gadgetPhreak Gadget News Blog. Futuristic Gadgets and Portable Electronics

August 19, 2006

Mad Catz to unveil Xbox Live Arcade Stick for Xbox 360

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If you’re one of the few hardcore folks that have been getting by with a hacked Street Fighter joystick on your Xbox 360, Mad Catz is (hopefully) coming to the rescue. All signs are currently pointing towards the impending release of a retro-styled Xbox Live Arcade Stick that not only adds an entirely new dimension to those immensely addicting HD Xbox Live arcade titles, but is rumored to actually include a few with the purchase of the ‘stick. While things aren’t set in stone quite yet, a few internet sleuths nabbed a screen cap (hit the read link for a peek) of the pre-order page — which was quickly yanked, of course — that shows an awkwardly high $69.99 price and an October ship date. Our friends over at Joystiq have claimed that the yankage occurred because Mad Catz still hasn’t finalized which games it’ll toss in, and for reasons beyond our understanding, have suggested that we’ll see a $49.99 pricetag when the pre-order (really) officially starts. Whatever the holdup, we’re glad to see someone stepping up and offering us retro gamers a controller that feels a bit more natural, and we’ll consider this kit a much more worthwhile purchase should it actually drop for under 50 bucks.

[Via Joystiq]

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August 16, 2006

Microsoft planning FPS-centric controller for Xbox 360?

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A few juicy hints were dropped by Microsoft’s Robert Walker on Monday in regards to a special FPS controller in the works for the Xbox 360. His comments were made at Gamefest in Seattle, and he was quick to clarify that Microsoft has no concrete plans for the device, but that it’s more of a long term exploration. Sadly, it’s no replacement for the tried-and-true keyboard/mouse combination: Microsoft is merely working on a new right analog stick that would be better with the precise movements required for FPS and game types. The controller wouldn’t replace the current, well-praised offering, but would merely be an option for enthusiasts and competitive types. Microsoft is also dropping more hints about some sort of motion sensing technology implementation in a future 360 controller, stating that their experiments with joysticks weren’t well promoted to developers, but playing it safe by dissing the sensitivity of the tech for FPS and racing use. The main question seems to be: will it rumble?

[Via Xbox 360 Fanboy]

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July 20, 2006

Sega Saturn controller hacked to work with Xbox 360

Filed under: Wireless,XBox 360,controller,d-pad,hack,mod,saturn,xbox360 — Stan Horaczek @ 9:50 am

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If you’ve got a flair for retro gaming, or you just hate the design of the Xbox 360 controller, you’ll be interested in this clever adapter project that give your old Sega Saturn pad, which is revered by fans of 2D fighters, the ability to control your brand new 360 games. The job required a gutted wireless 360 controller – that’s right, it’s wireless – a few common electronic components and about 2.5 months of work. From the video provided in the thread, it looks to function solidly, avoiding expected problems like the nightmarish button lag that could’ve rendered the whole thing completely useless. We know not many of you are going to be rushing to your workshops to try this, but every 360 mod we see gives us a little more hope that the hack (and accompanying tutorial) we’ve all been waiting for is coming sooner than later. But, until then, you’ll have to watch out for this guy and his new rig on Xbox Live Arcade — unless you have one of these on your coffee table.

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July 10, 2006

Control Freak turns any object into a game controller

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Apparently the Interaction Design Institute Ivrea doesn't mind students going a little out of the box for their masters thesis projects, seeing as they let Haiyan Zhang develop an interesting system intended to translate the motion of everyday objects into input devices for simple video games. When the Control Freak device is clamped onto a "host object," whether it's a door, an office chair or your lab partner, it starts interpreting the host's sounds and movements, representing them as simple actions in a selection of specially designed flash games. The video demonstrations on the site suggest it has a long way to go before it catches up to the refinement of Nintendo's Wiimote, but it's already a heck of a lot better than the Powerglove ever was (don't front). On a related note, we have to wonder if this school gives out masters degrees for turning video game controllers into everyday objects
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May 10, 2006

Hands on with Nintendo’s Wii controller

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Alright, we briefed y'all on what we knew so far about the Wii controller early this morning, but now that we've gotten our paws on the Wiimote itself, we wanted to let you know how it is in the flesh. Nintendo and millions of fanboys are betting a lot on this concept, and Nintendo itself said that "playing is believing" every other sentence of their keynote, so the real question is: do we believe?

The short answer is that we're just not sure yet. The first chance we got with the Wii was for a golfing game (the shortest line we found, go fig) and as soon as we got our hands on the Wiimote we knew it was something special. We slipped the wrist lanyard on so we didn't fling the remote across the room, and held in our hands the light weight, ergonomic, and simply beautiful controller. If this was as far as we'd gotten we would have gone home happy. The controller allows plenty of leverage for the trigger "b" and the large "a" button, and only slipped out of our hand once from a particularly aggressive sword strike in "Red Steel." Click on for the rest.


Unfortunately, we soon realized a flaw in the control scheme for golf, in that there was no frame of reference or feedback for our motions. A traditional analog stick lets you know how extreme your motion was, but we just couldn't quite get a feel for how much power we were putting into our putts. Nintendo's "Tennis" game was quite enjoyable by comparison, but it automates a lot of the control such as the movement of your character. You also can't miss if you time your swing well enough, so we can't say this really tests the controller. That said, it was quite fun and provided a whole new type of play experience that we look forward to more of in the future. Next up, the "Obstacle Course" tech demo, which was so painful to play we almost swore off the controller altogether. Yeah, that fast. The sensitivity was so high that we couldn't keep our character from bouncing all around and losing all his coins, but our opponent managed his character fairly well, so perhaps we just don't got game.


Our hopes were buoyed by the sight of Ubisoft's "Red Steel," but were quickly dashed by the incredibly awkward FPS aiming that this game is banking on. The controls were great and easily learned, and we were soon slashing, parrying, ducking, shooting, reloading, opening and pushing with more convenience than we can ever remember in a shooter, and never had to look down to find a button once. But our aiming could be best compared to that of a hyperactive drunkard, and we seemed to get worse at aiming as the demo progressed. This is bad news for FPS fans who thought they might have found a new home on the Wii, but we have heard that games will allow you to set the controller sensitivity yourself, and Ubi obviously has some polishing time left before release.


We had a much more enjoyable experience aiming in a simple Bomberman mini game in which we shot at balls of lava, but weren't required to pan the camera or anything fancy. The other Bomberman mini games were equally enjoyable, including a balancing act, and a old school Sonic-like tunnel run that had us twisting our wrists in some rather uncomfortable ways -- in a good way. We didn't get to Zelda or Metroid, but we heard conflicting reports as to the ease of aiming in both of those games, with one complaining of the oversensitivity of Zelda, and another claiming Metroid to be the very pinnacle of the series and singing the praises of the FPS control.


The overall story seems to be that Nintendo's Wii controller (along with the expertly crafted and very intuitive nunchuka attachment) is all it claims to be, but software manufacturers still haven't figured out how to get this wonderful hardware to control their games as easily as the gamepads of yore, and our skills have not yet progressed beyond a shaky noob. It might turn out that the controller is just too abstract for some actions, and too hard to hold and control for others (let's hope FPS doesn't fall into that category), but we're going to reserve judgement until the software is more mature and we get a Wii in our living room for a few nights of practice.

So, first impressions in a nutshell: mixed bag. Are we hopeful? You bet. Are we floored? Not yet, but we're not willing to rule anything out. We're expecting to get some more play time this week, so we'll check back with you.
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Nintendo’s “final” Wii controller — what we know

Filed under: Nintendo,controller,remote,wii,wiimote — Paul Miller @ 2:45 am

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They've always said that the previous iteration of the "Revolution" controller wasn't quite final, but now that Nintendo has unvieled what is presumably the final controller design for the Wii (though Nintendo is still calling it a prototype, and might tweak a few things), we thought we'd lay out what exactly this Wiimote is, and why it makes Nintendo so darn smarmy all the time. First off, the new version unvieled by Nintendo on Tuesday includes a built-in speaker -- the addition of which lengthened the controller slightly -- along with minor interface tweaks like swapping out "a" and "b" for "1" and "2" buttons and other icon changes. GameSpot is also reporting that this Bluetooth wireless version is quite a bit heavier than the feather-light wired prototypes, and that the nunchaku attachment is tweaked slightly in shape and button design. As for the actual operation of the controller, that is managed by sensors within the Wiimote, in tandem with a sensor bar located on your TV, which can watch for movement in full 3D space. A better equivilant to Sony's new PS3 controller design unveiled on monday would actually be the Wiimote's nunchucka attachment, which also includes an accelerometer. While all of this motion sensing might provide an easy learning curve in some instances, the number of buttons available to the user, including dual trigger buttons ("c" and "z") on the nunchucka, a trigger and face button ("b" and "a") on the Wiimote, along a bunch of other face buttons, could make things a bit more complicated than anticipated. With that said, we'll be playing with the Wii on the E3 show floor tomorrow so we're sure it won't take long to find out if our fears come to fruition.

[Via Joystiq]
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May 8, 2006

Sony shows off the real PS3 controller

Filed under: Sony,Wireless,controller,motion detection,ps3 — Marc Perton @ 5:19 pm

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We really had gotten used to the boomerang, so we have to admit we felt something of a void when Sony confirmed last month that they were yanking the prototype design and would unveil the real PS3 controller at E3. And unveil it they did, as part of the PS3 dog-and-pony show this evening. Yeah, we’re kind of underwhelmed, too. Still, despite its resemblance to past Sony controllers, it does have some solid features, including X-Y-Z, pitch, roll, yaw and lateral motion detection, and Bluetooth for wireless play. And chances are the learning curve of switching from the PS2 controller to this one will be all of about five minutes.

Update: Sony has confirmed that the new controller will not have vibration functionality, unlike the Dual Shock, Dual Shock 2 and the Xbox 360 and Nintendo Wii controllers. They claim this has to do with interference of the motion sensing, but we have a sneaky feeling that this could have something to with those lawsuits that started all that “boomerang” musing in the first place.

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February 9, 2012

Control your IR devices via SMS

Filed under: circuit,control,controller,infrared,ir,project,sms — Chris Ziegler @ 2:22 am

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As the site clearly indicates, “The purpose of this circuit is to make the human life better and easier,” and we couldn’t agree more. If you’ve got an ancient Ericsson lying around that would otherwise be ready for the recycle bin, this circuit gives your faithful friend a new lease on life as an SMS-actuated IR sender capable of controlling up to eight devices, depending on how you opt to build it. A simple 8-digit text message to the phone is all it takes to send the appropriate ON or OFF signals, and as an added bonus, the author shows you how to wire the phone directly into the circuit so a battery’s no longer required. A better and easier human life, indeed.

[Via Make]

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