Review: FX-Unit Yuki for the PC Engine Super CD
Modern retro-inspired games are becoming more prevalent these days, with titles like Shovel Night, Sonic Mania, and Retro City Rampage leading the way. Most are independent developers, with crowdfunding or Kicker campains funding the projects.
FX-Unit Yuki, formerly known through its Kickstarter campain as the Henshin Engine, was recently released, and I had the opportunity to buy one from Sarumaru himself at the Midwest Gaming Classic in Milwaukee. I had played the demo last year in the Turbofest room, so I was excited to see the final release.
The game is a 2D action platformer for the PC-Engine Super CD system, or Turbo CD, since the system is not region locked for CD games. Dreamcast and Genesis ports are also in development.
The story is presented in several cut scenes in-between stages. The protagonist, Yuki, is a game tester that gets digitized in a virtual game world. The story and quest begins there. A rival character is eventually introduced, which brings some additional interest to the storyline.
The gameplay is what you expect from 2D platformer from the era that it is inspired by. Yuki has a slash attach reminiscent of Hiryu's from Strider. Controls are tight, although hit detection could be better. Her jump is fairly responsive, and controllable mid-air. New abilities are learned throughout, such as a charge shot, slide, double jump, and so on.
The art style is a clean and bright anime style, with impressive overall quality. I am not a huge fan of anime, but this is as impressive as I've seen. There is high correlation between sprite design and the drawn anime, so there is no question as to which sprite is which character. The amount of detail in the sprites and backgrounds is impressive, capably standing amongst the best of the era.
The Stage design rather simple, with a few tricky platforms here and there. The platforming evolves as skills are acquired, and the learning curve is fairly steady. For veterans of Mega Man and the Mario games, the platforming is not the central challenge. Common enemies throughout each level present challenges due to difficult angle of attacks (think ravens in Ninja Gaiden, or Medusa heads in Castlevania). I died many times arrogantly assuming I had them figured out.
The stages are themed after familiar retro game stages. Stage 1 appears to be an homage to the Wonder Boy/Adventure Island games. Stage 2 recalls the Cotton series, flying broomstick and all. Stage 3 is based on the 8-bit Castlevania games, and so on.
The bosses are decently large, and present a healthy yet manageable challenge. I got frustrated with the 3rd stage boss, and had to take a hiatus from the game. That thing can go to hell.
The music in this game is outstanding, seriously. It is very rhythmic and catchy, and the retro-inspired motifs match the stage action and theme. It incorporates a blend of guitars, keyboards, and light techno. You haven't heard 16-bit game music this good since the Gate/Lords of Thunder series.
Overall, I strongly recommend FX-Unit Yuki for fans of action platformers. It stands heads and shoulders above the usual homebrew games, and a testament to what is possible with competent game design and a sincere love of retro games.
Sega Saturn Variants
Console variations are nothing new. Most consoles have redesigns over time as a console matures. Initially, the primary reasons for this were improvements in technology, improved efficiency, and in general, cost savings. The NES, SNES, Master System, Genesis, Sega CD, PSone, Wii, PS2, PS3, PS4, XBox 360, etc., all had revisions for these reasons.
Then you have variations not due to efficiency, but cosmetics. The N64 and Gamecube had several color variants in the late '90's and early 2000's. At first I thought this was a strange notion. Game consoles were expensive, how could people "collect" them. Then I realized: a company had to make several production runs of a console during its lifespan, why not vary the colors? It is only now, in today's retro gaming collection scene, where collecting consoles is feasible, after prices on old systems have fallen. People would not be collecting several variants of PS4's today, but they might ten years from now.
Sometimes there are functional reasons to buy a variation of a console that you already own.
- The first wave of "fat" PS3's were backwards compatible with PS2 games, so the demand for a functioning unit is decently high. Add to that the failure rate of the older hardware, and you have an increasingly rare variant of PS3s.
- The 1-chip Super Nintendo revisions are known to output sharper image quality that the previous versions, convincing some retro gamers to seek them out.
- Early versions of the Gamecube had a digital video out port as well a multi-video out. This is a moot point however, unless you have the rare component cables that actually make use of the port.
- The "Core Grafx" PC-Engine has composite video out, which was an improvement over the original PC-Engine which only had RF output.
- The first wave of Sega original model-1Genesis had no TMSS message at startup, instead booting straight to the Sega logo.
- and many others...
This post is about the Sega Saturn Variants. There aren't as many as the N64, nor are they as colorful, but I wanted to share anyway. There is almost no functional difference between any of these variants, but they are region locked. This is easily overcome by using a region bypass card such as an Action Replay cart.
| The North American Model 1 |
| The North American Model 2 |
| The Japanese model 1 |
The Saturn launched in Japan first, and sported a grey/blue color scheme. I'm not crazy about the shade of grey, but I like how the blue pops on both the console itself and the controller. This controller is the same design that would later come packaged with North American model 2 consoles, except in black.
| Japanese model 2 |
The Japanese model 2 was white, which looks really awesome if clean. Most of these suffer the same fate as early Super Nintendos, having yellow discoloration due to the Bromination in the plastic. Mine isn't too badly colored. A matching 3D controller was also released in this color.
| Japanese "Skeleton" model 2 |
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| The Derby Stallion model 2 (photo courtesy of ww.consolevariations.com) |
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| The Japanese Sonic Saturn model 2 (photo courtesy of ww.consolevariations.com) |
Since Sega had licensed other manufacturers to make their own versions of the Saturn in Japan, there are even more versions available. Being Japanese exclusives, these are rare and would have to be imported. Companies such as Hitachi, Victor, and Samsung all had their own versions. Again, functionality is essentially the same across all variants.
Well, I just wanted to share my Saturn console collection. There's no real deep message or point to this post. Thanks for making it all the way through! I don't think that I will collect variations of other systems. I'm not the biggest N64 fan, so that's not happening, and I hear there are a lot of XBox 360 variations, but I'm not a fan of that console either (I don't even have one). The Saturn is special to me, so I guess that's why I favor it over the others.
Uncommon Controller Adapters
Sometimes you love a controller so much, you wish you could use it on other systems. Sometimes you dislike a controller so much, you wish you could use anything but. Once an impossible notion, now a definite possibility. These are some uncommon controller adapters that allow one to fine-tune their gaming and choose their controller of choice.
To say that the Dreamcast controller is not my favorite controller is an understatement. The analog stick is uncomfortable with a larger than usual dead zone, there are only four face buttons, and the d-pad is raised too high and blister-inducing. How did this happen? It's predecessor, the Saturn 3D controller d-pad was awesome! I get that they needed to allow space for the VMU, and that explains why they went with the larger form factor, but still, this is a letdown. Given that Capcom was a strong supporter of Sega during the Saturn and Dreamcast days, it is surprising that six face buttons became four, since Capcom's strength was 2D fighters. I refuse to play DC fighters with that d-pad, and using analog for special attacks is just silly.
| VMU compatibility is intact |
| The PC-Engine controller connection was odd to begin with, reminiscent of a computer keyboard jack |
Initially, this doesn't seem to help much, as the Playstation controllers have terrible d-pads. Why on earth would anyone choose to use it over a stock PC-Engine controller? The answer is you wouldn't...not unless you had an awesome Playstation controller. A Playstation arcade stick would be a fine option if you have one, since there aren't that may PC-Engine arcade sticks available.
I own an official Saturn to Playstation controller. These were a limited release, and pretty hard to find. Not only can I use the Saturn d-pad on a Playstation, with this adapter I can now use the Saturn pad on the PC-Engine! While this is admittedly as niche as it gets when it comes to controller pickiness, I couldn't be happier about playing Gate of Thunder or Spriggan with the lovely Saturn pad. As an added bonus, you get some much needed length, alleviating the issue caused by the short stock controller cord.
The third adapter I'll mention is the Raphnet Technologies SNES to Gamecube adapter. This seems like a strange combination, as there are virtually no 2D games on the Gamecube, but if you recall the Gamecube has the Gameboy Adapter, and Gameboy games are all 2D in nature. The Gamecube d-pad is small and awkwardly placed, almost an afterthought. With this adapter, you can play any Gameboy, Gameboy Color, or Gameboy Advance game using the marvelous SNES pad. Games like Mega Man Zero, Metroid Fusion, and others can now be played on the big screen, with a SNES controller.
Raphnet Technologies has a plentitude of controller adapters available, albeit Nintendo-centric. A best seller of theirs is the Gamecube to N64 controller adapter, if that's something you'd want.
So, I just wanted to share some of my uncommon controller adapters, perhaps you may find a solution to one of your needs. What kind of controller adapter would you like to see made?
Arcade Sticks for Retro Consoles
| A Classic |
| Ascii Stick - PC-Engine: A Clone of the NES Advantage? |
| Genesis Arcade Power Stick |
During the 4th generation of consoles, most shooters for had rapid fire by default, lessening the need for a turbo function. The Genesis Arcade Power Stick was designed with the same ideology that carried the Genesis to success. It was large, built for adult hands, emphasizing that Sega was the next step after kids have grown out of Nintendo. The balltop is at least twice as large as on the NES Advantage, more akin to an actual arcade joystick. There is a comfortable grove for the left hand, although its not really necessary - probably more for aesthetics than purpose. It has a decent weight as well, and
| Genesis Arcade Power Stick, now with 6 buttons |
| The SNES Super Advantage |
The SNES Super Advantage was manufactured by Asciiware, as this time it says so right on the front. This suggests that Asciiware was also responsible for the NES Advantage, since the legacy is there and the build characteristics of the Super Advantage and NES Advantage are similar. This is another solid stick, and has many of the same attributes that the prior sticks mentioned have. I don't use it as much for some reason. Maybe because there aren't a lot of shoot'em ups on the SNES, and if I want to play Street Fighter I play it on the Saturn. Nonetheless, it has good build quality.
| Hori Fighting Stick Multi - PC-Engine, Genesis, SNES |
| Add captionVirtua Stick (Japanese) |
| Hori Fighting Stick SS - Saturn |
| Virtua Stick (HSS-0136) - Saturn |
| Hori Fighting Stick PS - Playstation and PS2 |
The Playstation had its fair share of fighting games, and so arcade sticks are necessary here as well. Playing fighting games with the Playstation controllers is an exercise in frustration, in my opinion. The analog sticks are excellent for what they are designed for; which is not 2D gaming. The D-pad is an abomination, a shoddy design to get around the existing patents that other consoles have on superior designs. To play any fighting game on the original Playstation or PS2, a stick is necessary. There were a lot of sticks made, but the Hori Fighting Stick PS is the one I prefer for Playstation 1-2. It is a replica of the Fighting Stick SS shown above, and identical in every sense sans color scheme. While not at good as the Virtua Stick (HS-0136), it is the best mid-tier option. I have seen pictures of a Playstation 2 Virtua Stick, but they are are exceedingly rare, and thus priced to match. These appear to be the same build as the Virtua Stick (HS-0136), with a different color scheme. I can only imagine that it feels just as good. There were a few Mad Catz sticks produced as well, but I can't speak to those.
Ascii Arcade Stick (modded with Sanwa parts) - Dreamcast
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So there are are the arcade sticks I have for retro consoles. Some are integral to the experience of the particular consoles, some aren't. Either way they are collectable and fun to play around with.
I have thought about getting a modern stick for newer consoles. Although I don't play them nearly as much, when I do I want the same tight control as an arcade would have. If anyone else is interested I ran across this site that reviews modern arcade sticks.
Review: Soukyugurentai for the Sega Saturn
One of the hardest to pronounce shoot'em ups for the Sega Saturn is one of my favorites, as I mentioned in my Top 10 Saturn Shooters post.
This game has so much going for it, and yet I think that it may be slightly under the radar, as It may be a tad intimidating due to all the Japanese menu text, and that fact that the title on the game is in Japanese as well. I had to consult a FAQ online to see what menu options there were, but once past that, the game can begin; there's no need for translation past that point.
| ??? |
| The title screen suggests a language barrier, but solid gameplay is solid gameplay |
One weird thing that I'll get out of the way first is that it was published only in Japan, and by Electronic Arts (EA)! At that time, they were known mostly for sports games like the Madden series, FIFA soccer, NBA Live, and so on, so when I saw this pop up on screen I was befuddled. Despite EA being the publisher, the game developer was 8-ing or Raizing, or whichever one they were at the time. Popular titles they developed include Battle Garegga, Kingdom Grandprix, and others. I think that the company was formed after the demise of Compile, so there's some strong shoot'em up legacy there.
| That's a lot of street lights below |
| The game opens with a cool launch sequence |
The game is a vertically scrolling shooter, with co-op. The main feature is the web-targeting secondary weapon, similar to the one in Galactic Attack/Layer Section, but more satisfying in my opinion. If you hold down the targeting button, a large web projects out and any enemies within will be locked onto. Release the button and missiles/lasers will seek them out. There are three selectable ships, with different attributes and web patterns. I prefer the dome-shaped web, the one Dave and Joe from Game Sack affectionately refer to as a condom in one of their Let's Play episodes. Almost all enemies below you can be targeted, and this method seems to deal more damage than shooting them in the traditional manner. Using the web is so much fun, sometimes I forget to fire my primary weapon until I get to a boss.
| The web targeting mechanic is addictive |
The visuals are gorgeous throughout the game. Much of the game seems to take place at night, and there are lighting effects on the streets and buildings that seem beyond a 32 bit console. The ships are brightly colored, almost cell-shaded before cell-shading was common. There is a lot of scaling as enemies change depth and swoop down from above or rise up from below.
The difficulty is adjustable, you just have to select the third menu from the start, and slide from 1 (easy) - 8 (hard). I usually start around level 3, as I like a balance of enjoyment and difficulty. Playing co-op is a blast, and it can get chaotic with all the web-targeting and firing from two ships at the same time.
| I don't understand what this says, but it looks badass! |
A neat feature is the boss warning HUD that appears right before a battle. I think it displays technical specs about the boss, such as weapon load out, name, favorite snacks, I don't know. An interesting fact: if you are using an Action Replay cart to play the Japanese imports, this screen gets all garbled and non-sensical. The rest of the game plays fine, though. I am using a Japanese Saturn, so there is no problem here. The game was reprinted with a slight change in title: Soukyugurentai Okuyo, which fixes the glitch.
There's a story in here somewhere, something about corporate battles and resources and bank accounts. I can't read it so maybe I made that up. It doesn't matter though, as the gameplay rocks. The music is another strong point for the game. Composed by Hitoshi Sakamoto, of Radiant Silvergun fame, it is a blend of classic orchestral and techno motifs. Definitely worth a listen on its own.
This game is not as ridiculously pricey as some of the other Saturn shooters, and can be found for around $40-50 at the time of this post. I completely recommend it, its a must have for fans of the genre.
Adult Gamer Stigma
I've debated about writing this topic for a while now. Its a personal subject, and one that some of you may be able to relate to. I don't know if I have the answer, I'm just looking for a little progress.
As an adult male, it seems the socially acceptable norms for recreation would be activities that are masculine, expensive, or both. Golf, gambling, cross-fit, hunting, drinking, and sports all expected forms of recreation for an American adult male. American culture has this set of machismo expectations for men, and gaming does not fit the profile. Video games are perceived to be something that kids and teenagers play in their parents' basement. Perhaps it has to do with mass media's portrayal of gamers, helping set an image of how a typical gamer looks and behaves. It would not be the first time that popular culture's concept of a stereotype bows to the lowest common denominator. Just look at The Comic Book Guy from The Simpsons, or South Park's portrayal of a gamer. There's instant ridicule there, the easy targets, the low-hanging fruit.
Because we did it as children, as adults we should no longer continue to do so, like playing with matchbox cars or dolls. However, we have been watching television, movies, and videos out whole lives, and yet these activities are not frowned upon as adults. When it comes up that it is a hobby of mine, I get looks of surprise and disappointment, as if I were terminally ill. The implication is that it is something that I should have "grown out of". In this modern age when casual gaming on mobile phones and tablets is widespread, why does console gaming carry a stigma? If someone's hobby is watching movies or television, no one bats an eye, but if one plays video games as a hobby, it is perceived as juvenile.
Video gaming is just as commercially influential as the movie industry. In 2014, the gaming industry accounted for nearly $84 billion dollars in revenue, compared to $36 billion dollars from the movie industry. For something so prevalent, gaming is still shunned. Aside from the commercial aspect, I would argue that gaming involves more thought and problem solving that simply watching a video. A good game will have the player observe, attempt tasks, figure out patterns, and apply previous knowledge. A person is engaged throughout, responding to stimuli, making decisions, and adapting to new scenarios or rules. This cognitive aspect of gaming is swiftly dismissed, as non-gamers make assumptions of what it means to play a video game.
Being a retro gamer, I have an ample collection of games displayed in my basement. It is always a source of wonder whenever someone new comes over and gasps at these relics. Sometimes I feel judged, as if I were a hoarder who can't let go of anything. I generally express my pride in my hobby, and try to assure the guest that I do not have psychological issues, but I still feel the awkwardness. I shouldn't feel this way, but societal pressure to be and act a certain way causes this. While I generally think of myself as indifferent to people's opinions of me, especially those of people I don't know, I would be lying if I said I was impervious to it. Everyone's experiences may differ, and the people you surround yourself with may be more or less supportive. Just like anything else, people who don't know anything about a subject seek generalizations to understand. Couple that with the notion its something for kids, and you have an uphill battle when trying to explain your hobby to someone, as if you have to justify it. If I'm honest, its not unlike being a closet gamer. Its my hobby, It makes me happy, its not hurting anyone, why should I care what other people think?
For years I have felt like I was alone in this hobby, and with the advent of Facebook groups I can finally have discussions with people who share this same interest. These are discussions that would rarely happen organically in my daily life, as there are so few people around me that share the interest. I have joined a number of groups, and find solace in the company of so many others that are like-minded.
I suppose the point of me writing this is to encourage gamers to embrace what they love, and not let social pressures inhibit them. We tell our children not to blindly do what peer pressure suggests, so we need to live by that philosophy. What about you? Do you feel judged because others around you think that gaming is just for kids?
Arcade Stick or D-pad for Shoot 'em Ups?
If you have poked around on this blog at all, you may notice that many of my posts are based on shoot 'em ups. Systems like the Saturn, Genesis, PC-Engine, and Dreamcast most notably come to mind when tallying the vast riches of shoot'em ups. This post is not about is not what system reigns, or which games are the best; I wanted to discuss the type of controller that I use for shoot 'em ups.
It should be noted that the genre of shoot 'em ups has sub-generes, including but not limited to: traditional side-scrolling, traditional vertical scrolling, bullet hell, Euro shmup, on-rails, run'n gun, cute'em ups, isometric, and others. Depending on the type of gameplay, the preferred control scheme may change.
| Older shooters had more environmental hazards |
Older (traditional) shoot'em ups are generally slower-paced. Emphasis is placed on navigating environmental hazards as well as enemy fire and flying enemies themselves. Respawning after death occurs at checkpoints, often woefully underpowered. Memorization and reflexes are requisite skills here. Examples include Gradius, R-Type, Aleste, Darius, Star Soldier, Thunder Force, and others.
Modern shoot'em ups tend to be of the bullet-hell variety, where hundreds of bullets are spewed across the screen, and you have to navigate the slim pockets of empty space between them to survive. The hitboxes of your avatar are generously small, as you will need all the help you can get. With so many bullets on screen at once, the key to survival is small movements, taps at a time. It is with games like this where arcade sticks are beneficial to use over d-pads, as the small size of the d-pads can lead to unintentional input mistakes. Also, it is hard to enjoy the backrgound scenery (which is usually gorgeous) as you cannot take your eyes off of your craft.
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| Small movements are key to surviving bullet hell |
I have played all types of shooters with both a standard d-pad and an arcade stick. The arcade stick presents better aesthetically. Larger buttons, a firm grip on the joystick, and solid base all recall (or simulate) the nostalgic arcade experience. Initially, I found that my performance lacked when using one; I would never seem to get as far in the game with the arcade stick. I learned later one that not all joysticks are created equally, and there are three subtle variables that affect how a joystick performs.
The first is the the dead zone. The dead zone is the physical range in which the stick moves but does not register a movement. Large dead zones lead to wasted motion, delayed/inaccurate movement, and general suckiness. This is easy to notice on a stick that has microswitches, as you would hear the click as you move the stick. A good stick will have as small of a dead zone as possible. There is a lot of truth in the old adage: "you get what you pay for".
The second is the throw distance. This is how far the joystick lever will actually move before it his a physical restriction, or gate. The shorter the gate, the less distance the stick has to travel to return to center, and thus the faster the next movement can be initiated. How short of a throw you want to have is a personal preference, and it may also depend on the type of game your are playing. For shooters, a short throw is helpful for tap-dodging in-between waves of bullets. Usually joysticks with smaller throw distances tend to have smaller dead zones.
| I modded my DC stick with Sanwa parts. |
The third variable is spring tension. inside the joystick shaft is a spring that pushes against the actuator, and the higher the tension the more resistance there is to movement, and also the faster the return to neutral. Again, some people like a stiffer joystick, some don't. There is a trade off between quick return to center, and the additional effort required to move the stick. Depending on how long your play sessions are, fatigue can set in.
Newer arcade sticks can be easily upgraded/modded. It is common to swap the joystick and/or the buttons, since the variety of parts available make for nuanced preferences. I started with the consensus well-rounded performer, the Sanwa JLF joystick. I replaced the stick in my Dreamcast stick and was immediately surprised at how much better it felt to me. Movements were more precise and input was more responsive. The Sanwa buttons feel great as well, being sensitive enough to not need a lot of pressure to register.
Later, I bought a second-hand Hori Real Arcade Pro 3 SA, which had Sanwa parts as stock. The controller was intended for PS3, but is useable on nearly every retro and modern console with the help of Brooke controller adapters. I have always thought that the arcade stick selection for the Genesis were meh. This was a game changer. After talking with people on various forums, it was suggested that I try the Seimitsu brand of joystick, so I bought one and installed it. It provided an even tighter movement, and is now my preference.
Just like joysticks, not all d-pads are created equally. This is very much a "feel", and everyone will have their own preferences. My favorite d-pads are "floating" types: Saturn (model 2) and Genesis (6-buton).
The Saturn pad has the perfect amount of range and cushiony resistance, and due to its circular base, all directions are equally and easily pressed. The Genesis 6-button has a very similar d-pad, so similar that it might be the same. The SNES pad has a cross base, much like the NES, yet is easier on the thumb than the NES d-pad. I don't like it quite as much as the diagonals are not as easy to press on a cross pad when compared to a circular based pad. I wish the PC-Engine controller had a better d-pad. It's ok, but its a tad smaller than the average d-pad and not as comfortable as the others mentioned.
Since we're on the topic of shoot'em up controls, I feel I must mention my disappointment in the Dreamcast controller, both the d-pad and the analog stick. The d-pad is raised fairly high above the controller base, and has sharper angles in its mold, making for painful use. The analog stick is plastic as well, and a bit slippery. There are texture bumps on the top, but they generally wear down quickly, so any controller used for an average amount of play has been worn down to a shine. For a system with a wealth of shoot'em ups, this is a major letdown. Luckily, the Total Control 3 adapter lets you use Saturn controllers for the Dreamcast.
Another letdown is the Playstation (1,2,3) d-pad. Instead of a circular or cross base, there are 4 directional "bumps" that attempt to simulate a d-pad. This design is perhaps worse than that of Dreamcast. The amount of pressure needed to navigate diagonals is uncomfortably high, and blisters set in rather quickly. The Playstation 1 and 2 have a decent amount of quality shoot'em ups, so this is potentially a problem. There are a few arcade sticks available, and some third-party controllers to choose from. I was lucky enough to stumble upon what I consider the holy grail of PS1/2 shooter controllers: the official Sega Logistical Services Saturn pad for Playstation. It is a genuine Sega Saturn controller, made specifically for Playstation. These are kinda rare, yet so worth it.
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| The gold standard, in my opinion |
Top entries in the d-pad hall of shame
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Another letdown is the Playstation (1,2,3) d-pad. Instead of a circular or cross base, there are 4 directional "bumps" that attempt to simulate a d-pad. This design is perhaps worse than that of Dreamcast. The amount of pressure needed to navigate diagonals is uncomfortably high, and blisters set in rather quickly. The Playstation 1 and 2 have a decent amount of quality shoot'em ups, so this is potentially a problem. There are a few arcade sticks available, and some third-party controllers to choose from. I was lucky enough to stumble upon what I consider the holy grail of PS1/2 shooter controllers: the official Sega Logistical Services Saturn pad for Playstation. It is a genuine Sega Saturn controller, made specifically for Playstation. These are kinda rare, yet so worth it.
| Its not a myth |
In conclusion, I feel that using a stick is better experience on shoot'em ups, but d-pads are more convenient and cost-effective. If I was to truly attempt to beat a game, I'd have to go with a stick. Everyone is different, this is just where I am at. I'm curious to see what others think on the matter.
I should mention that I use a lot of these sticks for 2D fighting games. I find I need the sticks for those types of games far more than I need them for shooters...but that's another story for another time.
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