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Picture a gamepad. You know, kind of wide, two handles, two thumb sticks,

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some face buttons, a D-pad, and you know, some shoulder buttons, too. That's

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basically every controller ever at this point, right? But what if I told you

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that not only did some foresee this future over 20 years ago, we hit a lot

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of wacky potholes on the road to modern perfection. There's no shortage of

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fodder for a video like this. So, for today, we'll be ignoring intentionally

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weird controllers like chainsaws, katanas, and hip-hop logos. And instead,

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we're going to be sticking with some more technically and historically interesting specimens. Starting with the

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most historically interesting of the bunch.

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This absolute unit is called the XE-1AP,

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developed by Dempa Micom Soft in 1989 for the Sega Mega Drive and MSX

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compatible home computers. They're still around, by the way. One of

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their most famous products was actually the Framemeister, which has sadly been

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discontinued. The XE-1AP notably served as the

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inspiration for Sega's 3D control pad for Saturn, which [music] in turn was

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made into the Dreamcast controller, which inspired the original Xbox

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controller. Don't believe me? Check out these concept sketches from Xbox

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co-creator Seamus Blackley. That's right. You can trace the modern Xbox

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controller all the way back to this thing.

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But, uh, it's substantially bigger than

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even the Duke. So, how the heck do you

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do you even hold this thing? What works best for me is index and

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middle fingers on the shoulder buttons, thumbs on the sticks, and ring and pinky

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fingers holding the grips. It's not the most ergonomic setup in the

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world, but considering this had never been done before, it's not bad. That's

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right. Not only was this the first use of an analog thumb stick as we know them

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today on a controller, it was the first use of shoulder buttons and grips, too.

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Predating the Super Nintendo by a year, the N64 by 6 years, and the DualShock by

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8 years. Now, true 3D games weren't a thing on

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the MSX or Mega Drive in 1989, but Sega's 3D-like arcade games use analog

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controls. And home consoles didn't have

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analog controls, so Dempa made their own.

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The way the stick functions is shockingly simple. On the inside, the

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stem slips into two split half rings that overlap each other and connect the

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two potentiometers representing each axis. All that moving the joystick

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actually does is turn those potentiometers. The right stick only has

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one axis that serves as a throttle in most cases. And if you want to use it in

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a different orientation or even invert it, you can do that by simply

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twisting it. Neat. The controller itself has six face

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buttons, four switches, and four shoulder buttons.

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If you're keeping track at home, Sega pads at the time had four buttons, and

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later seven buttons was the best you got. The two face buttons on the right

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share the A and B buttons with the shoulder buttons on the same side, and

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the buttons on the left shoulder handle C and D. Now, D isn't a normal button on

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the Sega Genesis controller, and while it shows up in the options menu, it

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doesn't actually do anything that I can tell. The rest, I think, are for the MSX. A

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handful of Mega Drive games did support it, but because it didn't get released

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outside of Japan, and the Mega Drive was well behind both Nintendo and NEC there,

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it didn't gain widespread support. Unlike orders from lttstore.com, we got

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your back. Well, Dempa stuck to Japan. Advanced Gravis Computer Technology,

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founded right here in British Columbia, was far more prolific in the west,

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specifically in the PC peripheral space, with [music] the Gravis gamepad being

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the quintessential PC controller of its time. So much so that it was available

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for the Philips CDI, for better or worse. But, this test-like gamepad, while

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historically significant and interesting with its flippable controls, isn't as

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interesting as the PlayStation-like gamepad pro. While it was available in

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USB, the white game port version was special in what it did with a far more

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limited interface. I mean, look at it. 10 buttons. That alone is weird. Because

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the old PC game port can only support up to four axes and four buttons at best,

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half that at worst. How does it do it?

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Using what they called GRIP, or G R I P,

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which, as French blogger PolkoMandy discovered, is a 5-bit I squared C style

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interface using the first and second buttons for clock and data transfer.

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This means that not only does it only need up to 11 of the 15 pins on the

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port, it can theoretically support up to 11 buttons, 15 if you include the D-pad,

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and it can support multiple gamepads at once. Yeah, this was a big deal back in

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the day. Because of the way game ports worked, two controllers via a Y splitter

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would be limited to two buttons each. But, with GRIP, the second controller

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uses the buttons that would normally be used for the second controller for an additional serial connection.

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Gravis even made a four-controller hub using this technique, with each

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controller having eight buttons. Get subscribed, by the way, because we're

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going to look at a keyboard that has this kind of plug-in approach to

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peripherals for it that you're not going to want to miss.

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If you're wondering why I care about all this game port nonsense, it's because

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that USB just didn't catch on for game controllers in the early days, because

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well, you didn't have all that many ports. I mean, maybe you had two for your whole

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PC. Microsoft Sidewinder Force Feedback Pro,

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probably the best joystick of its time, only supported the game port, and also

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had a special mechanism created by Creative Labs to use the MIDI

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capabilities of the game port for bidirectional communication, rather than

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the traditional joystick protocol. It's that bidirectional communication

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that made force feedback possible, something Microsoft was pushing pretty

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hard at the time. Unlike Nintendo's contemporary Rumble

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Pak, which had a vibrating motor like we're all familiar with in modern controllers, the Force Feedback Pro had

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directionality and texture to its impulses, actually shaking the stick in

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response to in-game action. While the game port was seriously old by

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the time Microsoft finally retired it with Windows Vista, the effort that went

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into extending and improving it with features like this isn't talked about

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too often nowadays. But, they were vital in cultivating PC gaming around this

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time, and led to big features we'd see come back later.

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Speaking of which, a friend of mine from junior high actually owned a Freestyle

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Pro, a boomerang-shaped monstrosity that had terrible D-pad, but an extremely

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interesting analog control. Motion.

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Wikipedia describes it as similar to the six-axis controls found on PS3 and later

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Sony controllers, and I'd say that's about accurate. It was difficult to get

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used to back in the day, but it gave the controller a lot more utility than it

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had without it. And likely planted some seeds in future Sony engineers' minds.

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It straddled the line between USB and game port, and was one of the many controllers of its time that hedged its

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bets by including a game port to USB adapter in the box.

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Microsoft had a lot of other wacky ideas in the pre-Xbox years, but few others

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truly caught on. Let's come back to the Sega days for our

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final controller. You ever get fatigued when playing games? You know, cramps,

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blisters, numb thumb? Well, the Turbo Touch 360 from Triax is

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here to save the day. This was available on the NES, Genesis, and Super NES, and

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did away with Gunpei Yokoi's historic invention entirely, replacing it with

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this thing. "No need to push," they say. "This

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technology breakthrough NVIDIA game control uses a capacitive touch sensor

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instead." Otherwise, it's pretty much a standard Genesis controller with nuclear yellow

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90s styling and turbo switches. Clearly, Triax was confident in this

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technology, though, with their higher scores or your money back guarantee as

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seen on TV style marketing. So, hey, maybe it's better than I let on.

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So, compared to a regular controller, this gives you way finer control. Like,

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I can adjust the throttle any way I want. I can go pretty much wherever I

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want immediately on the screen. Whereas before, with a controller, doing that

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kind of stuff, like holding right here, would actually be kind of difficult. The

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thumb stick is really tall, actually. So, that makes it a little bit awkward,

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aside from all the other things that make it awkward. But, can't argue with

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the results. It works. Like, that's pretty good first three stages, I think.

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But, yeah, holding it for extended periods of time like this, or at least

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holding it up like this, probably not the best idea. It's not ergonomically

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sound, and it is, uh, pretty pretty heavy. But, yeah, I kind of feel like

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I'm just you moving a mouse and clicking on stuff. This is ridiculously easy

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compared to, uh, using a gamepad with a regular D-pad. All right, let's switch

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to the other controller, then. Let's, uh, let's start with the Turbo

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Touch. See how this compares to the, um, XE-1AP.

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Uh, okay. Oh. Oh, no. Uh,

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[laughter] I, yeah, th- this this doesn't feel like

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I have any control at all, actually. I I touch it, and it's

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I mean, the controller works. I think my thumb is just too fat. It's like

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triggering multiple directions. But, uh, hey, at least I didn't die for the first

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three stages. Uh, significantly worse score. Uh,

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that's that's a thing. Yeah, like I basically never get an

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opportunity to lock on and fire anything, because I'm not actually able

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to point at anything. Yeah, I think there is something where I'm going to

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probably have to open this up and tweak those potentiometers.

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Uh, and if you rest your thumb on it, it's like, okay, kind of kind of works,

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but like now I'm constantly actuating something, so

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I can't I can't sweep my thumb in the

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kind of directions they say you can, like circular motions are easier now.

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That doesn't feel like it's a thing. I I don't know.

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It was not better than I let on. But, hey, that's not to say that the

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technology is bad necessarily. We're seeing its descendants make its way into

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controllers like the DualSense and Steam's upcoming Steam Deck. So, the

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idea was sound, it just it's not good for this purpose. If you

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open it up, you can see the metal capacitive plates that you're actually interacting with under the D-pad, as

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well as potentiometers you can tweak to adjust their sensitivity if need be.

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It's a pretty complicated PCB compared to most controllers of the time, but

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unfortunately, that didn't save it from bombing. It's conceivable you could get faster

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input if you got used to it, but at $15 more than a first-party

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controller, it was a steep ask to give up tactile feedback in the name of

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faster actuation. Come to think of it, gaming keyboards

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have been doing that for a while now, too. I maybe they were just too ahead of

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their time. There's far more controllers like these than we have time to talk about in one

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video. Like this Jet Fighter controller. And not all weird controllers are from

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the '90s. I just happen to own a few of them. Let us know what you think are the

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weirdest controllers, and maybe I can convince Linus to do another video like

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this one. But I don't need to convince him to let me do a sponsor segway to iFixit.

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Thanks to iFixit for sponsoring today's video. iFixit makes it affordable to fix

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make the installation as easy as possible. And you get repair guides by

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when getting deep into the repair. Check out our link to iFixit down in the

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description to buy your kit today. Thanks for watching, guys. This was a

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different kind of video, so I don't really have a related video for you to

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look at. You know what? All of these should work

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in Linux with adapters. So, go check out my how to install Linux video because

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it's getting way more relevant as the Steam Deck gets closer to release.
