WEBVTT

00:00:00.000 --> 00:00:06.640
Picture a gamepad. You know, kind of wide, two handles, two thumb sticks,

00:00:04.480 --> 00:00:10.280
some face buttons, a D-pad, and you know, some shoulder buttons, too. That's

00:00:08.560 --> 00:00:15.640
basically every controller ever at this point, right? But what if I told you

00:00:13.760 --> 00:00:20.360
that not only did some foresee this future over 20 years ago, we hit a lot

00:00:18.400 --> 00:00:24.520
of wacky potholes on the road to modern perfection. There's no shortage of

00:00:22.840 --> 00:00:28.720
fodder for a video like this. So, for today, we'll be ignoring intentionally

00:00:26.480 --> 00:00:32.400
weird controllers like chainsaws, katanas, and hip-hop logos. And instead,

00:00:31.280 --> 00:00:37.800
we're going to be sticking with some more technically and historically interesting specimens. Starting with the

00:00:35.960 --> 00:00:40.440
most historically interesting of the bunch.

00:00:46.320 --> 00:00:53.400
This absolute unit is called the XE-1AP,

00:00:50.680 --> 00:00:56.880
developed by Dempa Micom Soft in 1989 for the Sega Mega Drive and MSX

00:00:54.960 --> 00:01:00.360
compatible home computers. They're still around, by the way. One of

00:00:58.520 --> 00:01:03.360
their most famous products was actually the Framemeister, which has sadly been

00:01:02.040 --> 00:01:07.720
discontinued. The XE-1AP notably served as the

00:01:05.519 --> 00:01:12.040
inspiration for Sega's 3D control pad for Saturn, which [music] in turn was

00:01:09.840 --> 00:01:16.080
made into the Dreamcast controller, which inspired the original Xbox

00:01:13.720 --> 00:01:19.840
controller. Don't believe me? Check out these concept sketches from Xbox

00:01:17.720 --> 00:01:24.240
co-creator Seamus Blackley. That's right. You can trace the modern Xbox

00:01:21.880 --> 00:01:28.680
controller all the way back to this thing.

00:01:25.520 --> 00:01:32.360
But, uh, it's substantially bigger than

00:01:28.680 --> 00:01:34.200
even the Duke. So, how the heck do you

00:01:32.360 --> 00:01:38.080
do you even hold this thing? What works best for me is index and

00:01:36.280 --> 00:01:43.200
middle fingers on the shoulder buttons, thumbs on the sticks, and ring and pinky

00:01:40.640 --> 00:01:47.680
fingers holding the grips. It's not the most ergonomic setup in the

00:01:45.600 --> 00:01:52.920
world, but considering this had never been done before, it's not bad. That's

00:01:50.720 --> 00:01:56.800
right. Not only was this the first use of an analog thumb stick as we know them

00:01:54.760 --> 00:02:01.480
today on a controller, it was the first use of shoulder buttons and grips, too.

00:01:59.320 --> 00:02:05.920
Predating the Super Nintendo by a year, the N64 by 6 years, and the DualShock by

00:02:04.320 --> 00:02:11.280
8 years. Now, true 3D games weren't a thing on

00:02:08.640 --> 00:02:17.280
the MSX or Mega Drive in 1989, but Sega's 3D-like arcade games use analog

00:02:13.880 --> 00:02:20.120
controls. And home consoles didn't have

00:02:17.280 --> 00:02:22.120
analog controls, so Dempa made their own.

00:02:20.920 --> 00:02:26.520
The way the stick functions is shockingly simple. On the inside, the

00:02:24.400 --> 00:02:29.520
stem slips into two split half rings that overlap each other and connect the

00:02:27.880 --> 00:02:33.480
two potentiometers representing each axis. All that moving the joystick

00:02:32.120 --> 00:02:37.520
actually does is turn those potentiometers. The right stick only has

00:02:35.760 --> 00:02:41.840
one axis that serves as a throttle in most cases. And if you want to use it in

00:02:40.360 --> 00:02:46.520
a different orientation or even invert it, you can do that by simply

00:02:43.720 --> 00:02:50.640
twisting it. Neat. The controller itself has six face

00:02:48.720 --> 00:02:54.600
buttons, four switches, and four shoulder buttons.

00:02:52.080 --> 00:02:58.280
If you're keeping track at home, Sega pads at the time had four buttons, and

00:02:56.640 --> 00:03:02.080
later seven buttons was the best you got. The two face buttons on the right

00:03:00.800 --> 00:03:05.480
share the A and B buttons with the shoulder buttons on the same side, and

00:03:03.960 --> 00:03:11.480
the buttons on the left shoulder handle C and D. Now, D isn't a normal button on

00:03:09.760 --> 00:03:14.680
the Sega Genesis controller, and while it shows up in the options menu, it

00:03:13.040 --> 00:03:20.320
doesn't actually do anything that I can tell. The rest, I think, are for the MSX. A

00:03:18.320 --> 00:03:24.680
handful of Mega Drive games did support it, but because it didn't get released

00:03:22.680 --> 00:03:29.440
outside of Japan, and the Mega Drive was well behind both Nintendo and NEC there,

00:03:27.520 --> 00:03:34.680
it didn't gain widespread support. Unlike orders from lttstore.com, we got

00:03:31.920 --> 00:03:38.360
your back. Well, Dempa stuck to Japan. Advanced Gravis Computer Technology,

00:03:36.520 --> 00:03:42.480
founded right here in British Columbia, was far more prolific in the west,

00:03:39.960 --> 00:03:47.600
specifically in the PC peripheral space, with [music] the Gravis gamepad being

00:03:45.160 --> 00:03:51.720
the quintessential PC controller of its time. So much so that it was available

00:03:49.800 --> 00:03:56.600
for the Philips CDI, for better or worse. But, this test-like gamepad, while

00:03:54.560 --> 00:04:01.280
historically significant and interesting with its flippable controls, isn't as

00:03:58.880 --> 00:04:06.480
interesting as the PlayStation-like gamepad pro. While it was available in

00:04:03.960 --> 00:04:11.120
USB, the white game port version was special in what it did with a far more

00:04:08.600 --> 00:04:16.680
limited interface. I mean, look at it. 10 buttons. That alone is weird. Because

00:04:14.680 --> 00:04:22.560
the old PC game port can only support up to four axes and four buttons at best,

00:04:19.480 --> 00:04:25.880
half that at worst. How does it do it?

00:04:22.560 --> 00:04:28.640
Using what they called GRIP, or G R I P,

00:04:25.880 --> 00:04:33.960
which, as French blogger PolkoMandy discovered, is a 5-bit I squared C style

00:04:31.560 --> 00:04:38.640
interface using the first and second buttons for clock and data transfer.

00:04:36.800 --> 00:04:42.960
This means that not only does it only need up to 11 of the 15 pins on the

00:04:40.680 --> 00:04:48.640
port, it can theoretically support up to 11 buttons, 15 if you include the D-pad,

00:04:46.520 --> 00:04:53.440
and it can support multiple gamepads at once. Yeah, this was a big deal back in

00:04:51.800 --> 00:04:58.320
the day. Because of the way game ports worked, two controllers via a Y splitter

00:04:55.680 --> 00:05:01.720
would be limited to two buttons each. But, with GRIP, the second controller

00:05:00.360 --> 00:05:07.120
uses the buttons that would normally be used for the second controller for an additional serial connection.

00:05:05.200 --> 00:05:10.720
Gravis even made a four-controller hub using this technique, with each

00:05:08.360 --> 00:05:13.760
controller having eight buttons. Get subscribed, by the way, because we're

00:05:12.120 --> 00:05:17.960
going to look at a keyboard that has this kind of plug-in approach to

00:05:16.080 --> 00:05:21.480
peripherals for it that you're not going to want to miss.

00:05:19.760 --> 00:05:25.480
If you're wondering why I care about all this game port nonsense, it's because

00:05:23.160 --> 00:05:28.760
that USB just didn't catch on for game controllers in the early days, because

00:05:27.760 --> 00:05:33.560
well, you didn't have all that many ports. I mean, maybe you had two for your whole

00:05:32.440 --> 00:05:38.320
PC. Microsoft Sidewinder Force Feedback Pro,

00:05:35.920 --> 00:05:42.240
probably the best joystick of its time, only supported the game port, and also

00:05:40.760 --> 00:05:45.880
had a special mechanism created by Creative Labs to use the MIDI

00:05:44.000 --> 00:05:50.280
capabilities of the game port for bidirectional communication, rather than

00:05:48.200 --> 00:05:54.040
the traditional joystick protocol. It's that bidirectional communication

00:05:52.040 --> 00:05:56.840
that made force feedback possible, something Microsoft was pushing pretty

00:05:55.560 --> 00:06:00.120
hard at the time. Unlike Nintendo's contemporary Rumble

00:05:58.560 --> 00:06:04.960
Pak, which had a vibrating motor like we're all familiar with in modern controllers, the Force Feedback Pro had

00:06:03.480 --> 00:06:09.040
directionality and texture to its impulses, actually shaking the stick in

00:06:07.120 --> 00:06:12.960
response to in-game action. While the game port was seriously old by

00:06:11.160 --> 00:06:16.760
the time Microsoft finally retired it with Windows Vista, the effort that went

00:06:15.280 --> 00:06:20.760
into extending and improving it with features like this isn't talked about

00:06:18.680 --> 00:06:24.880
too often nowadays. But, they were vital in cultivating PC gaming around this

00:06:22.680 --> 00:06:28.120
time, and led to big features we'd see come back later.

00:06:26.360 --> 00:06:32.880
Speaking of which, a friend of mine from junior high actually owned a Freestyle

00:06:30.040 --> 00:06:38.760
Pro, a boomerang-shaped monstrosity that had terrible D-pad, but an extremely

00:06:35.400 --> 00:06:40.520
interesting analog control. Motion.

00:06:38.760 --> 00:06:44.840
Wikipedia describes it as similar to the six-axis controls found on PS3 and later

00:06:43.040 --> 00:06:48.920
Sony controllers, and I'd say that's about accurate. It was difficult to get

00:06:46.880 --> 00:06:53.560
used to back in the day, but it gave the controller a lot more utility than it

00:06:50.720 --> 00:06:58.240
had without it. And likely planted some seeds in future Sony engineers' minds.

00:06:56.600 --> 00:07:03.160
It straddled the line between USB and game port, and was one of the many controllers of its time that hedged its

00:07:01.360 --> 00:07:06.840
bets by including a game port to USB adapter in the box.

00:07:04.880 --> 00:07:10.760
Microsoft had a lot of other wacky ideas in the pre-Xbox years, but few others

00:07:08.960 --> 00:07:14.800
truly caught on. Let's come back to the Sega days for our

00:07:12.480 --> 00:07:20.520
final controller. You ever get fatigued when playing games? You know, cramps,

00:07:17.600 --> 00:07:25.920
blisters, numb thumb? Well, the Turbo Touch 360 from Triax is

00:07:23.840 --> 00:07:30.240
here to save the day. This was available on the NES, Genesis, and Super NES, and

00:07:28.160 --> 00:07:34.680
did away with Gunpei Yokoi's historic invention entirely, replacing it with

00:07:33.160 --> 00:07:39.520
this thing. "No need to push," they say. "This

00:07:38.040 --> 00:07:42.520
technology breakthrough NVIDIA game control uses a capacitive touch sensor

00:07:41.400 --> 00:07:47.960
instead." Otherwise, it's pretty much a standard Genesis controller with nuclear yellow

00:07:45.720 --> 00:07:50.880
90s styling and turbo switches. Clearly, Triax was confident in this

00:07:49.560 --> 00:07:55.360
technology, though, with their higher scores or your money back guarantee as

00:07:52.760 --> 00:08:00.720
seen on TV style marketing. So, hey, maybe it's better than I let on.

00:07:58.480 --> 00:08:04.760
So, compared to a regular controller, this gives you way finer control. Like,

00:08:02.840 --> 00:08:09.200
I can adjust the throttle any way I want. I can go pretty much wherever I

00:08:06.800 --> 00:08:12.880
want immediately on the screen. Whereas before, with a controller, doing that

00:08:11.160 --> 00:08:16.920
kind of stuff, like holding right here, would actually be kind of difficult. The

00:08:14.800 --> 00:08:20.040
thumb stick is really tall, actually. So, that makes it a little bit awkward,

00:08:18.840 --> 00:08:24.880
aside from all the other things that make it awkward. But, can't argue with

00:08:22.480 --> 00:08:28.560
the results. It works. Like, that's pretty good first three stages, I think.

00:08:26.760 --> 00:08:32.039
But, yeah, holding it for extended periods of time like this, or at least

00:08:30.000 --> 00:08:36.360
holding it up like this, probably not the best idea. It's not ergonomically

00:08:34.479 --> 00:08:39.640
sound, and it is, uh, pretty pretty heavy. But, yeah, I kind of feel like

00:08:38.159 --> 00:08:44.800
I'm just you moving a mouse and clicking on stuff. This is ridiculously easy

00:08:42.520 --> 00:08:48.680
compared to, uh, using a gamepad with a regular D-pad. All right, let's switch

00:08:46.960 --> 00:08:53.160
to the other controller, then. Let's, uh, let's start with the Turbo

00:08:50.480 --> 00:09:00.381
Touch. See how this compares to the, um, XE-1AP.

00:08:55.040 --> 00:09:02.040
Uh, okay. Oh. Oh, no. Uh,

00:09:00.381 --> 00:09:06.880
[laughter] I, yeah, th- this this doesn't feel like

00:09:04.320 --> 00:09:09.960
I have any control at all, actually. I I touch it, and it's

00:09:10.120 --> 00:09:15.960
I mean, the controller works. I think my thumb is just too fat. It's like

00:09:13.320 --> 00:09:18.760
triggering multiple directions. But, uh, hey, at least I didn't die for the first

00:09:17.480 --> 00:09:23.000
three stages. Uh, significantly worse score. Uh,

00:09:20.800 --> 00:09:27.040
that's that's a thing. Yeah, like I basically never get an

00:09:25.360 --> 00:09:30.960
opportunity to lock on and fire anything, because I'm not actually able

00:09:28.880 --> 00:09:33.400
to point at anything. Yeah, I think there is something where I'm going to

00:09:31.920 --> 00:09:37.200
probably have to open this up and tweak those potentiometers.

00:09:35.040 --> 00:09:41.720
Uh, and if you rest your thumb on it, it's like, okay, kind of kind of works,

00:09:39.760 --> 00:09:47.240
but like now I'm constantly actuating something, so

00:09:43.880 --> 00:09:49.200
I can't I can't sweep my thumb in the

00:09:47.240 --> 00:09:53.760
kind of directions they say you can, like circular motions are easier now.

00:09:51.800 --> 00:09:57.360
That doesn't feel like it's a thing. I I don't know.

00:09:55.440 --> 00:10:01.200
It was not better than I let on. But, hey, that's not to say that the

00:09:58.880 --> 00:10:04.600
technology is bad necessarily. We're seeing its descendants make its way into

00:10:02.920 --> 00:10:09.480
controllers like the DualSense and Steam's upcoming Steam Deck. So, the

00:10:06.760 --> 00:10:12.880
idea was sound, it just it's not good for this purpose. If you

00:10:11.680 --> 00:10:17.920
open it up, you can see the metal capacitive plates that you're actually interacting with under the D-pad, as

00:10:16.360 --> 00:10:21.760
well as potentiometers you can tweak to adjust their sensitivity if need be.

00:10:19.960 --> 00:10:25.320
It's a pretty complicated PCB compared to most controllers of the time, but

00:10:23.640 --> 00:10:30.760
unfortunately, that didn't save it from bombing. It's conceivable you could get faster

00:10:28.440 --> 00:10:34.640
input if you got used to it, but at $15 more than a first-party

00:10:32.520 --> 00:10:38.880
controller, it was a steep ask to give up tactile feedback in the name of

00:10:36.280 --> 00:10:42.160
faster actuation. Come to think of it, gaming keyboards

00:10:40.840 --> 00:10:45.840
have been doing that for a while now, too. I maybe they were just too ahead of

00:10:44.760 --> 00:10:51.800
their time. There's far more controllers like these than we have time to talk about in one

00:10:49.000 --> 00:10:55.360
video. Like this Jet Fighter controller. And not all weird controllers are from

00:10:53.400 --> 00:10:58.520
the '90s. I just happen to own a few of them. Let us know what you think are the

00:10:57.040 --> 00:11:01.240
weirdest controllers, and maybe I can convince Linus to do another video like

00:11:00.040 --> 00:11:06.720
this one. But I don't need to convince him to let me do a sponsor segway to iFixit.

00:11:05.320 --> 00:11:10.200
Thanks to iFixit for sponsoring today's video. iFixit makes it affordable to fix

00:11:08.960 --> 00:11:14.360
or upgrade your devices using their custom fix kits. The Nintendo Switch has

00:11:12.520 --> 00:11:18.240
an all-in-one kit to fix Joy-Con drift for only $19.99 US. They also have

00:11:16.800 --> 00:11:22.040
iPhone screen replacement kits from $74.99 US. All the kits come with all

00:11:21.040 --> 00:11:26.920
the parts you'll need to do your repairs. They include their precision bits, opening tools, and suction cups to

00:11:25.640 --> 00:11:31.000
make the installation as easy as possible. And you get repair guides by

00:11:29.520 --> 00:11:34.920
iFixit with clear photos and instructions to prevent getting lost

00:11:32.680 --> 00:11:38.040
when getting deep into the repair. Check out our link to iFixit down in the

00:11:36.040 --> 00:11:41.480
description to buy your kit today. Thanks for watching, guys. This was a

00:11:39.839 --> 00:11:44.920
different kind of video, so I don't really have a related video for you to

00:11:42.880 --> 00:11:48.680
look at. You know what? All of these should work

00:11:46.880 --> 00:11:51.760
in Linux with adapters. So, go check out my how to install Linux video because

00:11:50.280 --> 00:11:55.480
it's getting way more relevant as the Steam Deck gets closer to release.
