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‘Accessories’ Category Articles

A Look At 60beat's GamePad

Thursday, January 5th, 2012

What makes iPad and iPhone cool is that they offer games the Xbox 360s and PSPs of the world straight-up can't -- they allow us to directly interact with games. Touch is an endlessly interesting way to play, and we see some of the most creative games in this space as a whole as a result of this control style.

Some studios, however, aren't willing to rethink design and offer virtual buttons to compensate for the lack of a physical controller. There's a lot of these kinds of guys out there, actually, which is probably why we're seeing a mini-boom in the 3rd party controller market.

The hottest device right now is 60beat's GamePad. Unlike many other controllers, it requires no technical voodoo. You simply just plug the male end of its luxuriously lengthy cord into your headphone jack, pick the controller in an in-game menu, and then get to work. It's really that simple; I haven't had a problem yet.

Big is the first thought that hit me when I picked it up, and it turned out that it was a hair too large for me. Remember the "Duke" Xbox controller? The GamePad is much smaller, but the issues it has because of its size are pretty similar. Both are inarguably useable devices, but they're not the best designed out there.

To get more specific: this thing has huge wings that, to use comfortably, require me to ride up on the neck of the thick plastic and push my outer palms more towards my chest than I'm accustomed to when using a controller. It's a weird angle -- it's like you're squeezing, as opposed to relaxing.

A few minutes of play is a valid cure for the initial awkwardness, but the grip I have to use with this thing makes its ten buttons -- four shoulders, four face, and two of those useless analog stick shoe-ins -- harder to reach than I'd like. I'm also not able to get my hands comfortably perfectly square with the sticks, which is putting some english on my movements.

Speaking of buttons, I'm digging the feedback. There's some meatiness to each and some ideal springiness to the shoulder buttons. The d-pad feels good, too, though I'm sure a purist could find something up with it.

The important thing is that, straight-up, the GamePad works. The response times seem just fine, everything is reasonably reachable, and it adds that real, meaningful layer of tactile feedback to the games. You'll lose game audio unless you connect a pair of headphones to the splitter the device ships with, but this is a forgivable offense considering the technology at use here.

Also, it makes the games that use it currently -- Bugdom 2 and Aftermath -- much, much better.

In Bugdom, for example, the GamePad eliminates all the dirty UI elements and allows you to play much like you would any other 3D platforming game. It fleshes out the nuance of specific points of design. Like, for example, the hovering mechanic. Also, it gives you significantly more control over the character, which makes touch jumps easier.

The latter applies to Aftermath. With the GamePad, it's much easier to move and do the things you want to do. Interestingly, the guys behind Aftermath tied camera controls to the face buttons, which caters to its run-and-gun, corridor style of play.

The GamePad might be bulkier than I'd like, but it gets the job done. The bonus here is that it obviously has an ability to make gameplay more potent. Developers will need to work with 60beat in order to get this controller in their games, though, so the future is as up in the air as our recommendation. If you start seeing a bunch of titles with compatibility, this might be something to spring on.

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It Works! Developer Talks About 60beat's GamePad

Tuesday, January 3rd, 2012

It isn't a surprise to us that 60beat's new GamePad controller made some major waves last week. It's a proper, corded controller with a full range of button and joysticks. Also, it requires zero technical savvy. Just plug it in and go.

This all sounds great... but since we still don't have a GamePad in our hands, we decided to quiz Pangea Software's Brian Greenstone about it. Pangea is behind Bugdom 2 [$2.99], which is one of the two games currently supporting the controller.

I asked him three questions. The first was what it was like to develop for the device, and if it was easy or hard. Greenstone's answer leaves us hopeful that other studios will pick up support, provided the GamePad sells well enough.

"It was very easy. All I had to do was add their SDK to my project, change my Audio Session type, and then make some basic calls to start the data flowing. Bugdom 2 already used a virtual gamepad in the game itself, so the code to work with that kind of control scheme was already in place which made things very easy.

I had it all up and running in less than an hour."

There are no developer  or game limitations, by the way -- all the buttons and directional control work, straight-up. It sounds like voice-chat support is out, though, when the device is plugged in.

"No developer limitations other than the forced use of a particular Audio Session mode, but I don't think that would affect most games, unless there are games that require the microphone to be working. So, probably no voice-chat games.

The user limitation is just that having the gamepad plugged in causes the audio on the iPhone / iPad to go thru the audio jack. That means that you have to use the supplied splitter and listen to the game with headphones."

Greenstone said Pangea will continue to support the device if its successful and Bugdom 2 sees a sharp spike in sales. That sounds pretty reasonable.

We're looking forward to telling you all about this thing first-hand in the coming days. Come on, Mr. Postman!

60beat's New GamePad Sure Looks Like A Winner

Thursday, December 29th, 2011

With it being extremely doubtful that Apple will ever roll out any kind of official game controller for use with iPhone and iPad, it's up to third-party creators and wizards to fill in the gap. 60beat is the latest we've seen to throw a hat into the ring, and its product, the GamePad, seems like a cool accessory.

In a nutshell, the $50 GamePad is a slick-looking, PlayStation-style kind of controller that connects, unlike many third-party controllers, to the headphone jack. No bluetooth black magic -- just seemingly straight-up plug-and-play connectivity.

It features of total of ten buttons, two joysticks, a d-pad, and ships with an audio splitter and a luxuriously long four foot cable. We haven't had any hands-on with one quite yet -- it's in the mail -- but creator 60beat has uploaded a video of the thing in action. Take a look:

Looks cool, right? The biggest hurdle for the GamePad -- other than being a good and meaningful product, of course -- will be grabbing the attention of the iOS development community. It apparently requires some game-side tweaks to work properly, so 60beat and its friends will have to collaborate. As of this moment, only two games support the device: Bugdom 2 [$2.99] and Aftermath [$1.99].

The official web site for the device says we'll hear a lot more about games support in February 2012. Expect more from us on the device in the future, too.

The OnLive iOS Client is Finally Arriving

Wednesday, December 7th, 2011

At E3 back in June of this year, we got an impressive hands-on demo of the OnLive service running and playable on the iPad. In case you're not familiar, OnLive is the cloud-based gaming service that allows you to play from a fairly large selection of console and PC games by way of streaming them to an OnLive client running on your computer or a specially designed set-top box that connects to your TV. In simpler terms, it's a lot like instantly streaming movies over NetFlix, except it's video games, and you get to actually play them in real time with minimal lag if you're internet speeds are up to snuff.

Basically, the iPad demo at E3 showed off just how versatile the OnLive service is. They simply created a client for the iPad and it allows practically the exact same OnLive experience that you would get using the service on your computer or television. It really felt like the future, but today, the future is now! (Sorry, I've always wanted to say that). But on a serious note, the OnLive iPad client is scheduled to launch today, as in like right now, for FREE.

There is a catch, however, as the OnLive mobile app is currently only available in the US and UK. There's no word yet on if or when the service may launch in other territories. As part of the mobile app's support, more than 25 of the games available on OnLive have been outfitted with touch-specific controls, meaning they can be played directly on the device itself without any additional peripherals. Included in that lineup of 25 titles is Rockstar's hugely successful LA Noire, as well as Lego Batman: The Videogame, which will actually be available for free for anybody to try out the service just by downloading the OnLive client.

The majority of OnLive's nearly 200 other available titles will also be playable on iOS, but won't have the virtual touch controls baked into them. For these games you can pair the Universal OnLive Wireless Controller with your device and play them just like you would on a traditional console, or as demonstrated in the E3 demo video. Not every title will be able to be played on every device, OnLive cautions, but it sounds like the vast majority of them will be fully playable using the controller or virtual button setup.

One cool thing about OnLive is that whether you purchase a game through their service on your iPad, computer, set-top unit, or whatever, it will be available on any of those devices, with full cloud-saving functionality. So, if you're in the middle of an OnLive game on your TV, you can stop what you're doing and seamlessly pick up where you left off on your iPad, for example. You'll also have access to all the social features that are built into OnLive no matter which device you're playing on.

While the OnLive iOS client hasn't quite hit the App Store just yet, it is supposed to be arriving any time, and we'll update this post with a link as soon as possible. Since it's free and comes with a free game, there's really no reason not to download it and check it out. If you're interested in ordering a Universal OnLive Wireless Controller, those will be available sometime soon, and you'll be able to get it in the US OnLive Store for $49.99 or the UK OnLive Store for £39.99.

Controller Update: More on the GameBone, A Bluetooth 4.0 Revelation [UPDATED]

Wednesday, December 7th, 2011

iPhone controller accessories have been generating a good bit of news, here lately. More and more existing iOS titles are gaining physical control options via updates, and just last week we detailed the upcoming Gametel Bluetooth controller that will soon become a game-enhancing iOS controller option, alongside the iCade and iControlPad. The more the merrier, true, but long time readers may recall yet another controller we covered over a year ago that has been off the radar ever since. Does anyone remember the GameBone?

Once again, Stuart Carnie of Manomio (whose C64 for iPhone just got iCade support) reached out and pinged me to share a bit of exciting tech he's had his eye on, and I'm quite eager to fill the rest of you in.

Stuart showed me the following proof-of-concept video done by Jason Chan of Australian firm 22Moo, the main man behind the GameBone controllers, depicting the venerable Competiton Pro joystick -- a standard, 9-pin Atari-style joystick -- tethered to a Bluetooth controller board, controlling Retro Dreamer's Velocispider as well as Bruce Lee running under Stuart's C64 system as well as his retro iOS port of Flashback, via iCade emulation. It's pretty awesome stuff.

I got in touch with Chan and inquired as to what his intentions are regarding this demonstrated technology, and also regarding the GameBone controller we last heard about so long ago.

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Controller Update: The New Gametel Controller, iControlPad Analog Stick Support

Thursday, December 1st, 2011

While the iOS device's multitouch screen has introduced a whole new way of interacting with software and enabled game developers to rethink the fundamentals of game control, there are definitely areas where it falls short. One such area is in the on-screen approximation of a physical control stick or D-pad. Ever since we first mentioned the iControlPad, three and a half years ago, button mashers particularly frustrated by virtual controls began eagerly waiting for such physical controller accessories to arrive. This summer, the iCade and iControlPad did arrive and developers wanting to go that extra mile began adding in support for these controllers, where it made sense.

Gametel controller

In a short time from now, the controller market will be gaining another iOS-compatible unit for gamers to choose from in the form of the Gametel Bluetooth controller from Fructel AB. News on this one began spreading a couple of weeks back, but we only just learned of the device, likely due to the Android-centric PR that surrounds it; there's scant mention of iOS devices on the product webpage. Luckily, C64 for iPhone [App Store] developer Stuart Carnie of Manomio pinged me to let us know that the unit works quite well with iOS devices (by way of an iCade emulation mode, the addition of which was driven by Stuart, himself), and that he is particularly impressed by the unit's ergonomics.

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Taito Set To Release Its Own Arcade Cabinet Peripheral

Thursday, September 15th, 2011

Another mini-cabinet peripheral for the iPad is coming, and the studio responsible for some of the sickest arcade games in the universe is behind the wheel of the project. Earlier this week, Taito unveiled a short promotional video for the InvaderCade. It’s basically the iCade, except with seven less buttons, a charging dock, and branded Space Invaders arcade machine art. Who knew there was room for two of these peripherals, no less three, eh?

To get a tad bit more specific, the InvaderCade sports a ball-top joystick and a singular button. It’s a bulky 25 x 23 x 25 cm and requires external power, but it boasts a charging dock, speakers, and a headphone jack —- three features the iCade doesn’t have. For those of you keeping score, the Atari arcade peripheral has a total of four buttons, no external power, and, somehow, manages to look way sillier than its competition.

Game Set Watch notes that this isn’t slated for the West just yet, but it hits in Japan in a matter of weeks -- October 11th is the target release date and it’ll cost around $200. I hope it comes with a few games and a backscratcher at that price.

[Via TUAW, Game Set Watch]

More Details on the Atari Arcade Joystick Peripheral for iPad

Wednesday, September 7th, 2011

It was just yesterday that we heard about the Atari Arcade Duo Powered joystick peripheral for the iPad, but it looks as if the folks over at DVICE have already gotten their hands on one and given it a proper review. While yesterday’s info on this interesting add-on was limited to a small promotional shot and a single line of an App Store description, DVICE has unearthed pretty much every unknown about the Atari Arcade joystick. Unfortunately, this also leads way to some facts that make the peripheral sound not quite as cool as we initially thought it might be.

The first thing that was assumed about the Atari Arcade joystick based on its promotional image was that it would work in landscape as well as the portrait position it was shown in. Apparently this isn’t the case, though, as the joystick actually connects to the iPad via the official Apple 30-pin connector. This means that unless some sort of extension type of cable can be provided, there’s no way to use this joystick with a landscape oriented game, aka fighters and side-scrolling beat ‘em ups, aka exactly the types of games that would rule with a joystick. Bummer. Even the rival iCade can support a landscape iPad device, though not in an official, secure fashion.

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Atari Appears to Have a Joystick in the Works for the iPad and It Looks Kind of Sweet

Tuesday, September 6th, 2011

The eagle-eyed gamers over at Technabob have noticed an interesting little tidbit of information given with the latest update description to Atari’s Greatest Hits [Free]. Along with the typical bullet points of optimizations and improvements was a line declaring the game’s compatibility with the “official Atari Arcade – Duo Powered joystick”. Say what? Thankfully, Atari doesn’t leave us hanging with just a cryptic hint and actually provides a link to a product page for said joystick, along with the following promo image:

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'Joypad' Updated with Retro Skins, Support for More Games Coming Soon

Thursday, August 18th, 2011

One of our very favorite not-a-game-itself-but-is-still-gaming-related apps in the App Store is Zell Application’s Joypad Game Controller [Free]. We reviewed the Joypad this past February, and in short it turns your iOS device into a customizable virtual control pad for playing games on your computer. You just run the app on your device and then it very easily connects to a desktop client on your computer over Bluetooth or a local WiFi network. You’re then free to map the virtual buttons of the Joypad to the keyboard controls of whatever game you’re playing, or choose from the many preset configurations, and just like that you’ve got yourself a competent little game controller.

Naturally, it’s not quite the same as having a physical controller, but if you like to travel light or find yourself needing to get your game on in a pinch it more than does the trick. Heck, I use the Joypad exclusively to play old emulators on my laptop simply because it works really well and I’m too lazy to bust out my USB controller. Ah, technology, always facilitating my laziness.

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iControlPad Firmware Update Hits and Special $49.99 Pricing for TouchArcade Readers

Friday, August 12th, 2011

After what seemed like an eternity of waiting as we followed the iControlPad's development, we finally got our hands on one not too long ago. We mentioned a few issues that we had with the device which mostly were due to the way the current iControlPad firmware handled sending controls to the iPhone compared to how the iCade works. (This was all detailed in the previous article.) However, one of the strong suits of the iControlPad is that it seems to have an infinitely updatable firmware, and the developers behind the device recently released an update to make the iControlPad behave a lot more like the iCade-- Potentially alleviating most of the issues we had with the device's functionality.

To get the firmware update, head on over to the support section of the iControlPad site and follow the instructions. Alternatively, if you prefer watching a tutorial video to reading, the guys behind the iControlPad have got you covered on that front too:

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A Close Look at the 'iControlPad' Bluetooth Control Accessory

Wednesday, July 13th, 2011

Back in March 2008, when Apple announced the iPhone SDK and the then-forthcoming App Store, many people immediately though: GAMES. I know we did -- that's why we started TouchArcade that very month. Another person who felt that gaming would be huge on the iPhone is Craig Rothwell of OpenPandora. Seeing an opportunity there in the button-lacking iPhone, Craig and company began designing the iControlPad, a gaming accessory originally designed to mate with the iPhone and provide a D-pad plus four buttons. We first caught wind of this effort quite a while ago -- over three years ago, in fact. In that time, the iControlPad has changed shape more than once, changed interfaces, and, finally, become a real product that can be ordered online.

Yesterday, we received a test unit and I've been putting it through its paces and learning its ins and outs all day. Let me share my impressions.

The first thing that strikes you about the iControlPad when you unpack it is its myriad inputs. There's a D-pad, a four-button diamond, a Select and Start button, two back buttons, and two analog sticks. Best of all, the glorious analog sticks! And...the first disappointment comes when you, iOS gamers, discover that they're rendered unusable due to Apple's restrictions on the type of Bluetooth devices that can interface with iOS.

The iControlPad is a complex device that features many different modes of Bluetooth operation: keyboard emulation, Serial Port Protocol (SPP), a slew of Human Interface Device (HID) modes, as well as custom combinations of several. What's more, it features firmware that can be flash-updated from Mac OS X, Windows, and Linux. While, due to the aforementioned restrictions, the iControlPad can only interface with un-jailbroken iOS devices by way of keyboard emulation, it can interface with other platforms, including Android and WebOS, via the more robust protocols and, thus, deliver its full range of capabilities. Keyboard emulation does allow all other controls on the device to work under iOS -- but no analog sticks, which need to send a constant stream of positional data to the host device.

Jailbroken iOS devices can take full advantage of the analog sticks, as demonstrated in this iPhone demo video.

The iControlPad's keyboard emulation mode interfaces with iOS devices in a similar manner as the iCade, with one "keypress" being sent to the iPhone when an action begins, and another when that action ends. The following diagram, kindly provided by Stuart Carnie of Manomio, illustrates the basic event flow in this mode of operation.

Under the keyboard emulation mode, the native iControlPad key protocol is a bit more complex than that of the iCade, and as a result it should exhibit slightly more latency than ThinkGeek's control device, though happily, it's not easy to see. No big worries though, as an imminent firmware update will allow the iControlPad to go into an iCade emulation mode, of sorts, using its same key protocol, which will allow it to work with any game coded to take advantage of the iCade controller.

A little more concerning is a situation I noticed when playing games that require a great deal of button mashing (like R-Type). At times in such games, the onscreen ship would continue going in the last direction I triggered, ultimately flying off the screen or into a wall. I'm not certain, but it seems more a key signal issue than a physical issue of the D-pad sticking. If that's indeed the case, I hope a firmware update will resolve the matter.

The iControlPad itself feels pretty substantial. It consists of a core rectangular control unit with rubber end-caps that can function as a free-standing Bluetooth control unit for many types of devices. The standard end-caps can be removed and replaced with a locking plastic frame that allows various phone-sized devices to be physically connected to the unit. For iPad use, you'd want the generic end-caps, while you'd want the iPhone end-cap-frames to attach an iPhone. Other phones can use other end-caps.

The unit features a non-removable, rechargeable 1350 mAh battery that can be used to charge your iPhone's battery by way of plugging a USB OTG adapter into its USB port. Given that the iPhone 4's battery is 1420 mAh, the unit can deliver a notable boost in usage time for the host device. A very nice feature.

As mentioned previously, I tested a number of games on the iControlPad-equipped iPhone, including R-Type. That's Amiga R-Type running under a build of Manomio's iAmiga emulator with iControlPad (and iCade) support built-in, kindly provided by Stuart Carnie. Any joystick-based game running under the developer iAmiga build in question can be played using the iControlPad. And played well -- the experience feels great, aside from the occasional "sticking" issue that I spoke of earlier. If and when that gets ironed out, the iControlPad unquestionably delivers a far superior game experience than any manner of on-screen D-pad.

That said, I only have this iAmiga build thanks to a developer connection. I am not aware of a single game sitting in the App Store at this moment that natively supports the iControlPad. Several currently support the iCade, and when emulation for that device arrives, iControlPad users will have more to play with. I am sure that, in time, the device will gain app support, but it's something of a bleak playing field right now.

After spending a long day with the unit, I cannot recommend that the typical gamer run out right now and grab one. It's true that I recently praised the iCade in my review, but as a physical arcade machine replica, it delivers more of an overall retro "experience" than simply a new method of control. And, there's value there, to me and the other retro goons, I feel. I think the iControlPad needs to see some issues ironed out and a bit more adoption before it becomes a desirable accessory for the typical iOS gamer. For the hobbyist developer or the hacker sort with jailbreak in their blood, however, it's a pretty great device to tinker with. I am definitely intrigued and think it's got potential as something that might find itself on an iOS gamer's wish list.

Here's hoping Apple loosens up its Bluetooth restrictions so that the iControlPad and devices of its sort can deliver their full functionality to iOS gamers.

We'll keep readers updated as the iControlPad evolves. Stay tuned.

ThinkGeek: iCade SDK Now Openly Available to Developers

Friday, June 24th, 2011

Jamie Grove over at ThinkGeek, who was kind enough to show me around their Megaplex HQ and the original iCade prototype, just sent word that, as of 3PM EDT today, the iCade SDK is available for download, without an NDA.

Just click the developers link on ION Audio's iCade page.

Granted, the iCade Bluetooth keycodes have been known for some time and iPad developers had already started to work iCade support into their titles. But with the SDK now openly and officially available -- what are you waiting for, guys?

Manomio to Bring Support for ThinkGeek's iCade

Friday, June 17th, 2011

Last month we reviewed ThinkGeek's excellent iPad arcade cabinet, the iCade, and followed it up earlier this month with a visit to the ThinkGeek headquarters to have a look at the original prototype.

Tonight Stuart Carnie of Manomio received his own iCade (seen above). This is great news because Stuart is the man behind the iAmiga emulation system that will soon be bringing us classic Amiga games to the App Store, as well as Commodore 64 [App Store].

And Stuart is building iCade support into his apps. Tonight. We expect an ad hoc of the iCade-enabled iAmiga system within the next day or so.

Let's keep this trend going, developers!

Fling Vs. Fling Mini Hands-On Video Plus Impressions

Tuesday, June 14th, 2011

A couple of weeks ago, we learned that Ten One Design was getting ready to release a smaller version of their wonderful Fling controllers for the iPad which would be suitable for use on iPhone and iPod touch devices. There was a lot of negative backlash to this announcement though, and I can sort of see why. The promo image for the Fling Mini showed that using 2 of the controllers at the same time really blocked much of the screen of the device, and it was hard to imagine how it could be practical to play games this way.

Last week at WWDC, Eli and myself both got our hands on an early pair of the Fling Minis and put them to the test. Surprisingly, the screen blockage is almost a complete non-issue when you’re actually using the Fling Minis. The plastic that the Fling Mini is comprised of is translucent and doesn’t really block any more of the screen than your own thumbs normally would. But, that’s not to say that they don’t come with some quirks and they won’t work on every game that you’d hope. For the games that they do work with they work exceptionally well, and just like the Flings on iPad they offer a smooth and tactile control option over using a touch screen alone.

Eli has put together this fantastic comparison video showing off the difference between the original Fling, which you can read our original review of, and the new Fling Mini:

In my own experience, I’ve found several games that work near perfectly with the Fling Mini. Both Bug Heroes [Free] and Max Adventure [99¢/Lite] are two of my favorite dual-stick shooters that don’t come with many compromises when using the Fling, which you can see in this second hands-on video. There will be times when accessing a UI element or menu option will be difficult because the Fling Mini is blocking that part of the screen, but it’s easy enough to detach a suction cup and swivel the controller out of the way to gain access to these. It would be cool if there were tiny hinges in the connector arms of the Fling Mini so you could quickly flip them up to access the entire screen. Perhaps in a Fling Mini version 2.0.

The Fling Mini is also well-suited to some games that use just a single analog stick or a d-pad for movement, and one interesting thing is how well it works with the Joypad Game Controller [Free] which we also covered at WWDC this year. Especially with the Joypad SDK now offering the ability to use analog sticks, one or two Fling Minis combined with an iPhone or iPod touch and the Joypad app could make for a really nice controller for playing an iPad or desktop game.

One example of a game that did not work so well is Age of Zombies [$2.99/Lite]. I had high hopes for this one as it employs a touch anywhere scheme for its set of dual-stick controls, which would mean precise placement of the Fling wouldn’t be necessary. Unfortunately there is no way to access the grenade button while using the Fling with this game, which is a pretty big problem. You can avoid this by using only one Fling on the left control stick, but this gives the game an inconsistent feel. Also, games that utilize buttons in the lower corners of the screen, like many first person shooters, are also basically unplayable due to the plastic spirals of the Fling Mini blocking those areas of the screen.

The thing I like most about the Flings is that they just “feel” good. The movement is solid and smooth, and for the games that they work well with they are definitely an enhancement. On the larger screen of the iPad, the original Fling works with a greater number of games and there are much fewer instances of inaccessible UI elements. These problems are amplified with the Fling Mini and the smaller iOS screens, but it isn’t a total deal breaker and for the select games that they do work well with they feel absolutely brilliant.

One of the first things I asked Ten One Design about the Fling Mini was whether they would also work on an iPad, thus negating needing two different styles of Flings. While there’s technically nothing preventing them from working on an iPad, almost all iPad virtual analog sticks require a larger range of motion than what is afforded by the smaller Fling Mini. You may be able to come up with a few games that work well on the iPad with a Fling Mini, but for the most part you are better off using the original Fling with that device.

Really the best thing to do is find a friend who owns a pair or head to an Apple store and try out the Fling for yourself. If you like the way they feel and can deal with limited game compatibility, then they are a great purchase. Hopefully more developers will incorporate special settings for using a Fling controller in their game, especially with them now being available on iPhones and iPod touches.

You can currently pre-order the Fling Mini in a 2-pack for $24.95, and they should be shipping sometime in mid-to-late July. The original Fling for iPad is available now in 3 colors at a price of $19.95 for a single controller or in a 2-pack for $29.95.

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