Onslaught Six wrote:No no no, this is Wrong. It's actually pretty versatile and well-designed for games of that era, which typically didn't need two sticks. If it was a game that required lots of buttons but smooth movement (Mario, Zelda, etc.) then you used the middle analog and the buttons on the right. If it was a game that required the more precise movement of a D-Pad (WWF No Mercy or other AKI wrestling games, fighting games, etc.) then you used the left with the D-Pad and the buttons. If it was an FPS, you could have moved with the D-Pad and put your right on the middle, and used the Z trigger to shoot. (This generally didn't work out too well due to lack of Buttons, though, but hey.)
It's certainly better than the PSX/2/3's solution (thumbsticks down thar, forcing you to move both hands into a strange crab position which hurts your fucking hands) or the Gamecube/360's (Works great for most games, but fuck you if you need a D-Pad in reach). I've never seen another controller that *could* be that versatile.
I dunno, the 'default' position for the N64 controller is still a pretty awkward way to put your hands. Maybe I'm too ocd about these things, but I like to have my hands level with each other and evenly spaced when I'm holding a controller, as opposed to one at a 45-degree angle half a hand length away from the other one. And I wouldn't say it's that versatile; rather it's pretty limited, in that you can never be using all the buttons at once.
I've got long thumbs, so the Dual Shock controller's never given me trouble, I'd go so far as to say that's my favorite controller ever. Let me also be the first here to say that the analog circle nub pad thing on the 3DS is awkward as hell to use.
And as I've said before I've got a bias against the GC controller since it's terrible for fighting games (the shoulder buttons take like a million years to press!). You're totally right about that D-Pad too. Not only is it out of the way, it's way too small.
Gomess wrote:Did they make them out of different stuff in Europe, or something? Or maybe our idea of "extended period of time" is different. =/ I've never played a video game for more than 3 hours at a time, and that's with breaks. I guess in the age of "hardcore gamerz" that's not a lot... Well, colour me "casual"!
Depends on what you were playing. If you were swinging that stick around for an FPS or one of the N64's weekly minigame collections, you were probably gonna see some damage.
Gomess wrote:*coughTekkencough!* Heck, half the 3D fighters of the 90s had an unlockable clone for each character. It was a cheap way of adding perceived value. This especially annoyed me in my beloved Bugi, where the only REAL difference between the starters and their clones was the fact that the starters got backstories. That kinda thing really irks me, since it's up to the player to assume why *guy with a backstory* is so intent on fighting *guy without a backstory whose style is the same*. =/ And, as we've previously gone over, I play games for their story.
I know about clones in 3D fighters and all, but this game has one for everybody, unlocked right at the start, stuck on the roster obviously opposite their counterpart. It's just...odd. Especially since they actually removed characters: that raptor guy is nowhere to be found, and since he's not in the game, he doesn't get a clone either.
I kinda liked Melty Blood's inversion of the clone schtick: many of the characters get their sprites reused with minor visual differences, but completely new movesets. And a few of those even actually represent separate characters.