60beat Gamepad for iOS Offers Dual Analog Joysticks

Discussion in 'iOS Blog Discussion' started by MacRumors, Dec 29, 2011.

  1. macrumors bot

    MacRumors

    Joined:
    Apr 12, 2001
    #1
    [​IMG]


    [​IMG]


    There's been quite a few attempts at creating a physical game controller for the iPhone. The most successful of which has probably been the ThinkGeek iCade.

    Despite a few other promising starts, it seems the main hurdle has been Apple allowing unfettered access between said game controllers and the iOS devices themselves. As a result, most game controllers have relied on emulating a Bluetooth keyboard to interface with the iPhone or iPad. While it works well enough for digital controls such as the iCade, full analog stick control has remained elusive.

    A company called 60beat is now offering their solution which does offer dual analog sticks as well as a number of other standard directional controls and buttons. The 60beat GamePad connects through the headphone jack of your iPhone, iPad, or iPod touch to accomplish this task:

    Games have to be programmed to support the new device, of course. At present only 2 games support the 60beat GamePad, but a "full collection" of supported games are said to be added in February 2012. The GamePad is priced at $49.99 with supported games sold separately.

    Article Link: 60beat Gamepad for iOS Offers Dual Analog Joysticks
     
  2. macrumors 6502a

    Joined:
    Dec 24, 2011
    #2
    I mean... is like finally driving a car with your mind and now you are giving a mind controlled staring wheel?

    Steve Jobs would have said no-no to that.
     
  3. macrumors member

    xFenixKnightx

    Joined:
    Jun 17, 2011
    #3
    Make it support the most popular iOS games and I'll but it.

    Real Racing 2
    Modern Combat
    COD Zombies
    Nova games
    GTA

    Why doesnt Apple just make theyre own knock off of an Xbox 360 pad, make it bluetooth and make all game devs program the controller into their games? I'd be in Heaven and they'd make a ton!

    iGamePad FTW! :apple:
     
  4. macrumors member

    Joined:
    Jun 6, 2010
    Location:
    San Francisco, CA
    #4
    Something like this needs to happen. I don't know if this will finally be the product to catch on, but I mostly like what I see.

    Real issue here is adoption. How is a non-Apple peripheral going to gain much support from developers?
     
  5. arn
    macrumors god

    arn

    Staff Member

    Joined:
    Apr 9, 2001
    #5
  6. r-m
    macrumors 6502a

    Joined:
    May 7, 2010
    #6
    Wirelessly posted (Mozilla/5.0 (iPhone; CPU iPhone OS 5_0_1 like Mac OS X) AppleWebKit/534.46 (KHTML, like Gecko) Version/5.1 Mobile/9A405 Safari/7534.48.3)

    I wonder how "analogue" the sticks are though.
    When he pushed the right stick on the demo at the end, it seemed to be all or nothing. Was a bad demonstration to show off the stick, it needed to be slowly pushed and moved around the edge, to show how variable it is.
     
  7. macrumors Core

    Dagless

    Joined:
    Jan 18, 2005
    Location:
    Darkplace Hospital
    #7
    Because hopefully, and rightly so, Microsoft would sue. Just as Apple would/is doing.

    On paper this sounds like a good idea. But I'd hope the controller is good. Spend time with an Xbox, Wii or PS3 controller and it's very hard to go back to ones that aren't as well designed. The dpad on that controller looks horrendous.
     
  8. macrumors 604

    LimeiBook86

    Joined:
    May 4, 2002
    Location:
    Hanging around in NJ with his cutie. :)
    #8
    The more options out there the better! Hopefully Apple will soon un-restrict their Bluetooth capabilities on iOS devices. There is no real reason why devices like the iControl Pad shouldn't be able to use those analog control sticks and why more games shouldn't support these awesome controllers. But this controller is pretty cool as well. :)
     
  9. macrumors regular

    Joined:
    Jul 20, 2011
    #9
    It's because it's very difficult to control multiple sets of button when there's no reference point on the device for your fingers. Mine constantly slip away from the controls if I'm only paying attention to the screen.

    The key here is that it remains optional. Without Apple encouraging it, developers will most likely accept the control without requiring it to play the games. This simply gives people another option.
     
  10. macrumors G5

    Consultant

    Joined:
    Jun 27, 2007
    #10
    Not sure about you but racing games are more fun with accelerometer / gyro.
     
  11. macrumors member

    Joined:
    Mar 20, 2009
    Location:
    Time Capsule
    #11
    Wirelessly posted (Mozilla/5.0 (iPhone; CPU iPhone OS 5_0_1 like Mac OS X) AppleWebKit/534.46 (KHTML, like Gecko) Version/5.1 Mobile/9A405 Safari/7534.48.3)

    Does this mute games, being plugged into the headphone jack?

    If so this product is a dud.
     
  12. macrumors newbie

    Joined:
    Oct 5, 2011
    #12
    Hopefully stuff like this will catch on because a lot of people, like myself, wont buy the games unless there is a good control method like this. Ive held off buying a lot of games, even at discounted prices, because i have no desire to try to use an emulated control stick on screen. Touch controls work best for some games but other games like FPS's just need to have more buttons and a physical keypad or joystick. Until apple can figure this out, IOS will never be anything more than fun time waster for me when it comes to games. Its sad too because it really has the potential to be a serious gaming platform if they could work out a good control scheme like every console out there has had to do in order to be successful.
     
  13. macrumors newbie

    Joined:
    Sep 28, 2011
    #13
    Wirelessly posted (Mozilla/5.0 (iPhone; CPU iPhone OS 5_0_1 like Mac OS X) AppleWebKit/534.46 (KHTML, like Gecko) Version/5.1 Mobile/9A405 Safari/7534.48.3)

    Bluetooth controller, ipad2/3(spec bumps etc), apple tv box and you got yourself some fun!

    Expensive fun considering a ps3 or xbox360 cost less than an iPad alone lol
     
  14. macrumors newbie

    Joined:
    Apr 26, 2010
    #14
    headset?

    so, how do i use my headset and use this product at the same time?
     
  15. macrumors newbie

    Joined:
    Sep 28, 2011
    #15
    Wirelessly posted (Mozilla/5.0 (iPhone; CPU iPhone OS 5_0_1 like Mac OS X) AppleWebKit/534.46 (KHTML, like Gecko) Version/5.1 Mobile/9A405 Safari/7534.48.3)

    You buy an adapter that allows 2 3.5mm head phone jacks plug in to 1. They cost like £2 lol
     
  16. macrumors newbie

    Joined:
    Apr 3, 2008
    Location:
    SF
    #16
    usb adapter?

    wouldn't it be easier to just make a USB to Headset adapter... that way I could use my excellent wired Xbox 360 controller. Why reinvent the wheel?
     
  17. macrumors G5

    Consultant

    Joined:
    Jun 27, 2007
    #17
    Typically it would still have headphone out, and the device uses microphone for input.
     
  18. macrumors 68030

    APlotdevice

    Joined:
    Sep 3, 2011
    #18
    Actually according to the product page it comes with an audio splitter.
     
  19. macrumors newbie

    Joined:
    Sep 28, 2011
    #19
    Wirelessly posted (Mozilla/5.0 (iPhone; CPU iPhone OS 5_0_1 like Mac OS X) AppleWebKit/534.46 (KHTML, like Gecko) Version/5.1 Mobile/9A405 Safari/7534.48.3)

    Audio splitter would be the correct term lol
     
  20. macrumors newbie

    Joined:
    Dec 29, 2011
  21. macrumors 6502

    robertosh

    Joined:
    Mar 2, 2011
    Location:
    Spain
    #21
    Not interesting for me...

    It has no sense for me, we have a revolutionary devices with innovative and versatile control methods (gyro, touch) and seems that some people want to step back and build this old control methods! :confused:
     
  22. macrumors 68030

    APlotdevice

    Joined:
    Sep 3, 2011
    #22
    Because those "innovative and versatile" controls are a rather lousy substitute in certain genres. I mean like I've yet to find a virtual d-pad that is as responsive as a physical one for platforming games. And it is really hard to multitask in a FPS game without shoulder buttons.
     
  23. macrumors 6502

    Joined:
    Nov 18, 2008
    #23
    Omg!

    I am so happy right now! I can't wait for EA to adopt the controller! I want to play dead space for iPad without touch crap controls!
     
  24. macrumors 6502a

    Joined:
    Jun 25, 2008
    #24
    I can't wait to buy this, plug it into my iPad, start playing a game with so-so graphics then glancing across the living room and thinking to myself "why don't I just play my PS3?"
     
  25. macrumors 601

    Yvan256

    Joined:
    Jul 5, 2004
    Location:
    Canada
    #25
    It makes perfect sense. All games have their "perfect" controlling methods.

    I've found that games such as Galcon are best played with a touch interface and racing games are pretty good when you use gyroscopes.

    However, platformers like Mega Man and shooters like Ikaruga are best played with a gamepad and first-person shooters like Quake, Unreal Tournament and others are best played with either a keyboard and mouse or a setup similar to the Wiimote and nunchuck, i.e. pointing device to aim, physical controls to move.

    There's a reason why games need to simulate a gamepad on their screen. It's because they need one.

    Apple should just open up Bluetooth for controllers only, if it's for security reasons. I don't know if it's like USB HID, but there must be a way to limit connectivity to controllers.
     

Share This Page