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If Nintendo wants to make a good controller replace the "A" button with a trackball.

Brimstone

my reputation is Shadowruined
All Nintendo needs to do is keep the basic layout of the GC controller the same, and just replace the "A" button with a small trackball. A few adjustments to the buttons surronding the trackball would need to be made, but nothing drastic. Then have 4 shoulder buttons.
This isn't a new idea. I've read serveral people on different forums talking about this.

Frankly I'm surprised by the lack of a trackball on controllers. It is far better at analog than any button or stick for certain things. Imagine Winning Eleven and when you want to kick the ball, and you spin the trackball. The velocity of the soccerball is reflected by how hard the trackball is spun. Many classic arcade games of the past and present have used the interface to great effect. Centipede, Missle Command, Marble Madness, Cabal, and Golden Tee Golf are a few good examples.


Have the option to use the trackball when

a) you roll up into a ball in Metroid
b) play Mario golf (think Golden Tee)
c) used for some mini-games in Mario Party
d) in a FPS when you want to peek around a corner
e) prone on the ground in a FPS, spin the ball either left or right to perform a barrel roll.
f) shooting freethows in a Basketball game
g) kicking a field goal in a Football game
h) in a boxing game I could see this as being used for all kinds of stuff


It would be a nice option to have and it doesn't screw up the layout of the controller for other games. All that is sacrificed is one button.
 
Please don't give bad ideas like this one to Nintendo, they may listen to you dude! LOL

Personally i hate trackballs. I can't see any game where i would prefer to control with a trackball really...
 
Trackballs have never really been popular with the mainstream though. Still, it sounds like a good idea, but at the end of the day I'd prefer just to have a normal controller :P
 
If they must implement something from a mouse then it's better to have a scroll wheel instead of the Z butten for a quick weapon change in FPSes
Trackballs are unbearable :\
 
If you replaced the right analog with a trackball on any current gen controllers, you would have a kickass controller for FPS. This is the closest you can get to the keyboard/mouse combo. The only problem is it would take time for most people to get used to, but I think it would work great.
 
Porthos said:
If you replaced the right analog with a trackball on any current gen controllers, you would have a kickass controller for FPS. This is the closest you can get to the keyboard/mouse combo. The only problem is it would take time for most people to get used to, but I think it would work great.

Until your thumb falls off, now to be fair I haven't used trackballs much, nor do I want to. But I can't help but think that it'd be really strenuous for the poor old thumb?
 
Joystick AND Trackballs are equals against a mouse control. They are not exactly up to it.
I would even say that a Joystick is better than a Trackball against a mouse.
 
I have talked about using trackballs with the next controller interface, but not in place of the big "A" button which is sorta odd 'cos I usually over-analyze/speculate about this way too much already so you think I woulda thought of that already. This would be great for FPS's as you wouldn't have to shift your thumb from the face buttons to a stick as the aiming movement would be *right there* on the "main" button. Trackballs would also be better for quicker, more precise aiming than an out of place stick IMO!

I've also speculated on toggle wheels too...

Maybe there's merit in this idea of a rubbable controller. Think if some areas of the controller like where your fingers/thumbs rest there are touch sensitive areas. They'd still have that feeling of pressing depressing like a normal button would, but they'd have "skin" over them that can sense more subtle strokes, motions or rubs of a finger. Like you could rub a circular motion on the button before pressing it to build up power or you could move your thumb over a button a certain direction (as you would with a stick or tracball) or they can make a "virtual toggle wheel" motion on some of the buttons so you can cycle thru weopons or not. Sounds good in theory, but would something like that last or would it wear out...is it really a "revolution" and most importantly how does such a technology work?
 
The trackball not popular? Golden Tee Golf is one of most successful arcade games of all time. Women seem to identify with trackball based games. I've seen lots of them play Centipede and Golden Tee. In my unscientific opinion, it seems to come across as less intimidating to them.

Anyway take Halo 2 (yes, I know its not a Nintendo game) for example. You still use the dual thumb sticks to move and fire, but before you move out from cover, just release your right thumb from the right stick and put it on a trackball. Then you can move it left or right to peek. What sucks about that? It's not like any thumb sticks or a digital pad is being removed. Just one simple button is becoming a trackball.

A scroll wheel like device has been implemented on a console before. On the Colecovison Super Action controller it had a scroll wheel mounted horizontially. In a sports game like football before you pass the ball to a wide reciever, you spin it. For a long pass you need to spin it hard, and for a close in pass softly. To me though a scroll wheel is just a more limited version of a trackball.

A trackball isn't the ultimate controller, but for some things it works better than any other device. I think it would be a nice option to have on a control pad as long as it doesn't interfere with the button placement to much.
 
Mind control is where it's at.

(except for in light gun shooter games.. how cheap would that be?.. and how brainless would a guy have to be to miss a target?)
 
Also think about tossing grenades in a FPS shooter like Halo 2 or Counter-Strike. Instead of just pressing a button to throw the grenade, instead you spin the trackball. Spin it really hard the nade will go farther, lightly and it will have less velocity. Spin the trackball towards you and your throw will be underhand instead of overhand. This is something totally weak in currently FPS's on the PC and Consoles. It would add a new dynamic to throwing grenades or maybe even a knife. In a FPS Ninja style game a shuriken (throwing star).
Throw some caltrops down on the ground, spin the trackball in the direction you want to spread them out in when you toss them.
 
Drinky Crow said:
Boy, that'd rock for FPS titles. Just put it where that worthless C stick is.

The C-Stick is great to use in Smash... but pretty bad for like nearly every other game :P Would prefer more freedom of movement in it. I'd like to see trackball or wheel (like oldskool arcade games like Tempest) for next DS controller.
 
We had Smash Club at my old college (we actually had 30-40 people who came to every meeting - we just played Smash and had tournaments... our biggest tournament got 75+ people from throughout Western NY to play), and I got quite the reputation for whoring with Roy and the C-Stick... I know it's cheap but that's how I play fighters, I'm all about the cheapness. It's probably from being an RPG fan and doing the same thing over and over and over again...

Ahhh, Smash Club, those were the days.
 
Brimstone said:
Frankly I'm surprised by the lack of a trackball on controllers. It is far better at analog than any button or stick for certain things. Imagine Winning Eleven and when you want to kick the ball, and you spin the trackball. The velocity of the soccerball is reflected by how hard the trackball is spun. Many classic arcade games of the past and present have used the interface to great effect. Centipede, Missle Command, Marble Madness, Cabal, and Golden Tee Golf are a few good examples.

Thank god you don't work for Nintendo.
 
Going with Gakman and my Revolution controller mocks up (dual-handed gyro controllers), I think it would be cool if one side had say an analog stick + d-pad while the other side/hand has a analog stick + trackball.

Nintendo could probably figure out some wacky uses for it.

That's sort of what I see Revolution as though, not one main crazy idea, but a bunch of new different interfaces.

Dual handed.

Gyroscopic.

Haptic "feel" feedback maybe.

Trackball.

From there its up to the designer to come up with a new way to use it.
 
The "C-Stick" needs to be a thumb stick like the X-Box controller has, and also both thumb sticks on the controller should be clickable like the X-Box controller. To me non-clickable thumbsticks on the Cube was a mistake.
 
A track ball would be a nice tertiary control option for some games though.

Lets say the Revolution controller is also gyroscopic, with a trackball in a game like Monkey Ball or that old Kirby Bowl N64 demo, you could move your character perfectly with the track ball, and then "tilt" the table/board by moving the controller right or left or up and down.

Other games like Metroid could switch to trackball control when Samus goes into a ball.

The Sonic games could also use it, remember that old Sonic Arcade title which used a trackball.

Katamari Damacy is another title that comes to mind.

The Mario Party series could also I'm sure benefit from a trackball (think of all the different kinds of mini-games).
 
Homer Simpson: "I'm going crazy!"

Seriously...I'm racking my brain on this.

What is the revolution? Rubbing or gyro's? Maybe the revolution is several different things all combined? Maybe it's sonar or camera tracking, toggle wheels or trackballs, maybe it's sensory feel or a touch screen or any combination of these. Some rumors have said gyro's are in the controller yet that isn't the revolutionary feature? Other rumors say this that and the other...it's ca-razy!!! If gyro's are to be an intuitive part of the next interface than they should allow for two fisted control as I've suggested to get the full rance of such a control method...but then that complicates alot of things. If they're not doing two fisted control then why even bother with gyro's? Why not just a tilt pack then?
Then I also wonder if Nintendo is going for several different controller types (ex: dance pad, bongo's, etc.) like maybe a "main" controller as well as a more radical two peice design for the gyro's if that's gonna be what Nintendo goes for???
-built-in mic & headset jack
-built-in or add-on mini screen or touch screen
-gyro's
-tilt pak
-trackballs
-toggle wheels
-light gun sensors
-rubbable controller/buttons
-GAME EYE
-sensory feel buttons

WHO KNOWS!!!

(runs around in circles on the floor like Homer)
 
DrGAKMAN said:
-built-in or add-on mini screen or touch screen
-gyro's
-tilt pak
-trackballs
-toggle wheels
-rubbable controller/buttons

My hands tire and cramp enough using todays "normal" controllers. Any crap like that and my hands would fall off! +1 Nintendo asking for a lawsuit!
 
Well, you could add a trackball or two onto the bottom of the controller grips. Something needs to go there, because for some reason there aren't already buttons/triggers there.
 
GAKMAN --

I think Nintendo's gotta go with a gyroscopic dual-handed controller (some games could let you use just one hand, Miyamoto would probably love that simplicity).

That would be totally different and really unique and opens the door to a lot of new gameplay possibilities.

"Feel" feedback or haptic feedback honestly to me seems more like a gimmick unless you're doing real VR, but for Nintendo, it could be an interesting sales/marketing tool to get people to notice and try out their system.

A trackball I think is a good idea too. Not a killer feature, but in certain games, could definitely provide new ways to play/interact with the system which is what Nintendo is pushing for.

LCD on the screen I'm least sold on. I firmly believe the player has to keep their eyes on the main screen for 99% of the types of games being made. This would just drive up the cost of the controller and kill any chances of wireless controllers -- unless you want to take about $50-$70 for replacement/second controller.

I'm all for ditching the regular controller setup though. I think Nintendo can shake that up, and even if a controller was dual handed, I believe it could still play just about any game, as long as there's two analogs (one for each hand) and six buttons (L Trigger/B/A for the left hand controller, R trigger X/Y for the right hand).

A d-pad could be to the side of the analog stick on the left hand, while a trackball could be to the side of the analog stick on the right hand.
 
this is kinda OT but this thread reminded me of the spaceball i used at work:

30606739-2-120-0.gif


product_3dinput_3dconnexion_spaceball5000.jpg


it was awesome... i gotta get one for home use
 
A heat output on a controller could be pretty cool, like say your in a generic platforming fire world the controller could heat up, and go cold and stuff for your generic snow world.

It could be used when you take damage (would be awesome with rumble aswell) or like put underpressure in a strategy game or something.
 
Screenboy said:
A heat output on a controller could be pretty cool, like say your in a generic platforming fire world the controller could heat up, and go cold and stuff for your generic snow world.

It could be used when you take damage (would be awesome with rumble aswell) or like put underpressure in a strategy game or something.
That's what I want to hold, a big resistor that heats up rapidly in response to game software. Sounds like a million lawsuits waiting to happen.
 
1 big "revolution" ~or~ several smaller ones together
1 "main" controller ~or~ multiple controllers types
2 peice design ~or~ 1 peice design
screen ~or~ no screen
screen built-in ~or~ as an add-on

Just too too much to think about! My brain hurts. Nintendo has said or eluded to:
A-it'll be "revolutionary"
B-no D-Pad or normal buttons
C-several features they could put in, not finalized yet
D-technologies not new, but new to gaming
E-hard to convey/present
F-probably won't be playable at E3
G-never refer to it as a controller, rather an interface

I think they've figured out the "main" revolutionary feature and it is most likely gyro motion control. NOT a touch screen 'cos that wouldn't be difficult to convey nor is it new to gaming as we already have the NDS using it. Points A, D, E, F & G pretty much go along with gyro's 'cos of several reasons. In order to take full advantage of gyro motion the controller (or "interface") would have to be a two peice controller...because of that it will be hard to convey/present 'cos players won't be able to experience it themselves 'cos it likely won't be playable on the showfloor due to security issues of such a "freeform" controller. In the mean time the controller/interface is not finnished 'cos they want to make it ergonomic, doable and are probably adding to/finalizing a features list for it.

The whole screen situation is really tearing at me though. To me, I think giving gamers/game makers that option right away or built-in would be great and really add to the Revolution's experience as it would give each game (even ports) an exclussive touch. But then I think gyro's would really give the games enough of a "different" feel already so a screen or touch screen may be a pricey over-kill. There's always other options like connectivity with GBA, NDS, the next GameBoy or maybe even something (reasonably priced) made just for this purpose. Then I fall right back into putting a screen into my designs 'cos if there is an expansion slot on the next controller...what else would it be for?

Then I go nuts thinking about wether gyro motion control really is "it" even with my own logic/evidence to suggest it is. I mean, I don't think any of us would mind tilting a controller here and there for movement or balancing or whatnot...but to stand up, in front of a TV and flail your arms like a retard? Yeah...it'd be great for sports games, but wouldn't a glorified tilt pak/pedometer do the trick for such games? And be cheaper more doable to boot? And then it goes back into another loop...is it going to be a two peice controller than...what is the revolution than...a GAME EYE, sonar, sensory feel buttons, rubbable controller...if it is something like a rubbable controller than wouldn't it have to be one peice so one hand would hold the controller steady while the other rubs???

Man...see...it's ca-razy!
 
I've never really believed in the idea of having a screen on the controller itself, because the player can't reasonably be looking at both the TV screen and the controller at the same time.

It's not like the DS where the two screens are right next to each other.

For the very few types of games that would actually benefit from this, and the Game Boy Next or DS could act as a Revolution controller for those types of games in that case.

The price of putting a good LCD on a controller, the added bulkiness, and the fact that it basically kills any chance of a wireless controller ... I think there's too many downsides to it.
 
soundwave05 said:
I've never really believed in the idea of having a screen on the controller itself, because the player can't reasonably be looking at both the TV screen and the controller at the same time.

It's not like the DS where the two screens are right next to each other.

For the very few types of games that would actually benefit from this, and the Game Boy Next or DS could act as a Revolution controller for those types of games in that case.

The price of putting a good LCD on a controller, the added bulkiness, and the fact that it basically kills any chance of a wireless controller ... I think there's too many downsides to it.

Not that I agree/disagree. It's just...if there's an exansion slot...what for? Also...I dunno if a "nice" screen is neccessary. I'm thinking maybe now for settings (rumble settings, wavebird wireless channel selection, calibration, controller ID with player profiles so the setting preferences would load up for whoever is playing the game)...but at the same time if those options aren't in the *software* it's unlikely that building them into a mini screen would be benificial. And as you said having Nintendo's *already existing* portables do personal screen or touch screen stuff is still there and with them being wireless it makes it all easier than connectivity...but...then there's the whole issue of having to buy one to make a game that uses it work and with those limitations gamers/game-makers will be less likely to buy/make those types of games. If they do somehow make a personal controller screen for settings/minor game play elements (like a VMU) I hope they either make it small enough to fit on a two peice controller or make it it's own seperate unit that can connect wirelessly and runs under it's own power so it doesn't hinder the Revolution's controller at all. However, even then that would be a three peice deal and you only have two hands...hopefully they make such a lil' VMU thing mountable on the controller.

Maybe there is creedance to that rumor that there's going to be a GBA redesign that's smaller and wireless...who knows...I still think a personal screen that size/price is impractical though. I guess I need to let go of the dream of a controller screen?

Back on topic...do they make clickable trackballs? If so then if it's in place of a GCN-like A button then it would still work as a normal button, but also have the trackball feature. It might make the controller look less "busy" which might attract some older gamers who're afraid of all the different things on modern controllers?
 
My personal feeling is Nintendo should ditch the regular GCN-styled pad design period.

Do something more interesting, another GCN pad with an LCD or a rub capability is not gonna cut it as far as differeniating the Nintendo console from the Sony/Microsoft ones.

Hell, the bongo drums are a bolder move than that.

I think a two handed grip controller (gyro) psycologically lets the player know right away that this is indeed something different from anything they've played before.

Its not just about functionality per se, Nintendo is also banking on these features as a sales tool to get attention to their product from people who would otherwise just buy a PS3 or XBox 2 or no game console at all.

So they need something significant IMO. Sticking with the status quo but slapping a feature or two onto it isn't going to cut it.
 
DrGAKMAN said:
Back on topic...do they make clickable trackballs? If so then if it's in place of a GCN-like A button then it would still work as a normal button, but also have the trackball feature. It might make the controller look less "busy" which might attract some older gamers who're afraid of all the different things on modern controllers?


My mouse has a clickable scroll wheel and clickable thumbsticks exist on the X-Box, so I see no technical reason why a clickable trackball couldn't be designed into a gamepad.
 
Brimstone said:
My mouse has a clickable scroll wheel and clickable thumbsticks exist on the X-Box, so I see no technical reason why a clickable trackball couldn't be designed into a gamepad.
Let's not try to use logic here. I think we can all agree that the idea of controlling a trackball with your thumb is stupid.. especially versus analog sticks... and move on.
 
raYne said:
Let's not try to use logic here. I think we can all agree that the idea of controlling a trackball with your thumb is stupid.. especially versus analog sticks... and move on.

Did you read the thread or do you have a total of 3 synaptic connections in your brain?
 
Oh, I read it and my statement stands.

If the A button would be used as the main button in a lot of games (as in gameplay, not controller design location) it's going to be a dumb idea to replace it with a trackball. Just imagine analog stick "clicking" 85% of the time and you'd see that.

And again.. the idea of using your thumb to control a trackball versus an analog stick is... well... stupid.

Only used 2 synaptic connections this time.... w00t!
 
raYne said:
Oh, I read it and my statement stands.

If the A button would be used as the main button in a lot of games (as in gameplay, not controller design location) it's going to be a dumb idea to replace it with a trackball. Just imagine analog stick "clicking" 85% of the time and you'd see that.


As pointed out in my first post, the button layout would be redesigned around the trackball. This means another button would replace the original "A" at a different location. Both the X-Box and Playsation 2 gamepads are examples of different button layouts, shapes, and sizes that are possible. If the trackball is clickable that is only a bonus.



raYne said:
And again.. the idea of using your thumb to control a trackball versus an analog stick is... well... stupid.

How is this a trackball versus an analog stick thread? As stated already, two analog thumb sticks and digital crosspad would remain on the gamepad at the same location as the previous controller. The trackball is just another input mechanic option for game designers and players to utilize in games.


Soundwave05 brought up Katamari Damacy which is a great example of a game that would benefit from a trackball. Hey, if some people perfer using a thumb stick or digital crosspad thats great because they're still on the controller in the same locations they've been placed before.

Lets say in Mario Party they put in a Rampart style mini game, hey guess what you have the option to use a trackball to controll the action like in the original Rampart arcade game. Or in the next Grand Theft Auto game (on a Nintendo platform I'm not so sure but...) you walk into a pool hall and decide to shoot some stick. When you shoot with your cue, you have the option to use the trackball. Same thing if you walk into a bowling alley, you have the option to use the trackball to try to get strikes.
 
Just got another vision now 'cos of Brimstone's trackball idea. I'm not too sure about having 2 sticks, a D-Pad (plus Nintendo is most likely moving away from having a D-Pad) *and* a trackball mixed in with the buttons...but...what about simplifying it by just having a stick on the left side and a trackball/button combination on the right side? It would be a simpler (possibly more inviting, which is what Nintendo has been wanting) layout that would definatly be better than the sometimes uninviting D-Pad/C-Stick combo on GCN!

I'm re-invisionning my GAME GRIP concept (two seperate grips held in both hands for full gyro motion control) with new face layouts that would be less cluttery due to mixing in a trackball with the buttons. I'm drawing up a new controller now...basically the same only no connection for a screen as a tiny screen (just for minor stuff & settings...no touch screen...think like the cheap lil' Pikachu unit) is built into the left grip right above the analog stick. The grips have a more centralized layout with the center of the left grip being the analog stick and the center of the right grip being the trackball. Buttons are well-placed around the center points of each grip making for an easy layout. I've "invented" what I'm calling a diamond layout where there is a diamond shaped two part button below the analog stick and below the tracball that can be pressed with the resting of your thumb while the tip sits on/uses the stick/trackball and I'm ressurecting an old idea I had called the D-Button (directional button) that's a 4-way button that doubles as a mini D-Pad. I'll post it at my controller design topic I made a couple days ago.

For those doubting trackball's usefulness in a controller it doesn't HAVE to be for aiming/movement. Think about the possibilities of using it to balance a ball (K-D, Monkey Ball, etc.) or spinning it...and if they can make it "clickable" it still can be used as an old fasioned button only with the added functions of aiming, spinning or *ahem* rubbing as some rumors have suggested. Imagine they could even make the bearings tighter or loser in some games making it slower/faster or even giving different sensations as you rub...eh...maybe we're onto something???

EDIT: forgot to finnish a sentence
 
I say screw face buttons.

If you're going to have a "grip" design, one controller for each hand, for gyroscopic control -- make all the buttons go on the backside of the controller, like the N64 Z-trigger was. A L and R trigger (one for the corresponding hand) and then B/A for the left hand and X/Y for the right hand. In this configuration, it's so simple to press combinations of buttons.

Then where the thumb rests you could have your analog stick and a secondary control option just to the side.

Let the left hand have a d-pad as a secondary control function, while the right hand could have a clickable trackball as a secondary control function.
 
I redid my basic/rough mock up. I'm definitely no artist and suck even worse at using Paint, so you'll have to excuse the rough state, but you should have the basic idea. I show the controller from the side view and then two top down views at the bottom to illustrate the analog/d-pad/trackball positioning.

rev3b7ee.gif


Since the buttons are on the "inside" of the "laser grip design" gyro controller, each finger is automatically positioned over a button to press. So there's no looking down at the controller trying to figure out what button you should be press -- which can be a problem for beginners. Everyone knows their index finger from their middle finger.

The other huge upside is, you really don't need more than 3 buttons per side. It's mathematics, but the amount of new moves developers could assign to buttons be pressed at the same time (think of a piano). In this setup, you can press six buttons all at the same time with ease or say the A button on the left side and the X button on the right side at the same time to perform a certain move or task.

Very easy, no face buttons, creating a more elegant/non-intimidating design for beginners with more control options for expert players at the same time. The grip design allows the gyroscopic controller to mimic a sword/shield, a gun in a FPS, drumsticks, maracas, etc. Whatever the developer wants.

The top down view shows where your thumb would go. Your thumb would have the option of selecting the analog stick on either side, or one secondary control option per side -- d-pad on the left side, the brand new trackball on the right side.

Certain games for simplicity could even just use one of the gyro controllers instead of both. Again since this positioning allows the player to easily press buttons at the same time, the amount of buttons isn't such a big issue (B makes Mario punch, A makes Mario jump, B+A makes Mario backflip, B+A+R makes Mario super-jump or something).
 
ecliptic said:
Trackballs are absolutely horrible.

As a primary control option, sure, but as a secondary control option ... why not. If its a new idea, Nintendo might as well try it, they have nothing to lose.

A lot of games I think could use it. Super Monkey Ball or a Kirby game would be killer with a trackball/gyro controller. Mario Party could use it. You could use it in Metroid when in ball form. Sonic the Hedgehog, Katamari Damacy, Pac-Man, etc. are other possibilities.
 
I get your idea soundwave and I can see the logic in doing it your way. Nintendo wants more simplicity, and with an interface like that there's really no need to look down at the controller to see what you're pressing which could be inviting. I also understand that players really can only hit so many buttons at one time with their thumbs...so it makes sense that way.

BUT...

This leaves little to no room for ports let alone traditional games. Making a radical two-peice controller with gyro technology is one thing, but limiting the conventional method of gaming completly is...too radical. You could say that combinations of buttons could help map out ports, but what if those games rely on button combinations already (SSX, THPS, etc.)...then that goes right out the window. Plus the whole reasoning for going for a more simplistic design like this is to make it easier for game players...but...button combinations are very hard to grasp for entry-gamers. I know lot's of older gamers who could never adjust to the SNES pad even 'cos of there being more buttons/shoulder buttons...even more were scared of the analog stick when N64 came out. Going for natural movement with a gyro interface could be inviting, but taking away a gaming foundation like the face buttons means all games are going to have to rely heavily on multiple trigger combinations and gyro movement...together those two might be too much and therefore be un-inviting.

I think Nintendo hopes to go for an NDS approach where they have something new like the touch screen/gyro's, but also offer a backbone for traditional/normal/conventional play in the face buttons, directional controls.

I know what you're going to say. Nintendo should just go all out and forget about tradition altogether, but I just don't see them doing that. A two peice gyro motion controller is already differentiating enough don't you think?
 
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