Supple Think: August 2008

Peripheral Promises Unfulfilled

by alzabo

Posted on Monday, August 18, 2008
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Most gamers inadvertently collect lots of peripheral devices that are used with just a few games. The best examples of this are DDR pads, Pop'n controllers, Guncons & Beatmania keyboards. Another class of peripherals are data transfer devices like the PocketStation, GBA->GC cable, e-Reader and the Playstation Eye. It's always vexing when the consumer buys a peripheral believing that it'll be well supported and then it is quickly forgotten and only used for one or a handful of games. It's easy to look upon a collection of console peripherals and see nothing but a pile of broken promises.

However, one must also mention the all-rounder of console peripherals, the arcade stick, unlike the previously mentioned devices they are almost never game specific and can be used for fighting games, SHMUPs and classic games like Pac-Man, Robotron 2084.

The topic of non-specific controllers & peripherals brings me to my most fondly remembered console accessory, the Sony Dual Analog.

Check out that beige carpet.


The Dual Analog predates the Dual Shock in the American retail channel by roughly a year, and other than it's lack of rumble it is noticeably larger than any other 1st Party Playstation gamepad. I personally find it to be the most comfortable Playstation gamepad ever produced, the rubber nub-less concave analog sticks and beefy grips are extremely comfortable for marathon gaming sessions. I bought mine in 1997 because of early analog support Playstation games like Colony Wars and Bushido Blade.

Grips so substantial even a ham beast would find it comfortable


When the Dual Shock was released in 1998 I was very disappointed that it was not the same size as the Dual Analog, so I continued to use my Dual Analog well into the PS2 era. I finally retired the Dual Analog in late 2001, figuring that the Dual Shock 2 was better suited for most PS2 titles.

While the Dual Analog is a fairly rare Playstation accessory today, it isn't worth that much even with the original box. I think one of the reasons that such an excellent controller isn't more fondly remembered or desired is because the Dual Analog was only useful for a handful of games before it was supplanted by the Dual Shock and a flood of analog+rumble supported games.

Unlike the initial American Xbox controller, the Dual Analog is light and comfortable.


Oh well, I still enjoy using mine ever once in a while. The controller's "beefiness" just seems right when I'm playing Godhand.

Do you fondly remember a specific peripheral? Let us know in the comments.
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The Most Sincere Form of Flattery

by alzabo

Posted on Monday, August 11, 2008
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A few weeks ago, my friends and I filmed a test episode for an American version of GameCenter CX.

While it's still in being edited (I believe we shot over 14 hours of footage), I do have some photos that were taken during filming to share.


Our brave Hero, Tweak. He'll be the host/victim of Gamecenter US. You can almost see the gears turning inside his head as he attempts to solve one of the game's many illogical puzzles.


While it could be considered cruel to lock Tweak in a room for as long as it takes to beat a game we (the producers) were not completely without compassion. Snacks that Tweak requested were provided.

This is the ideal set design for our show, a snack table, original game w/ package and a very uncomfortable chair without optimum viewing height for the CRT TV to exacerbate any frustration Tweak may experience while challenging the game.

After 6+ hours of filming I was quite tired, but unlike Tweak I had a comfortable chair to relax in when not working.

Victory at last, but at what cost? Article Permalink

Playing Games the Wrong Way.

by alzabo

Posted on Wednesday, August 6, 2008
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"Sometimes you have to make your own fun" is a phrase I heard often as a child. I can't claim to have had a especially active imagination, but I did run around in the woods with my friends making stuff up.

When I got older my friends and I would try to best each other's accomplishments on NES. Many of the games had built in "yard sticks" for player skill, Metroid rewarded speedy play with bonus ending content and Super Mario Brothers 2 had hidden levels for expert players. Recent games are no different, with Xbox Live Achievement Points and PSN Trophies.

I don't have any complaints about these modern revisions of classic game extending modes and competitions. I just hope that the artificial creation of extended game play goals doesn't end up killing the idea of "screwing around" in a game just because.

When a player has extracted all the achievement points he can from a game, do they never return to it? I've started to notice this happening lately to games that should have absurd levels of replay value. I wonder if the current generation of games will have speed run communities build up around them?

What happened to the player "making their own fun?" What do you think?







This was all just an excuse for me to post this comic. Article Permalink

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