![]() ![]() With most characters, this never happened. This only happened with a few characters, including Duck Hunt. While perfectly passable and usable with enough practice, the Hori Battle Pad's stick was too sensitive and would sometimes flip my character around if I were to release the stick and let it reset to normal. In the end, though, it came down to the left stick. Unfortunately, I liked the original GameCube controller better. I really liked the Hori Battle Pad for Wii U. ![]() Games such as Super Mario 3D World, or Super Smash Bros on the N64 Virtual Console. One of the main advantages of the Hori Battle Pad was its ability to be used in games besides Smash Bros for Wii U. I hadn't tested any other first party controllers. Every first party GameCube controller I tested did this. Interestingly, the official GameCube controllers were a bit rough when circled this way, almost as if they were catching on something internally. It was very smooth when you rotated it around in a circle, being careful to avoid the hexagonal edges of the shell. The all metal design seemed just as responsive and springy as the original GameCube controller. This might have been due to the stick being broken in a bit more, or so I thought.Īfter all of my initial testing, I acquired a Smash Bros branded GameCube controller and a Mayflash Adapter. Interestingly, the GameCube controller seemed to have the smoothest movement gradient. This could be why some people call the Pro Controller "Too sensitive". Interestingly, the Wii U Pro Controller and the NYKO Pro Commander also have this issue. Unfortunately, compared to the real GameCube controller, the Hori Battle Pad suffers from this sensitivity. This doesn't affect most games, but in games like Smash where you can walk for spacing, it can be problematic as it can cause you to dash when you're not expecting to. Meaning that it took a much more careful and small movement to make the character move their slowest or even moderately slowly. On some of these controllers, the range from zero to fully pressed was shorter than on others. Pressing a stick slowly from neutral to the right should gradually make your character walk faster until they get up to full walking speed. I'll explain what I mean by that, because it's not something that I can easily quantify. Interestingly, some of them seemed a bit too sensitive. They were all able to accurately determine input direction. In my tests, the analog sticks were very comparable. PowerA Mini Pro Elite Wireless Controller for Wii U In eight player Smash I tested the analog sticks for responsiveness. I'd refurbished that controller using the rubber button membranes from a newer GameCube controller, but I didn't have a newer analog stick to work with. The shoulder buttons worked well, overall though.Īt the time, I only had an old launch GameCube controller, that while in good condition had a bit of give to the main analog stick. When I opened up the controller, I found out that the rear shoulder buttons don't have any springs in them and that this sound was caused by the button's plastic hitting the back of the shell. My friend also received one of these controllers and described it as a 'springy' sound. The back shoulder buttons were pretty good, but made a bit of a click when I pressed them down. I liked how they felt better than the Z button on the actual GameCube controller. The Z/L and Z/R shoulder buttons on the Battle Pad felt nice. ![]() By comparison to the Classic Controller Pro, the Hori Battle Pad didn't have this issue at all, but compared to the GameCube controller, it was noticeable. I had the same issue (much more extreme, of course) when switching to that controller due to the new hand position. ![]() When the Classic Controller Pro came out, I switched to it because I wanted to have a replaceable controller and figured that the GameCube controller would be discontinued soon (boy, was I wrong). Unfortunately, this puts the analog stick a bit too far to the right of the left edge of the controller and moves your hand position enough to throw off muscle memory. The top of the analog stick was slightly higher than the one on an original GameCube controller, and oddly, to make up for the increased D-Pad size, the area around the analog stick and buttons was expanded slightly. The main drawback of this controller was, surprisingly, the main Analog stick. ![]()
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