The VG Resource

Full Version: Controller Experiences
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4
The only N64 game that I can think of that FORCED the use of the D-Pad was Kirby 64. Otherwise, why would your hand even be on that part of the controller?

Anyway, the Gamecube controller is the closest controller to perfect that I can think of, but it has a few flaws that keep it from there.
The overall size and shape are perfect and feel great in your hands, though a Gamecube controller made with these improvements would be perfect:
  • L1 button to compliment Z's R1 functionality (seriously, why would you NOT make this symmetrical?)
  • Analog L and R buttons, (as they are they're just spring-loaded regular buttons) but still with that satisfying click when they're pressed all the way down
  • L3/R3 stick click functionality
  • Select (and Home for modern consoles, I guess) button next to start
  • Slightly bigger D-Pad
  • Consider putting the face buttons back in the standard cross shape

...so in other words, a Gamecube-shaped/sized 360 controller, I guess.

If the GC didn't exist, the 360 controller would be the best.
If it had a D-Pad from a PS Vita or a DS Phat and reworked L1/R1 (fuck that "Bumper" shit) buttons so that they feel better/give a better tactile response when pressing them, it would be perfect.

Believe it or not, the Ouya controller is surprisingly not as terrible as it seems. It certainly feels cheap and hollow at times, but the D-Pad is nowhere near as bad as the 360's and I've never had any problems playing games using it that were a result of the controller itself and not just terribly coded games.
Personally, I never had any trouble with any controller in my life. In fact, I never even had any problems with the more unique design of the N64 controller (but that's mostly in part from how it was the first controller I ever used besides gripping a Game Gear and a Pico stylus).

Like everyone else, though, I can confidently agree that the Gamecube controller is brilliant. The idea of the C-Stick is genius when you want to control a camera.
(02-24-2014, 05:06 AM)Vipershark Wrote: [ -> ]The only N64 game that I can think of that FORCED the use of the D-Pad was Kirby 64. Otherwise, why would your hand even be on that part of the controller?
I think this goes back to the original question of "Why would you design a controller like this anyway?" If only half of it is ever going to be used at a time, why not simplify the design? It'd be like if you had an SNES controller, but playing games that only ever used as many buttons as an NES controller; there's no need for all of those extra buttons. Holding this thing was never comfortable for me, even when holding it from the middle.
I've said it before and I'll say it again.

This is the best controller:

[Image: onzaaa5.jpg]


All the button feel really nice when being pressed, especially those trigger buttons. It also feels nice in the hands, nothing is too big or too small, and everything is in reach.
(02-24-2014, 05:06 AM)Vipershark Wrote: [ -> ]
  • L1 button to compliment Z's R1 functionality (seriously, why would you NOT make this symmetrical?)
  • Analog L and R buttons, (as they are they're just spring-loaded regular buttons) but still with that satisfying click when they're pressed all the way down
-There are a few 3rd-party GCN controllers with a Macro or extra Z button above the L button, so sadly that's the best we'll get for that. Sad
-Wait, I thought the GCN controller did have analog L/R buttons, considering a game like Super Mario Sunshine where you could change the intensity of FLUDD's spray by pressing down a certain amount on (IIRC) the R button.
Especially for Super Smash Bros. for Wii U, I want the Wii U to have some kind of compatibility for the Gamecube controller or a Classic Controller that is shaped like one. The Wii U Pro Controller is not bad either, but I prefer the GC-controller.
(02-23-2014, 07:50 PM)Crappy Blue Luigi Wrote: [ -> ]were there even any games that required you to use the analog stick and the L button

not required, but you could assign the d-pad/L button for actions in Sin & Punishment. You could Melee with L, walk with D-pad, aim with analog stick and shoot with Z

You could also be a lefty and move with C-buttons, Melee with R, aim with analog stick and shoot with Z

And if you hated the analog for some reason you could assign the d-pad/L and C-buttons/R for gameplay

something like that
(02-24-2014, 05:06 AM)Vipershark Wrote: [ -> ]Anyway, the Gamecube controller is the closest controller to perfect that I can think of, but it has a few flaws that keep it from there.
The overall size and shape are perfect and feel great in your hands, though a Gamecube controller made with these improvements would be perfect:
  • L1 button to compliment Z's R1 functionality (seriously, why would you NOT make this symmetrical?)
  • Analog L and R buttons, (as they are they're just spring-loaded regular buttons) but still with that satisfying click when they're pressed all the way down
  • L3/R3 stick click functionality
  • Select (and Home for modern consoles, I guess) button next to start
  • Slightly bigger D-Pad
  • Consider putting the face buttons back in the standard cross shape
as i find vipershark's dream controller (kind of)
[Image: AULUxKo.jpg]

i actually owned one of these things (thrustmaster t-wireless controller) and the wireless adapter plugs into the GCN port. but what's not really advertised is that this thing literally lasts four months before it inexplicably stops working. but for the four months it worked, it was heaven.
has macros, too in case you want to be That Guy


judging by kat's post i guess we can talk about third-party controllers, lol?

i absolutely love the absolute fricken hell out of the madcatz retrocon.
[Image: rWLXy1l.gif]
the buttons are backlit, too and the controller is literally what you think it is: a PS2 dualshock controller crammed into an NES controller architecture. And yes, L3 and R3 work just fine, there are 4 shoulder buttons and the thing even has force feedback. It's mind-blowingly awesome.

I picked one up at a yard sale for 50 cents and I actually wish I spent the full price on one of these new. It's...beautiful, Jesus Christ. It's not really practical for like, MOST games of its time (like God of War or Okami) but I'm contemplating busting this thing out again for Mega Man X Collection.
I used to own a Madcatz n64 controller years ago. It worked fine for me, but after a short bit, it somehow stopped working. Since then, I never really trusted another Madcatz controller again. Despite this, some of these third-party controls do look interesting.
I had a MadCatz Micro GameCube controller.

It was the best thing I'd ever held in my hands and was amazing why did the control stick have to fall off argh.

... Other than that, I'm in the same boat on the whole "MadCatz is kinda sketchy" crew.

... I'd like to see this thing made, at the very least: http://fc08.deviantart.net/fs70/f/2013/2...6hmov2.png
(02-24-2014, 06:34 AM)Koh Wrote: [ -> ]
(02-24-2014, 05:06 AM)Vipershark Wrote: [ -> ]The only N64 game that I can think of that FORCED the use of the D-Pad was Kirby 64. Otherwise, why would your hand even be on that part of the controller?
I think this goes back to the original question of "Why would you design a controller like this anyway?" If only half of it is ever going to be used at a time, why not simplify the design? It'd be like if you had an SNES controller, but playing games that only ever used as many buttons as an NES controller; there's no need for all of those extra buttons. Holding this thing was never comfortable for me, even when holding it from the middle.

I don't consider that a fault of the controller, but more a side-effect of the fact that the N64 was more or less designed as a 3D console, and a joystick is inherently more intuitive for controlling a 3D world than an 8-direction D-Pad. Not to mention that at the time, 3D was the new, hot thing, so everyone wanted to jump in and make games that take advantage of the new feature(s) instead of making updated SNES games.

Having extra buttons isn't a problem, the problem was that nobody actually IMPLEMENTED them.
I'm sure if there were more 2D games made for the N64 then there would be a lot more games that use the D-Pad and L as opposed to the stick and Z.

(02-24-2014, 09:37 AM)BullockDS Wrote: [ -> ]-Wait, I thought the GCN controller did have analog L/R buttons, considering a game like Super Mario Sunshine where you could change the intensity of FLUDD's spray by pressing down a certain amount on (IIRC) the R button.
Oh yeah, I forgot about that!
In that case maybe they were then? That just proves that it's that much closer to perfect, ahahah
Also, Hori N64 is fucking boss.

Except that D-Pad but hey thats what the regular N64 controller is for
(02-24-2014, 02:24 PM)Zero Kirby Wrote: [ -> ]... I'd like to see this thing made, at the very least: http://fc08.deviantart.net/fs70/f/2013/2...6hmov2.png
I'd see one of two things happening with something like this: either it doesn't happen, or it does but only Japan gets it a la the white GCN controller released soon after Brawl.

But hey, if it don't get made, I'd just get one of these gizmos.
(02-24-2014, 04:18 PM)BullockDS Wrote: [ -> ]
(02-24-2014, 02:24 PM)Zero Kirby Wrote: [ -> ]... I'd like to see this thing made, at the very least: http://fc08.deviantart.net/fs70/f/2013/2...6hmov2.png
I'd see one of two things happening with something like this: either it doesn't happen, or it does but only Japan gets it a la the white GCN controller released soon after Brawl.

But hey, if it don't get made, I'd just get one of these gizmos.

They occasionally have some lag though, don't they?
Has anyone tried the xbox one controller? the console might be shit but the controller looks pretty great

also what 360 is that kat?
Pages: 1 2 3 4