Everdrive Basics

All you need is just one cartridge?
Retro gaming is reaching new heights in popularity.  The systems of the 80's and 90's are adored by anyone who grew up in that era, and to younger folk as well.  Despite the technological achievements of modern consoles, older games have an immutable nostalgia factor, which, coupled with adulthood, professions, and incomes, is a perfect storm for a retro revival.  As fun as it is to relive your youth and re-experience the games you played as a kid, the simple laws of economics come crashing down on you.  You are reminded that the number of thirty year old cartridges that are available and still functional are in limited supply.  Former best-selling games, produced in the millions, command near retail prices and in some cases, several times that.

So what is one to do?  Starting a collection now is cost prohibitive, as the best time to collect for a console generation is generally two to three generations after its expiration, and for the 8 and 16 bit generations, that time is long gone.  The emulation scene is abundant and as accessible as ever, but to the more discerning gamer who actually remembers what it was like to hold those wired controllers and persevere through blinking screens, actual hardware is a necessary part of the experience.
Compatible with TurboGrafx-16 or PC Engine with the flip of a switch

Enter: Everdrive.  The Everdrive is a flash memory cartridge that allows you to play downloaded roms (presumably backups of games you already own) on original hardware.  Granted, the ethics and copyright laws are muddled on these ancient games, and people interpret them differently, and so what you decide to do is up to you.
Customize your folders to your needs

Some argue that playing Everdrives is emulation but that would be incorrect.  The rom is identical to those on a cart, and the actual system is doing the same work and outputting the same results as an actual cart would.  So it is not emulation, but it is utilizing the widespread accessibility of roms found online.  You are playing on an actual console with an actual controller, not at a computer.
Play imports with ease

There are a couple of varieties for each of the console systems, varying in levels of compatibility with certain games that require specialized chips.  Even the most basic Everdrive is compatible with about 99% of the console's library.  Some game that require specialized chips, like those found in Virtua Racing or Star Fox will not be compatible with the basic model.  To play games that require specialized chips, you would have to choose the next tier of Everdrives.

Everdrives are made by a Krikzz, who is based in the Ukraine, and he sells online from his store: http://krikzz.com/store/.  There are Chinese knock offs floating around online, but I would warn against them as while you may save a few bucks, there is no official support, and they can be bricked by the wrong operating system installed.

Everdrives are easy to use:

  • Insert an SD or micro SD (4 GB is more than sufficient space for 8-bit systems, SNES may require 8 GB) card into your computer
  • Download the operating system from the website onto the card
  • Load your roms in folders onto the card
  • Insert Everdrive into console and play

Custom cases are available online
I currently own versions for the NES, SNES, Genesis, and TurboGrafix.  These are all region-free, so formerly region locked games can be played with ease.  I can't stress enough how awesome this fact is, for I actually own a PC-Engine Duo (Japanese), not a Turbo Duo (domestic), so to be able to have both available on one system is magnificent.
An example of a stupidly expensive game that I can now play

I don't have a monstrous collection like some other retro collectors; I collect mainly the games that I grew up playing or have a preference for (like shoot'em ups, and fighters, and beat'em ups).  While I can fit every game on each Everdrive, I don't.  Having every single game is too cluttered, and takes too long to search out what I want to play if you load several hunderd roms on it.  Not to mention the fact that there is a lot of garbage out there.  I made folders for each genre, and I find that works nicely for me.  The vast majority or roms that I have loaded on it are games that I own, with some pricey exceptions that I will probably never own.  Sometimes I hear good things about a game, and I load that rom to check it out.  If I end up liking the game a lot, I'll seek out a physical copy, depending on cost.  

Rare classic for the PC Engine
So, take it for what it is.  They may not be for everyone, and that's fine.  It is an option available today that was every kid's dream in the 90's. If it is something that you might be interested in, look it up online, watch a YouTube video of one in action, and see for yourself.  Classic Gaming Quartley has produced some nice video reviews that are a bit more in-depth than this post, so have a look. Thanks for reading.


Maximo Ghosts to Glory Review for the Playstation 2


Maximo is a 3D platformer adventure series loosely based on the Ghosts 'n Goblins series.  Being a PS2 release in 2001, it was a new incarnation of the beloved series.  The protagonist is not Sir Arthur, but Maximo, a young king trying to rescue his queen from the evil king Achille.  There's other bits to the story, but suffice to say you have to rescue your girl.

The decision to bring the franchise into 3D was inevitable.  Ever since the late 90's, 2D was reminiscent of inferior gaming platforms.  There was no going back to 2D gaming, so Capcom forged ahead into the modern age.  Although it was initially conceived for the N64, it ended up being a PS2 exclusive.  I think that the game benefitted from being delayed as the power of the PS2 produces some of the best visuals on the console.  The character models have a unique style to them, balanced between a cartoon and anime aesthetic.  The stage design is well thought out, and truly retains the spirit of the platformer genre.
The first stage welcomes you with a musical score that you will immediately recognize

As far as gameplay, control is tight and necessarily so.  The double jump returns and is very necessary.  Platforms, crevices, lava, poisonous water, falling ground, and other hazards are all around you, so you need to be mindful of your surroundings.  Given its roots, the path to take is still fairly linear, as the environment funnels you in the general direction of progress.  There are still areas to explore that are partially or totally obscured, and often they are worth the time to investigate.  If you appear to be stuck, there may be hidden switches to trigger, in order to open a path.
Like all 3D platformers, the behavior of the camera can make or break a game's playability; in this case the camera does its best to keep your focus ahead of you, but if it strays due to changes in direction, it can easily be restored to behind you with a tap of the R1 shoulder button.  This seems to be one of the major complaints of this game, but as long as you get in the habit of refocusing the camera before major leaps you will be fine.


The life bar is a welcome addition
Following in the lineage of its series, Maximo is known to be difficult, although not nearly as hard as its predecessors.  You have an life bar that expands with additional armor.  Each armor segment can take a few hits before it pops off, revealing your iconic boxer shorts.
If this is what you're wearing, you don't have long 





Once disrobed, you can take a few more hits before you die.  There are checkpoints throughout the stage, so you don't have to start each stage from the beginning when you die.

You can breath a sigh of relief whenever you reach one of these
This time around, instead of throwing a lance, you are equipped with a sword and shield.  Initially, you have two attacks at your disposal: a slash and overhead swing.  This seems limited, but it is to force you to learn how to use your attacks in different scencarios.  Eventually you pick up new skills as power up drops, and add them to your skill set.  Your skill set has a certain number of "locked" skills, that you will not loose when you die.  The number of locked skills that you can save increases every time you defeat a boss.  There will be lots of skills to pick up, and you can decide at any time by pressing the select button which skills you want locked.  Other skills that can be obtained are the ability to throw your shield, different sword strokes, the ability to force hidden chests to the surface, and many others.
You'll have your preferred skills after a few playthroughs
The enemies are primarily skeletons, differentiated by outfits.  They have varying attacks, weaknesses, patterns, and strength.  An attack that works on one may not work on another.  Running through the stage and hacking past everything may not work, as you'll likely take lots of damage in the process.  A better approach is isolate each enemy when possible, luring them out one by one.

Your sword strength can be powered up as well.  There are three levels to power up: the flaming sword, the glowing sword, which I presume to be lightning, and the purple havoc sword, each one more powerful than the last.
The flaming sword is a start, but it gets better
Once you pass the first stage, you enter a hub world where you can enter any of the remaining stage one worlds in any order.  It is here that you can save your progress, albeit it costs 100 coins per save.  This is one aspect of the game that I didn't care for, but coins are plentiful.  Once all the stages in the hub world are passed, the bridge to the tower in the center lowers and you can enter to battle the boss of that world.  Each one is as different as they come, and in traditional platformer fashion, trial and error is the key to success.
Pay to save? 
It is a challenging game, but a rewarding one.  It is a game that requires patience and grit to get through, but the gameplay is so good that it makes you want to try again.  It came out during a time where there were so many games realeased at once, it immediately got buried.  It is worth a second look, and can be found for just a few dollars.  If you like platformers with old-school aesthetics, give this one a chance.


The Gradius series


Gradius for the PC-Engine, NES, and Saturn
Gradius was my first real foray into shoot'em up games.  I first played it on the NES at my friend's house in fifth grade.  I remember it being one of the most difficult games I have ever played.  Up to this point I have only played Super Mario Bros., Pro Wrestling, and a few others, so the comparisons may have been skewed, but still.  My friend's brother played the game obsessively and mastered it; we though he was a god.  I couldn't even make it past the volcanos in stage one.  Despite its intimidating challenge, it ended up being one of the first games I bought for my NES.  I played it over and over until I could regularly get to stage 3.  Of course at the time, there were only four games to split my attention between, so I got to know each one in and out.

The Gradius series originated in the arcades, yet almost all of my experiences with it have been via home ports.  For whatever reason, it was never in an arcade that I went to.  That's ok, as I can just imagine the amount of money it would have demanded as arcades usually aren't easier that home versions.
The power up meter that would endure through the series
For those of you who aren't familiar with the series, or need a refresher, here is a primer.  The core gameplay elements that are original to Gradius are the power up system and the "core" bosses.
Power ups are attained through selecting the type of weapon from a meter.  The meter changes the type of available weapon based on how many orange capsules you collect; the more capsules, the more powerful the weapon available.  The power ups from the first game are: speed up, missles, double shot, laser, options, and shield.  These power ups would persist through nearly all subsequent entries in the series, with additions, of course. Speed was essential, as your ship initially moves like its flying through molasses. The missiles are very effective against the pesky ground cannons, as the missiles slide along the ground until they hit something.  The double shot fires forward and at a 45˚ angle upward, taking out ceiling dwellers and canons.  This was the first time I had ever seen an "option" in a game.  The option was the best offensive weapon as each one mimicked your ship's firepower, effectively doubling, tripling, etc. your firepower.  If there was a game that had this mechanic, I am not aware of it.  The question mark (?) was the shield, which could take a few hits before turning red, which meant that it could only absorb one more shot.  After that, it disappears and you are exposed again.  Did I mention that in true old-school fashion, one hit and you explode.
The only stage that people really get good at: stage 1
This is where the glaring difficult comes into play.  Its not the one-hit deaths that make the game difficult, it's the severe drop off in power and speed that takes place when you restart after checkpoint.  You could be cruising along, powered up to the max, and make a maneuvering error right into a cliff, only to restart mid-stage with nothing but your pea shooter and SLOW ship.  You may as well reset the game or shut it off at this point, because surviving the rest of the stage in such a condition is severely grueling and unlikely.  This phenomenon is so startling, so unique to this game series that is is known as "Gradius Syndrome".  You would think that would make me hate the game. Maybe, but I keep coming back.  It is such an awesome game to play when fully powered up, that the drop off is not a deterrent.  I suppose I have just accepted it as a one-life game, and became ok with it.  Later, I heard that the infamous Konami code worked on this game (actually, this was the first game to use the code as it predates Contra by a few years) to give full power ups if entered when paused.  This was a game changer.  Now, a death does not mean I have to reset the game, I can actually have chance to get through end of the stage.  This code does have its limits, though.  The number of times that it can be used varies based on stage and other factors, but it is finite.  Even still, I have not beaten the game.  Maybe one day I'll buckle down and go for it.

One thing to be mentioned about the series is the slowdown.  Since the game is so challenging, and likes to throw everything at you, there is a ton of bullets and enemy swarms flying your way.  The amount of slowdown depends on the system, but the original version on the NES and Gradius III on the SNES are notorious for it.  I actually don't mind it, as it buys me time to plot my course on the screen.

Over the years I have scrounged up a decent collection of the series, although I know there are missing entries.  I have never been much of a handheld gamer, so those Gameboy versions are out.
Life Force for the NES and Salamander for the Saturn

When Life Force was released on the NES, I thought it was the sequel to Gradius.  In a way it was, but the real sequel was not released stateside.  I was able to play it on the Gradius Deluxe Pack, for the Sega Saturn.  It's pretty hard.  I wonder if the game publishers in Japan realized this and that was the reason for not releasing it here.
It seems you haven't been flossing...
Life Force is a great game in its own right.  This game is titled "Salamander" in Japan.  I'm not sure why, as the theme of the game indicates that you are flying into some large being, with the biologial backgrounds and such.  It is pretty much the same game, except that the Japanese version forgoes the power up meter and instead you pick up power ups dropped by red enemies.  It offers two-player co-op, and supports the Konami code for 30 lives. The same power ups are present as in Gradius, except the double shot has been replaced by a ripple laser.  The game alternates between horizontal and vertical gameplay.  Due to the two-player option, your ship respawns on the spot instead of sending you back to a checkpoint.  Overall this is an easier foray and a nice choice for beginners to the series.
What a crazy way to meet the first boss

It's sequel, Salamander 2, was a Japan exclusive.  It has a home port on the Sega Saturn on the Salamander Deluxe Pack, and that may be the only home port.  It is a fantastic game, and

Gradius II (PC-Engine) and Gradius III (SNES)
Gradius III would be a launch title for the SNES, and is highly underrated in my opinion.  Yes it gets hard, and yes there is slowdown and yes Gradius Syndrome is in full effect.  But it is still a ton of fun until you die.  The Konami code works here as well, except you use the shoulder L and R buttons instead of left and right on the d pad.  If you try the code in the traditional manner, your ship explodes...nice one, Konami.  One nice feature is the ability to edit your weapons in the power meter to suit your preferences.
Gradius Gaiden is just gorgeous

Gradius Gaiden for the Playstation (Japan only, again) is what many consider the pinnacle of the series.  Even though it was being released on a system that was part of the 3D revolution, it holds to its roots with its spectacular 2D gameplay.  Another notable feature is the ability to choose your ship.


Gradius IV was ported to the Gradius III and IV Collection release on the PS2.  Here the graphics are done up in full 3D fashion, and perhaps suffer some for it.  The gameplay feels a bit tired, and the series may be losing steam as this entry seems forced.

Gradius IV utilizes polygons for the first time, and it shows



Gradius V is a masterpiece and worthy of its own post...


So I hope you enjoyed reading me ramble on about the legendary series.  Maybe you'll be tempted to pick up a controller and SHOOT THE CORE!
  



Street Fighter for the Sega Saturn



Like most people my age, my first Street Fighter game was Street Fighter 2 in the arcades.  I was in high school, and my friends and I would go to the local arcade after school and sink quarter after quarter into that game.  There was always a crowd, and challenge matches were the norm.  There was a code to follow in the arcade:  the cue of challengers is dictated by the order of quarters placed on the marquee of the arcade cabinet, and the winner stays.  Cheap throws garnered boos from onlookers, and finishing matches with specials were applauded. The first character I chose was Guile, because he looked like a badass.  Eventually I learned to appreciate other characters, and I eventually settled on Ken.

I remember being amazed at the variety of fighters, the attention to detail in the character sprites, animations, move sets, backgrounds, and music.  This was clearly a watershed moment in gaming history, and it set a new standard for fighting games.  It is definitely one of the most influential games of my generation.  Of course, Capcom realized this as well, and so the flood of revisions was spawned.  Street Fighter: Championship Edition, Street Fighter 2 Turbo, and Super Street Fighter 2 were the major revisions to hit the arcades and subsequently the home consoles.


Some years later, nearing the end of my college tenure, I stumbled across a familiar yet unrecognizable game: Street Fighter Alpha 2.  It had some familiar characters (Ryu, Ken, Dhalsim, Sagat, Zangief) and some new ones.  I was confused by the title, as at first glance it seemed like another revision of SF2.  After taking it in for a few minutes, I realized it couldn't be the same line, as there was too much that was different.  The character sprites were completely redrawn, and there seemed to be more combos and super moves, and there was this new meter at the bottom of the screen.  I didn't know what to make of it.  It played smoother and faster than the SF2 that I knew.  I played for a while and left, and eventually forgot about it.


Fast forward to adult life, and my collecting shoot'em ups for the Sega Saturn had run its course, and I was looking for another genre of games with lots of action that I could play in short bursts.  It was then that I rediscovered the Street Fighter series, this time on the Saturn.  Since I was so used to importing games from Japan, I didn't really seek out U.S. versions.  I felt that since my Saturn collection was 99% Japanese, why change now?  Plus, I hated the fragile, awkwardly long cases that U.S. Saturn games were housed in.  And like most Japanese action games on the Saturn, there was practically no language barrier preventing me from having this mindset.  Also, playing Japanese games on a North American Saturn is super easy with an Action Replay cart.


The Saturn saw five Street Fighter releases in Japan:

  • Street Fighter Collection - contains Super Street Fighter II, Super Street Fighter II Turbo, and Street Fighter Zero 2 Dash (exclusive to the Saturn)
  • Capcom Generations 5 - (unreleased in the U.S. on the Saturn) contains the original Street Fighter 2, Street Fighter 2 Champion Edition, and Street Fighter 2 Turbo Hyper Fighting
  • Street Fighter Zero
  • Street Fighter Zero 2
  • Street Fighter Zero 3 (unreleased in the U.S. on the Saturn)

The "Zero" games are the "Alpha" games here in the States.  There are also a whole slew of other Capcom fighting games that may include Street Fighter characters, but that is a story for another time.

I soaked these right up, and the experience is made ten times better with a good arcade stick.  Don't get me wrong, the Saturn controller (model 2) is awesome in its own right, but for direction specific special moves that originated in the arcade, an arcade stick is a must for purists.  The clicky responsiveness of the buttons, the muscle memory of quarter circle movement, and desperation of waggling out of a hold move are all part of the Street Fighter experience, and those are lost in translation when playing on a gamepad.  My stick of choice is the Sega Virtua Stick.  I also like the Hori SS Fighting Stick.


Now from what I understand, these arcade ports are nearly perfect.  I am not the best person to judge that as it has been years since I have seen some of these in the arcades, but to me they are awesome regardless.

The Street Fighter series continues to this day on modern systems, but nostalgia is a strong factor in bringing me back to these games.  Modern, high-definition graphics, flashy animations, and down loadable content are not for me.  I guess I'm the gamer equivalent of the old man on the porch,  yelling at kids to stay off the grass.

If you own a Saturn and like fighting games, you should really check out any of the aforementioned Street Fighter releases.  It is a picture of perfection captured in time, on a system that is widely overlooked.


Late to the TurboGrafx-16 Party (and relations to Saturn)


The TurboGrafx-16 has dramatically risen in popularity in recent years among retro game collectors. For whatever reason, it and its games command high prices in the secondary market and are rarely seen in stores.  As a kid, I didn't know anyone who had one, and was only vaguely aware of its existence.  In retrospect,  I recall seeing the commercials on T.V. and ads in comic books.  It just didn't seem real since I had never seen one.  

I was really into the Sega Saturn years ago, specifically shoot'em ups.  Actually I still am, but I feel like I've mined the best of what's available and feel accomplished and satisfied with my collection (thank goodness, as collecting shooters for the Saturn is prohibitively expensive now). During my research on Saturn shooters, I invariably stumbled upon articles posts, and YouTube videos praising PC-Engine shooters.  As I investigated, I discovered the PC-Engine is the Japanese version of the TurboGrafx-16.  My interest was piqued.
A console with a cult following; most gamers wouldn't recognize one if they saw one.

There are a number of similarities between the Saturn and TurboGrafx-16.  Both were early consoles of their generation.  While not technically a true 16-but system, The Turbo was considered part of that generation (and besides, it was way more powerful than the 8-bit systems of the time).

The Saturn was the first true 32-bit system (let's leave the 32X out of this discussion).  After hearing about the specifications of the forthcoming Sony Playstation, Sega wanted to get a jump start with the Saturn and install a fan base.  In a surprise move, Sega moved the launch date up months from the fall to the spring. This backfired tremendously, as game developers were expecting more time to refine their games, and as a result many of the initial run of games were buggy and somewhat unfinished.

Both failed to grasp a wide audience in the United States. Just as with the Saturn, the American library of games pales in comparison to the Japanese library. Many feel that if more Japanese exclusives were released here, both systems would have had a better chance to succeed.  Many of the best Japanese games require no knowledge of the Japanese language in order to play them; in fact almost all title screens, text, and voice samples are in English!  This is frustrating to think of now, but one must consider the historical context in which these decisions were made. American business executives made decisions on what games they thought would be successful based on what market research was at the time. Hindsight is 20:20, I guess.

As I read and watched more and more about the PC-Engine shooters, I decided that this was a system for me.  I made the decision early on that it would be a PC-Engine and not a Turbo-Grafx-16, as shooters were my forte.  This was an easy decision.  PC-Engine games were cheaper, and more plentiful in the Global marketplace.  The Turbo default video output was the dreaded RF signal. Also, the PC-Engines just looked neat.  But trying to figure out just which version of a PC-Engine to get was arduous.  I don't think there is another console that is as varied and multi-faceted as this one. Keep in mind that this predates the Sega Genesis' CD attachment and 32X attachment.  There's the original PC-Engine, the Core Grafx, the Core Grafx II, the CD Rom, the Super CD Rom, The PC-Engine Duo R, the PC-Engine Duo RX, the Shuttle, the PC-Engine GT, the PC-Engine LT, the SuperGrafx, and the list goes on.

The PC-Engine was the first to have a CD-Rom attachment, and that expanded its library of games. The various versions of CD-Rom attachments required system cards that would be read in the card slot while the CD was read.  In addition, the CR-Rom attachments required an interface unit.  I became apparent that assembling this piece by piece was the wrong way.  One of the PC-Engine Duos was the way to go. After finally procuring a PC-Engine Duo R, I finally got to explore a whole new world of shooters, both on Hu-card and CD.

Most people don't know just how awesome these games are.  
A couple of years ago I had my PC-Engine duo modded for component output by Shawn at http://www.tg16pcemods.com/services.html.  It was one of the best decisions I ever made as it looks insanely crisp on my Sony 32" Wega Trinitron.  I can't believe accepted composite as the best it was capable of.  Anyone who is in the market for one should very seriously consider getting it modded for either RGB or component.

The component output mod is just sick...
Seriously, this picture doesn't do the video quality justice.
As far as playability, I have some minor gripes. The system only has one controller port.  There are multiplayer games available of course, but you need to buy a multitap adapter.  The d-pad on the controllers is just OK.  I bought an Ascii joystick for the PC-Engine, and it is nearly identical to the NES Advantage.  I like it fine, but the base is kind of small for my lap and isn't the most comfortable.    
With the surge in retro game interest, comes a surge in retro game prices.  The PC-Engine Games have been climbing to the point where some wonder just how long it can continue.  This is an opportune time to invest in a Turbo Everdrive, which is region-free.  This can play any games originally on Turbochips or Hucards, but not the CD based games. There was a great video about it on YouTube by Retro Gaming Quarterly, for more details I suggest watching it here.

So, in closing, I thought I'd just ramble on about my affinity for the PC-Engine and my journey to discover it.  If you're still reading this, thanks for making it this far.






Controllers for the Sega Saturn

The Sega Saturn is coveted by retro gamers for various reasons, one of which is for the excellent controller.  The initial North American model released with a blocky, large contraption best described as plastic hamburger.  This was literally a handful, and not a controller that I'd recommend.  I no longer own this model as I sold, knowing I wouldn't use it.

The model two Saturn was packaged with the Japanese version of the controller, which became the standard, and is what people are referring to when they mention "Saturn controller". What makes the controller awesome is its d-pad.  It is firm enough to offer sufficient feedback, yet smooth enough to not cause fatigue or blisters, even after hours of use.  No other d-pad before or since has offered the same comfort and effectiveness.  There are six face buttons in two rows, with the three bottom buttons larger and concave, and the three top buttons a bit smaller and slightly convex.  There are also two shoulder buttons, L and R.  A start button sits in the center of it all, underneath the logo. The overall shape is reminiscent of the six-button Genesis controller revision, which is a vary natural shape to hold.  If I had any complaint, it would be that the shoulder buttons click depth seems a bit flimsy and shallow.  Not a big deal in the grand scheme, as they are not used as much as the face buttons.  It is not hard to see why it is considered my many to be the best 2D controller ever made.  If I could, I would use it for all of my retro systems.
The gold standard

When Nights into Dreams released, it was packaged with the 3D controller.  The Overall shape is primarily round, with handle-like ridges on both sides molded into the design.  It visually very obvious that it is the predecessor to the Dreamcast's controller, but it is more comfortable to hold.  The analog pad is a mixed bag:  for being one of the first analog controls, it was decent, but it seemed like it had a dead spot in the center as the tension releases towards the center.  This analog pad was the driving force for the existence of the controller, so that it could be used in the Saturn's 3D catalog.  I guess it works for those games, but those are not favorite anyway. There are six equally-sized face buttons, and this time they are all convex.  The shoulder buttons were replaced by deep-pulling triggers that seem like they would be pressure sensitive, and I'm not sure if they are or not.  Maybe someone can let me know.  Again, the d-pad is excellent.  I rarely use the analog pad, as it is nowhere near as good as the d-pad.  I go back and forth between which controller I like better; the model 2 or the 3D.  My favorite games on the system are shoot' em ups and fighters, both of which are spectacular with either controller.
Just as fun to use as it looks

Eventually, I sought out an arcade stick for the fighters.  Even with the awesome standard controllers, the plethora of fighters on the system yearned for an arcade stick.  So I went online and quickly picked up a Virtua Stick.  It was touted as "a must have for Virtua Fighter", on the box, although I prefer 2D to 3D fighters.  This has an eight button layout (L and R are included on the front), which is 2 more than I needed.  It was a few bucks, and was a pretty minimal risk.  When it arrived, I was excited to put it through its paces.  It was fun, but I found it lacking...precision.  Gross movements were fine, but finer movements were not there.  This was made apparent while playing Street Fighter Zero 2 and 3.   While I'm not a great player, I can normally pull off special moves eight out of ten times.  This stick had me down to about five out of ten.  There had to be something better.
A starting place for beginners

I researched more thoroughly than the first time and narrowed the field down to two: the SS Hori Fighting Stick and the Sega Virtua Stick (not the aforementioned black one, the Japanese-only white arcade stick).  Both had similar ratings, accolades, and prices.  I found a good deal on the Hori and went with it.  It has a nice, tight stick with a heavy base.  The buttons are good, but not quite arcade quality.  They have microswitches in them, but don't have that punchy spring back that good arcade buttons have.  Still, its a great stick and it earned its way into my controller rotation for the Saturn.  I was satisfied for a quite a while.
Microswitches for precision movement

A couple of years later, Japanese Virtua Stick caught my attention on eBay, and was going unnoticed as far as bids.  I threw a few bucks at it, got outbid once, threw a few more at it and got it for under $20!  Of course shipping doubled that, but to get such a quality stick at a fraction of the going rate was a no-brainer.  Part of me felt like I didn't really need it, but when it arrived, that changed quickly. The stick is a bit looser, and I actually prefer that.  Microswitches are present, yet they feel less restrictive than the Hori.  The buttons are micro-switched as well, and are an improvement over the Hori as well as they have a clicky snap to them.  I prefer this stick over the Hori, for both shooters and fighters.  I'm glad to have both, though.
Just excellent.

I may as well mention there is a double-Virtua Stick, and I believe it is literally the same panel from a Japanese Sega arcade cabinet.  It is HUGE, and of course it compatible with the Saturn out of the box.  I have not seen one in person, but all online reviews state it to be top notch.  Because of its quality, size, and rarity, it carries a steep price tag.  I love the Saturn, but I don't know where I'd put this thing when playing or not.  A curiosity for sure, but the line has to be drawn somewhere.  Or, never say never I guess.

A few years ago I was curious about driving games for the Saturn.  There are a lot of them, and like shooters and fighters, no Japanese literacy is required.  These are dirt cheap, as there were so many and its not the hot topic on the Saturn, so they are currently overlooked.  After playing a few, I realized the excellent Saturn controllers were just not up to the task of the microsteering necessary in some of these racing games.  Low and behold, the Saturn racing wheel.  Its not actually a wheel, more like a racing handle?  Again, its not in high demand so it wasn't pricey at the retro game shop that I frequent.  It has a base that you sit between your legs, and the wheel/handle telescopes outward, and is adjustable.  It works better if you are sitting on a firm surface, as a soft seat will make the base of the wheel feel unstable and wobbly.  It definitely makes the driving games more fun and more responsive.  There's not much worse than constantly oversteering into wall after wall while driving 150 mph.
Makes driving at high speeds possible.

I knew about the Mission Stick controller, but wasn't quite sure what it was for.  I was watching an episode of Game Sack on YouTube, and they were covering the Saturn and Joe was playing Space Harrier with it.  Of course!  Space Harrier and After Burner were meant to be played with a pilot-like stick with a trigger.  This thing wasn't really cheap, mainly due to its rarity and size.  It has a large base, and packing it would be awkward, needing a larger box than you'd think you need, driving up the postage.  I did see a Saturn bundle on Shopgoodwill.com, which included a Saturn, controller, Mission Stick, and a third-party joystick called the Eclipse Stick.  This lot was about $40, plus $20 shipping.  I kept the sticks and flipped the system on eBay, coming out ahead.  The Mission Stick takes some getting used to.  While I though it would be so intuitive, my muscle memory of playing these games on a standard controller did not translate well to the Mission Stick.  While I do remember playing these games in the arcade, that was a long time ago and my hands have forgotten. Maybe I'll give it a few more tries, but I think I like the regular controllers here.
Accommodates left or right handed players

The Eclipse stick that came along for the ride is just another third party stick.  It's meh.  Ok, that's not fair.  At this point I already have the Virtua Arcade stick and the Hori, so there is no reason to use this.  It controls fine, the buttons are typical, and there is a programmable button feature, but I wasn't inclined to use it.  The base is small, so if you're setting it on your lap, its not very comfortable as you have to keep your legs together to support it.
Its okay.
I also have the Sega Stunner light gun, and its fine, but that's not really for this post.

I hope this was helpful in some way, and maybe someone decides to buy a controller mentioned based on this post.  Have a good day.