gameplay and more intuitive controls. Apparently they were hardwired into the gaming zeitgeist. Overwhelming commercial success ensued.
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The Wii Remote, soon known as "Wiimote," made a big break from the popular trends in gaming. Leery of dual sticks and the glut of buttons, the Wiimote is all about intuitive gameplay, making use of accelerometers and IR sensors to provide motion gaming in 3D space. It's elongated, upright shape makes gameplay with one hand easy, but you can also add a nunchuk for slightly more conventional gaming, or plug it into a shell for some gimmicky fun.
The image associated with this post is best viewed using a browser.Wii Motion Plus: Well the first version of the Wii didn't really track your movement in game with extreme precision. However, with Wii Motion Plus, which adds a gyroscope into the mix, your actions will be integrated into gameplay more than ever.
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EyeToy: The EyeToy for the PS2 was one of the first camera-based devices to truly let you interact with the game. Most of of the compatible software consisted of disposable minigames, but it was awesome to see your movements affecting the action on screen.

Vuzix CamAR: Vuzix showed CamAR, their augmented reality system earlier this year, which overlays computer graphics onto real world settings, bringing the game into our own world. Using a pair of video glasses and a head-mounted camera, you can interact with digital elements that don't actually exist.

Neurosky Mindset: Neurosky is leading the way in mind controls with the Mindset, which monitors specific cerebral activity, and is able to translate changes in those brainwaves to in-game action. For now, you can't control the entire game using just your mind, but seeing how gaming controls have evolved over the last 30 years, I wouldn't be surprised if they got close some day.
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Headtracking: Headtracking is when the game follows your own movement, and changes the frame of reference according to your absolute position in the room. So if you lean to the left or right in front of the TV, the scene on the TV will change accordingly. NaturalPoint currently has a Trakkir, a PC gaming peripheral that does just this. Homebrew hacks have also been carried out on the Wii, and in our demo, Natal seemed able to do this.

PlayStation Motion Control: PlayStation's entry into motion controlling revolves around the PS3 EyeToy, and a special wand which the camera knows to interpret specially as a controller. Sony too promises 1:1 motion gaming with their solution.

Natal: Microsoft Natal is a complete, hands-free motion tracking sensor, that uses an RGB camera, infrared depth sensor and microphone to detect your position and movement in relation to the TV. Then you are put directly in the game, with what is promised to be 1:1 motion (apparently Natal can track 48 points of the body).

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<![CDATA[Peregrine Overpowers the Power Glove, May Actually Work]]> Like the beloved Nintendo Power Glove, Peregrine is essentially a glove-shaped controller, though for the PC this time. It can recognize about 30 gestures (touching a finger to thumb, or finger to palm, for example) and recognize them as hotkeys.

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Peregrine is manufactured by a company also named Peregrine, and their namesake USB glove was shown off this year at E3, featuring a removable USB "pod" on the top of the hand (see above pic) that makes it easy to disconnect the glove before removing it from your hand. It's due for release in late fall 2009 at a $129 price point, though it's not available for pre-sale at the moment. It might work well for certain MMORPGs, enabling quick casting of spells or whatever goes on in those games as a sort of numpad alternative. Those who've used it say it actually works quite well and doesn't feel flimsy, so despite its relatively high pricetag it might find a niche audience. [PC Mag]

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