Thứ Ba, 27 tháng 11, 2018

Waching daily Nov 27 2018

Diabetes - DIABETES IN HINDI Diabetes is very common in today's time.

The way the lifestyle is nowadays, diabetes is catching up very fast in it.

The situation is that not only people of higher age but also in today's times youth and children

are also being hit by diabetes.

It is a dangerous disease, which gradually hollow the body.

Once this disease is accompanied by it throughout life.

Growing of bloom sugar increases the disease and insulin does not work properly.

That is, there are also many problems faced by them.

If this is ignored then the other limbs of the body can become inactive.

You are trapped in the middle of questions such as diabetes, diabetes, what is the symptoms

of diabetes, how it can be avoided, etc. and you can not find the right answer.

Today we are giving you every information related to diabetes.

Due to Diabetes • You must know that our pancreatic gland

does not work properly or it becomes completely useless due to diabetes.

Although there are many other factors of diabetes, but the pancreatic gland is the biggest cause.

In fact, different types of hormones are released from the pancreatic gland, among which are

insulin and glucone.

Insulin is very useful for our body.

In our blood through our insulin, our cells get sugar, i.e. insulin acts as a way to bring

sugar to other parts of the body.

The cells or cells receive energy from the sugar provided by insulin.

The cause of diabetes is low formation of insulin hormone.

When insulin is less then the cells are not able to reach the cells properly and so the

energy of the cells starts decreasing and due to this, the body gets damaged.

Problems like having unconsciousness, burning heartbeats, and so on.

Apart from this, 3 reasons mentioned below are also responsible for having diabetes.

• Due to the low formation of insulin due to diabetes, the sugar becomes high in the

blood because the body energy decreases due to the accumulation of sugar in the blood

so that it is removed through the urine.

This is why diabetic patients often have urine.

• The main cause of diabetes is also genetic.

If there is any member of your family, parents, siblings, then in the future you also get

the possibility of getting diabetes.

• People who suffer from obesity are also more prone to diabetes.

Your weight is very high, your BP is very high and cholesterol is also not balanced

even if you have diabetes.

Apart from this, the lack of exercise also invites diabetes.

What is the symptoms of diabetes?

• Feeling tired all day long.

Even after getting enough sleep every day, you wake up early in the morning to feel like

your sleep has not been completed and the body is tired.

These things show that sugar levels in the blood are constantly growing.

• There is frequent urination when diabetes occurs.

When excess quantity of sugar is collected in the body, it exits from the path of urination,

which causes the complaint of diabetic patient repeated urination.

• Diabetes patient feels thirsty again and again.

Because the water and sugar of the body goes out through the urine path, which is why there

is always a situation like thirst for persistence.

People often take this matter lightly and can not understand that their disease has

started now.

• At the onset of diabetes, there is considerable impact on the eyes.

At the beginning of the disease in the patient of the diabetes, the eyesight starts diminishing

and the blur appears.

To see any object, it has to emphasize the eyes.

• At the onset of diabetes, sudden weight starts decreasing rapidly.

Man's weight starts to be low on average than normal days.

• The patient's weight of diabetes decreases but there is also an increase in appetite.

Man's appetite increases manifold than other days.

There is a desire to eat again and again.

• If your body is hurt or wound somewhere and does not fill it quickly, even if there

is a small scratch, it will gradually turn into a big wound and the symptoms of infection

begin to appear clearly.

Diabetes does not cure any type of infection in the body of the patient.

If you have viral, chronic cold or any bacterial infection, you will not get relief.

Small infections that are easily cured of themselves become major lesions.

• There are many skin related diseases in the beginning of diabetes.

Common infections of the skin become big wounds.

Necessary tests for diabetes • Glucose check

• People who are suffering from diabetes must periodically check the glucose.

Because if the glucose level of the patients of diabetes increases then it can be very

dangerous for the patient.

Along with this, blood tests are also important for diabetics, it shows that the kidneys are

functioning properly or not.

Diabetes has a great impact on the kidney.

Regular check keeps the patient away from the problem of kidney.

• Cholesterol testing can be very costly to ignore cholesterol.

Because of the increased cholesterol in diabetic patients, the risk of heart disease doubles.

The amount of glucose in the blood can slow down the cholesterol due to which it becomes

sticky and this is the reason why cholesterol is formed rapidly.

Bad cholesterol accumulates in the blood vessels of the bloodpieces and causes heart problems.

• The investigation of blood pressure is similar to the high blood pressure 'silent

killer'.

High blood pressure can be quite fatal in diabetic patients.

High blood pressure in diabetes can also cause heart problems, heart attack, kidney and eyes.

To avoid these, it is important that you get regular blood pressure check.

• Feet inspections may cause foot problems in patients with diabetes.

If there is any problem with feet in diabetics, it should be taken seriously because it starts

to reduce the sensitivity of the feet gradually.

Therefore, minor injuries in the legs may be dangerous for the patients.

• Eye screening When the level of glucose in the blood is extended for a long time,

its direct effect falls on the retina.

This is called retinopathy.

The disadvantage of the eyes is not known easily, for this it is necessary to check

the patient regularly.

If the retinopathy treatment is not treated, then the patient can also be blind.

Many times the diabetic patient appears to be dull.

Contact the doctor immediately.

Treatment of diabetes Diabetes is a disease that is not dependent

on any medication.

It is a lifestyle linked disease and you can get rid of this disease by changing

your lifestyle.

People who are not serious about diabetes, such as diarrhea, are not serious, that is,

they do not leave sweet food, they are fond of fast food, do not focus on growing weight,

do not exercise or do yoga, drink alcohol, and eat sweet For those who do not stop it

is very difficult to live.

However, it is possible to get rid of diabetes if the patient is serious about his disease

and making necessary changes in his lifestyle.

• How to prevent diabetes • By saving low calorie, especially low-saturated

fats, you can save yourself from the grip of diabetes.

Add vegetables, fresh fruits, whole grains, dairy products and omega-3 fats to your diet.

Also eat more quantity of fiber.

The more you stress, the more you will follow the unhealthy habits.

Many researches have shown that due to stress the secretion of the hormones is bound, and

this increases the blood glucose level.

So try ways to avoid stress.

There is no such evidence that diabetes can be stopped forever.

As you grow older, the risk of high blood pressure, cardiovascular disease and other

health problems is also increased which is related to diabetes.

Therefore, after the age of 45, it is important to have a thorough health check on a regular

basis every year.

What are the challenges of diabetes?

Diabetes is a disease that affects the other organs.

Although the disease does not show its effect in other organs, but if the amount of sugar

in the bladder increases, then due to this 5-10 years, the other organ also gets affected.

Due to this there may be some malfunction in the kidney, in the eyes, the veins of the

foot.

Heart disease is most likely to grow.

Due to this, the risk of having paralysis and obstruction of blood circulation in the

leg is more.

Because of this, if there is an arterial block, then there may be heart attack.

Apart from this, the possibility of brain straws increases due to the inhibition

of blood supply in the brain.

This situation does not come suddenly, but it is due to the history of 10 years old.

Apart from this, microbasqualar related problems start to occur, it is related to the kidney,

if it happens then the treatment becomes difficult.

• Home remedies for diabetes • Bitter gourd is very beneficial in diabetes,

bitter gourd is carotene called caratine, so it is used as a natural steroid, which

does not increase sugar levels in the blood.

100 ml of bitter gourd By taking so much water in juice, it is beneficial to take three times

a day.

• Fenugreek is very beneficial for diabetic patients.

If you eat 50 grams of fenugreek daily, then your glucose level will definitely go down,

and you will get relief from diabetes.

• Jamun-Jamun juice, leaf and seeds can eliminate the disease of diabetes by root.

By making powder of dried seeds of Jamuna, it is possible to take one spoon twice a day

with water or milk.

• Mix one spoon of amla juice in the juice of bitter sour, drink it daily, it is the

best medicine for diabetes.

• Keep 15 grams fresh mango leaves soaked in 250 mL of water overnight.

After this, filter this water in the morning and drink it.

Apart from grinding the dry mango leaves, taking it as a powder also benefits diabetes.

• Benefits of carbohydrate, calories and many types of micro-triangle honey are beneficial

for diabetes.

Honey helps in reducing diabetes.

For more infomation >> DIABETES IN HINDI | diabetes symptoms | diabete | prediabetes | diabetes | डायबिटीज़ | blood sugar - Duration: 17:14.

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THE TRUTH DOES NOT EXIST. The GÖDEL Theorem | 𝘊𝘪𝘦𝘯𝘤𝘪𝘢𝘴 𝘥𝘦 𝘭𝘢 𝘊𝘪𝘦𝘯𝘤𝘪𝘢 - Duration: 7:14.

Hi curious and curious, I'm JJ Priego, welcome to Science Science, that little place,

where we see that the known finite and infinite is unknown.

Today I will explain the famous Godel's theorem, a theorem created by surely

the brightest logic of the twentieth century and perhaps in history.

And surely the person who has sown confusion.

Even his friend Albert Einstein.

And their findings establish authentic and insurmountable limitations on the power of

mathematics and the human mind.

Want to know more?

Well, let's look around.

INTRO.

What Godel's theorem says?

Does it demonstrate that the truth is unattainable?

Since the time of Euclid, in 2200 years ago, mathematicians have

tried from certain statements called 'axioms' and deduce after them all

class of useful conclusions.

In some ways it's almost like a game, with two rules.

First, the axioms must be the least possible.

Second, the axioms must be consistent.

It must be impossible to deduce two conclusions that contradict each other.

Any high school geometry book begins with a set of axioms.

Let us take an example ... by two points only can draw a straight line; the total

is the sum of the parts is ... and so on and so on ...

Well, for a long time it was assumed that Euclid's axioms were the only

which could be consistent geometry and therefore were "true".

But in the nineteenth century it was shown that by modifying certain way the axioms of Euclid

They could build different geometries, ie "non-Euclidean".

And every one of these geometries differed from the others, but all were consistent.

Thereafter he had no sense to ask which of them was "true".

Instead, it had to ask what was useful.

Curious not?

In fact, many sets of axioms from which could be built

a mathematical system consistent: all different and all of them consistent.

Well, none of these mathematical systems should be possible to deduce from

of its axioms, that something is both well and not, because then mathematics

would not be consistent in this case would have to discard them.

But what happens if we set a statement and we find that we can not prove that

is or so or not?

Suppose I say: "The statement I'm doing is wrong."

How?

What is false?

For if it is false ... then it is false that is saying something false and I have to be

saying something true.

But if I'm saying something true, then it is true that I am saying something false and

It would be true I'm saying something false.

Hehehe not go mess?

It could be going from one place to another indefinitely since it is impossible to prove that what I

said or so or not.

Well then suppose adjust the axioms of logic to eliminate

possibility of making such statements.

Can we find another way to make statements such as "not well or not?"

Let us make history as I like ... and for this we will talk about Kurt Godel, one of

the largest and most unknown mathematicians of the twentieth century.

In addition to Gödel it is recognized as one of the greatest logicians of all

time.

And its influence on science and philosophy has been enormous.

His interest in linking logic and set theory led to understanding

the foundations of mathematics.

A man with only 25 published two -the incompletitud- theorems that have

They left for posterity ... And her doctoral thesis was based on: "Are

sufficient axioms of a formal system to derive each of the propositions

true in all models of the system? "

This result, achieved at 23 years old, is known as theorem Completeness

Godel.

A concise and accurate doctoral thesis: all in only 11 pages.

And if that were not enough, two years later he published his incompleteness theorems in "On

formally undecidable propositions of Principia Mathematica and related systems. "

So in 1931 Gödel presented a valid demonstration that, for any set of

axioms, it is always possible to make statements that, from these axioms can not be proved

or that they are well or that are not.

In that sense, it is impossible to never develop a set of axioms from which

you can deduce a complete mathematical system.

But ... Does this mean we can never find the "truth"?

No way!

First, a mathematical system which is not complete does not mean that it contains

is "false".

The system can still be very useful, provided they do not try to use more

beyond its limits.

Second: Godel's theorem applies only to deductive systems of the type used

in mathematics.

But the deduction is not the only way to discover the "truth".

No axioms that allow us to deduce the dimensions of the solar system.

The latter were obtained through observations and measures ... which is another fairy way "truth".

So you can see the power of his arguments, I went crazy at nothing less than Albert

Einstein ... certainly a great friend.

And is that his proof of the existence of paradoxical solutions of equations

field theory of relativity, made Einstein himself came to

doubt his theory.

Brutal...

By the way, the foundation that bears his name: the Kurt Gödel Society (1987) is dedicated to

promoting research in Logic, Philosophy and History of Mathematics.

Interesting ¿truth?

How you have fallen curious and inquisitive?

Good video here today.

I hope you enjoyed working with Alex Riveiro.

And you already know, to follow quickly on Twitter and YouTube.

Is a crack.

For my part I would've been great and if you like you.

We will continue with the collaboration.

Ponédmelo in the comments.

And you know, if you liked this video I give the like.

And if it's your first time in Science of Science give to this button and subscribe to the channel,

also the bell to keep abreast of developments.

Finally I recommend you follow my other 2 channels, Stories of History and Easypromos

TV.

You will like them.

And remember, knowledge is an essential requirement for survival.

Many thanks.

For more infomation >> THE TRUTH DOES NOT EXIST. The GÖDEL Theorem | 𝘊𝘪𝘦𝘯𝘤𝘪𝘢𝘴 𝘥𝘦 𝘭𝘢 𝘊𝘪𝘦𝘯𝘤𝘪𝘢 - Duration: 7:14.

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ভয়ংকর একটি রাত শুটিং | Bhoyonkor Ekti Raat Shooting | Photo Video | Bangla Short Film | Official - Duration: 1:06.

PhotoVideo

For more infomation >> ভয়ংকর একটি রাত শুটিং | Bhoyonkor Ekti Raat Shooting | Photo Video | Bangla Short Film | Official - Duration: 1:06.

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Das Ticket zu Rastakhans Rambazamba, Teil 4 (Deutsche Untertitel) - Duration: 2:12.

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Agustín Jethro - Pero yo también (Video Oficial) - Duration: 3:11.

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Pawn Stars: 1894 S Barber Dime (Season 12) | History - Duration: 2:59.

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Geld verdienen mit Forever II – mit Forever Living Geld verdienen Teil 2 👍 - Duration: 2:32.

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Les Jeux de Rastakhan : Un billet pour la gloire – 4ème partie (VOST) - Duration: 2:12.

For more infomation >> Les Jeux de Rastakhan : Un billet pour la gloire – 4ème partie (VOST) - Duration: 2:12.

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Colors for Kids to learn Learn Colors with Cars Vehicle Parking - Duration: 3:00.

orange

Learn Colors

Learn colors with

Learn colors with cars

cars for kids

Vehicle Parking

For more infomation >> Colors for Kids to learn Learn Colors with Cars Vehicle Parking - Duration: 3:00.

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Nick Pro Million Subscribers Special (Parkour, Challenges, Superheroes) - Duration: 10:35.

What's going on guys?

I just want to thank all of you for helping us reach a million subscribers.

So we're gonna look back at a few moments that brought us here

Some of my favorite videos were recreating the stunts from movies TV shows and games such as these

We also did a bunch of challenges like: breaking the rules, blindfolded flips, and so many more.

Yes! Yes!

YES!

Go under! I'm not doing that.

Wear appropriate clothing. You think you can do that?

Where appropriate clothing everyone

And let's not forget all the times I did flips while being dressed as superheroes and other characters

And of course I trained parkour for 12 years to be able to do those flips in costumes

I didn't always get the crazy tricks on the first try. So that means there was a lot of fails.

And let's not forget all the funny videos with superheroes

And there was also a few videos at parkour competitions throughout the world.

Double backflip!

Seven point nine. Very nice. Great score.

There's Nick, getting ready.

He doesn't take any unnecessary steps in between those movements.

I also met a few of you guys when I was performing at parkour shows

Nick, a huge Pokemon fan.

And as a bonus, here's a few funny moments we had along the way

I just wanna thank you guys again for helping us reach a million subscribers

And let's hope we can grow our family even more.

If you haven't subscribed yet, you can do so by clicking here.

If you want to see my latest video, you can click right here.

If you want to see another cool video, click here.

And as usual, I'll catch you guys on the flip side.

For more infomation >> Nick Pro Million Subscribers Special (Parkour, Challenges, Superheroes) - Duration: 10:35.

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TRYING TO PASS A HIGH SCHOOL SPANISH TEST (10 years later) - Duration: 9:27.

Hello guys and girls

I'm Damon

Ex Spanish student

If I want to say my name in Spanish

it would be "Ho"

or Diego

which was my name in Spanish class

when I used to take it...

ten years ago in high school

I didn't study Spanish in high school

Why? Because I wanted to study French.

Because I'm Brazilian

And so it was easier for me Spanish

I wanted to learn something new.

And the thing is that:

Since we travel a lot

sometimes to Spanish-speaking countries

We still have our Spanish

But it's not at the level that...

our other languages

are

It's not on the same level as all the other...

all the

other

languages

When you speak more than one language

You have phases

You have phases in your life.

in your life...

You have phases in your life...

But now that I've learned other languages with Jo

Spanish wasn't a language I practiced much.

I don't speak Spanish anymore.

So today we have an activity

We found a test

a Spanish test to see if our Spanish is...

What level it is.

We're gonna see if we still speak Spanish

We'll see.

We're gonna take this test.

That's me.

Are you sweating?

A little bit.

Excuse me.

Let's continue.

I'm a bit nervous because it's been a long time since I've spoken Spanish.

Why is it difficult for me?

Beacause I speak Italian and it's difficult to change the languages.

I'd like to start by saying that my Spanish is

is Portuguese-ified.

Because since I learned Portuguese on this channel...

When I want to speak Spanish

I speak Portuguese

It's still in here, but it ain't perfect.

Rosa and Miguel go to the movies.

I am Pepe's brother.

I've worked in this factory for a year.

Juan wants them to arrive early.

In many languages, there's the subjunctive.

So for example you say...

They "arrive" early

but when Juan wants them to arrive early...

It's not "arrive" it's something else...

I don't know why it has to be that way...

But then again, who am I to say that?

to decide what's right and wrong in a language that doesn't belong to me.

It was probably that he had it.

I'm not strong in grammar.

It's probable that...

So it's a hypothesis.

which means it's subjunctive...

but it's past subjunctive

because they said "it was probable"

so it's tuviera.

How difficult!

All of my friends ____ to the party by Marcos.

"have been invited?"

Rosa visited me yesterday.

Get up!

Yesterday I wrote her a letter.

They went to the movies every Saturday.

"Ian?" "Iban?"

We're running an important business matter.

This is really good.

"Bien?" "Bueno?"

She said it to him a long time ago.

If I had a lot of money, I'd buy a new car.

If I "tuviera" a lot of money

It's a joke! I'm pulling your leg.

Dunno.

It's bad out today. It's raining cats and dogs.

This coat is really small. It doesn't fit you well.

I dont' know why you're telling me that. It's a lie.

I don't understand the homework.

That's why I'm asking the professor.

Such a long sentence...

Guys, I don't want to do this anymore...

No words.

Like, no...

numbers in my final score.

No...

knowledge in my head.

No Spanish.

Now we're going to say our totals.

I know how to speak

and that's important.

Who are you, Spanish quiz...

to tell my MY level in Spanish?

When I can say what I want to say...

When we know how to speak

Yeah but who are you to tell me what level I have?

At least I know what I want to say

when I want to say it.

That's what is most important.

I need your help.

What is my Spanish name?

because "ho" is not good.

Neither is Daemon,

like the devil

Demon

See you in the next adventures of Demonio y Ho!

🎶Juanes: Nada Valgo Sin Tu Amor 🎶

🎶Kali Uchis: Tirano 🎶

For more infomation >> TRYING TO PASS A HIGH SCHOOL SPANISH TEST (10 years later) - Duration: 9:27.

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Dramy na YT! 💩 | Billie Sparrow i Hania Es | 5 MINUT - Duration: 5:01.

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Third-Party Controllers - The Good, the Bad, and the Stupid / MY LIFE IN GAMING - Duration: 55:19.

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.

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