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No matter what game I try or which controller I use, my 7800 will now think I am rapidly pressing both of the fire buttons. Is something wrong with the controller port? I'm hoping whatever it is, it will be an easy fix, but I dread that I might need to crack it open and operate on the circuit board.
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hey. really new to atari. i got mine today! its an original 2600 jr with 4 rom chips built in so as far as i know its kinda rare so thats cool. anyways my problem is, i bought the quick shot controller and it wont work. its really hard to get it in so im even unsure if it fits. could someone with the controller confirme it works? maybe an idea of whats going wrong here? any help will be much appreciated
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Hello friends, I recently came into some new Super Famicom hardware, including two mystery controllers that I absolutely cannot find any information on. I suspect they are nothing special but I'd like to be sure. This forum seems like the perfect resource, full of knowledgeable folks who might be able to identify such things. Please see attached images. The controller is called the "Master Blaster" which really complicates getting a decent google search. I have two, non-functional and one functional but in need of silicon repair. I don't have the means to try and fix the non-functional one. Just wondering if some museum would benefit having these before I potentially get rid of em. Thanks!
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Hi there, I am trying to get a controller to work properly. I cut the cord and attempted to solder the wires on to the connector and being inexperienced I didn't do a very good job. Any way to fix this problem any easier?
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Maybe someone can help me solve a few small problems I'm coming across. I'm following this schematic/description -- https://gamesx.com/controldata/psxcont/psxcont.htm#CIRCUIT I think I figured it out...mostly. He leaves a lot to be deciphered, lol. I'm drawing up a schematic in KiCAD right now, and I only have a few questions: 1. The DATA pin of the controller plug connects to SER OUT, correct? 2. Where does the COMMAND pin of the controller plug connect to? I must've re-read the entire page 15 times and still can't decipher where COMMAND goes. 3. Are the 74HC165 pins not associated with buttons (A1-A8, B1-B8, etc.) left with no connection? Or do they share a connection? COMMAND, maybe? Thanks in advance!
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Here's my tutorial video on upgrading my old Jaguar rotary controller into more of a spinner controller. I used an Atari 2600 paddle top that I loaded up with fishing sinkers. Check it out here:
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From the album: Raspberry Pi Custom Atari case designs
Atari VCS inspired controller used for my raspberry Pi which is a 3rd party PS3 Bluetooth controller.-
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I just did a very quick search and didn't find a picture of this so I thought I would post it. It's from a 1984 Montgomery Ward Christmas Catalog (page 535). It may just be the picture, but this controller does seem to look a little different than the standard Proline controller from the 7800. This version appears to be designed for the Atari 2600 (most likely the same as the 7800 proline I assume). Anyway here's the full catalog page:
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Hi guys! I have modded a Sega Megadrive/Genesis controller for my own needs but have tried also to put it on Ebay and to my surprise they are selling quite well, so I have now got a bunch of Sega controllers for modding. If you would like to have one too, check it on ebay: Sega Controller Modded for Vectrex If you would like some other button order or if you have some other special wish, please send me a pm and if I can I will gladly make one customised just for you. ? Have a nice day!
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Here's the newest addition to the MiniVex controller lineup for Vectrex. The MiniVex V features a steel case and an adjustable rapid fire feature for button #4, like the other models do. This one's got a LH mounted spinner control and a RH mounted analog paddle control. The spinner can be used with some homebrew games and an assortment of original Vectrex titles that have been modified for spinner use. It also doubles as an extra fire button, just push down on it. The paddle control can be used with the game "Hyperchase" in its original, unmodified Vectrex cartridge format, as well as Vectrace, Spike's Water Balloons, Vaboom, and a few other homebrew titles. There's also a switch that selects the X or Y axis for the paddle, which allows you to navigate menus on multi-carts AND crank up the thrusters on Moon Lander. All in all, a versatile package. Need additional info? Please post here or PM me. Larry
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Been striving for months to streamline and improve production methods as well as find better deals on parts and materials, and I'm finally there. All MiniVex controllers for the Vectrex are now $99 plus shipping. Except the MiniVex I, that one's $89. You can see pictures and descriptions of each model in the Vectrex forum here on AtariAge, or visit my eBay page at: eBay Seller: classicgamesandcarsfan Thank you to all who have helped MiniVex to become established in the classic gaming community. Larry
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Got a moving sale going on, prices negotiable, shipping will be the larger portion of the price....and Paypal only. Three 5200 joysticks - SOLD. Next is a hardly used Okimate Printer originally for the Commodore 64. I know most collectors have no use for old printers, but there is always one somewhere....the kicker on this one is the three UNOPENED ink cartridges (2 color, 1 black) so there might be some life left in them...I have no idea what to ask for it as the shipping might be hefty....if anyone has interest in it, just PM offer and we'll negotiate. It DOES power up, gives a blinking 'Ready' light, but I DO NOT have the extra serial cable and have not hooked it up to a real C64. Last, Nintendo DSI with four carts and charger, very clean screens (not mashed in touchscreen like some used ones) - $55 plus shipping. Will combine shipping and try to get you the best shipping rate possible...Thanks for looking!
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Hey there guys and gals! This afternoon I got a couple of Retro-Bit's new 6 Button Sega Genesis controllers in the mail from Amazon, and since a lot of folks around here have been curious about them I thought I'd take a few minutes to do a little review of these controllers and compare them to Sega's own 6 button controller from back in the day. First off let's take a look at the packaging. Retro-Bit did a really nice job on the box, which as far as I can tell looks almost identical to the boxes that Sega shipped their 6 button controllers in back in the 90's. The plastic insert inside the box that holds the controller in place is rather flimsy feeling, but the controller it holds is most certainly not. To cut straight to the chase, let's take a look at Retro-Bit's offering next to an original 6 button Genesis controller from 1994 that I purchased brand new on eBay a couple months ago and have only put a few hours of use on since then. From the outside it's clear that Retro-Bit's partnership with Sega on this project was a fruitful one. The color, feel, fit and finish of the controller's shell is absolutely identical to the original Sega controller and the cord looks and feels the same as well; with the only difference being that the Retro-Bit controller features a 10 foot long cord as opposed to the 6 foot cord on the Sega controller. Aside from the lack of a "TM" next to the Sega logo on the front and the addition of the Retro-Bit logo on the back, the text on the controller is just the same as the original and the only obvious difference is that the finish on the D-pad and A/B/C buttons on the Retro-Bit controller have a soft matte texture to them whereas the D-pad and A/B/C buttons on the original controller are slightly glossy. As long as we're on the subject of the D-pad and buttons, when pressed down the only difference I could feel between Retro-Bit's D-pad and buttons and the original were that the Retro-Bit ones required ever so slightly more pressure to activate; somewhere in the area of 3 to 5 grams of actuation force if I had to venture a guess. To give them a proper test with a fairly demanding game I popped Mortal Kombat II into my Genesis and first did a full play through of the tournament mode with my original Sega controller, then upon beating the tournament did a second play through with the Retro-Bit controller. After two play through's of MK II's tournament I'm pleased (and a little surprised, to be completely honest) to say that I could find no discernible difference in build quality or function between Retro-Bit's new Genesis controller and Sega's original from 1994. During the 45 minutes or so I spent playing through MK II's tournament mode with the Retro-Bit controller I never once experienced a false input and in practice the tiny bit of extra force required to move the D-Pad and buttons was negligible. My thumbs didn't feel any more tired after playing with Retro-Bit's controller than Sega's and none of my movements felt any slower or less precise. In order to get a better idea of why Retro-Bit's controller performed every bit as good as Sega's original, let's open them up and take a look inside. Peering inside, it quickly becomes apparent why Retro-Bit's new Genesis controller performs so well. It is in every respect, down to the millimeter, an exact copy of the original Sega design. They are so identical that I would be very surprised if they weren't using the same mold that the originals were made with. With the exception of the screws that secure the two shell halves together (which are slightly longer on the Sega controller) every part is 100% interchangeable between the two controllers. In fact, when I swapped the silicone button and D-pad contact pads from the Sega controller into the Retro-Bit one the actuation force required to press the D-Pad and buttons became exactly the same as the Sega controller had; which makes it pretty clear that the only reason the Retro-Bit controller's buttons and D-pad required a tiny bit more force to press is because it has brand new silicone pads in it and the Sega controller's silicone pads are about 25 years old at this point. The especially nice thing about Retro-Bit's controllers being internally identical to the original Sega ones is that if you do ever manage to wear out the silicone button contacts or any other part then they can be easily replaced with any of the numerous replacement parts on the market made for Sega's original controllers. With that future proofing in mind I give Retro-Bit's Sega Genesis 6 Button Arcade Pads my highest recommendation. Never in my life have I encountered a third party controller for any system that was such a perfect copy of the original first party controller as these, and at only $15 each and officially licensed by Sega there's absolutely no reason whatsoever that I can think of to go try and hunt down a used original Sega controller when Retro-Bit's new Genesis controllers are available. They are, for all practical purposes, the exact same controller. Whether your looking for some top quality wired controllers to pair with your new Analogue Mega Sg or just need a good controller or two for your trusty old Genesis, I don't think you'll find a better option than Retro-Bit's Sega Genesis controllers anywhere; past or present.
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I’m excited to show you the OdysseyNow Game Pack, the result of a lot of research and development at the Vibrant Media Lab that I direct in Pittsburgh. We’ve developed a brand new game card for the Odyssey (the first one not designed by the Magnavox team), a brand new accessory controller (the first created besides the original light rifle), and a set of three new games. This was all produced as part of the OdysseyNow project, which you can read more about in another AtariAge thread. Here’s a glimpse of the games… Tannhauser Gate In a remote wing of a remote galaxy, on the frontiers of cosmic knowledge, lies Tannhauser's Gate, a colossal directed energy beam fed by a spacio-temporal anomaly of seemingly ceaseless energy. On the other side of the Gate is The Expanse, one of the most mysterious and deadly regions of outer space yet discovered, a zone that seems to vacillate in its allegiance to the laws of the quantum to the laws of the galactic. Spacetime here seems to have a will of its own. Charybdis, a black hole, lies not far from the Gate, and is clearly related to it in some way. Crimson Maw, a mostly uninhabitable planet, nonetheless provides researchers in the area with an ample supply of both common and rare minerals. Unfortunately, the planet and its single natural satellite, “Odysseus,” are isolated from the gate by the massive parade of interstellar stone known as the Scyllan Corridor. Closer at hand, yet surprisingly more barren, is the planet Coronation. Because few minerals or supplies of interest can be found there, it is used mostly as a garbage dump. Such is the fate of even the most regal of mineral-poor planets. Multiple interstellar civilizations have sent researchers to the area, mainly in an attempt to understand the intergalactic wormhole that serves to connect this remote spot to the energy-rich Flywheel Galaxy via Quantum Refluctuation. While ostensibly a demilitarized zone, Tannhauser Gate is plagued by intense rivalry over the scientific knowledge that it provides to its sponsoring corporations, governments, and collectives. These researchers must uneasily share a moon base shielded by the Gate. To venture beyond its boundaries is to be bombarded with a relentless stream of dark particles. No shields can last for long. While an interstellar team of engineers has managed to harness the local energy flux to construct the Gate, its operation remains partially at the whim of the energy patterns that feed it, making the expanse beyond the Gate even more risky to explore. For this reason, the largest scientific collective to currently study the area has created a specialized, long-range scanning platform. Located safely behind Tannhauser Gate, it launches and receives C-beams capable of probing any form of matter. Their rivals, however, use replicant-manned spacecraft to explore outside of the Gate, directly. Take on the roles of the Scanner, Explorer, and Gate Keeper as you compete to complete your missions and disrupt your rivals. Will you be the one to discover the secret of Tannhauser Gate? Tannhauser Gate is a 3 player game that makes use of a newly designed game card (#13). This card includes an external Aux jack and a “Switch Controller” that attaches to it. The card generates the Tannhauser Gate. The switch controller opens and closes the gate. The Gate Keeper player draws a special Gate card at the beginning of each round, which contains a special gate pattern that must be followed. The Scanner player remains stationary throughout the round, but may send C-beams (represented by the Odyssey’s ball) through the gate to scan various objects in the expanse beyond. The Scanner draws Scan cards that provide specific assignments to carry out. Meanwhile, the Explorer must charge up their ship, activate their life support system, wait for the right moment, and zip out into the expanse, attempting to complete their missions (given on special Explore cards) and return to safety inside the gate before their ship is destroyed by the energy fields of the expanse. This is extremely risky, however, as misjudging the ever-changing rhythm of the gate could cause the ship to implode before it can reach safety! In addition to Game Card #13 and the Switch Controller, Tannhauser Gate makes use of the Damocles controller, the first Accessory controller for the Odyssey besides the light rifle. The Damocles controller plugs into the ACC port on the Odyssey. When Player 2 presses the large red button on its face, a countdown timer lights up and begins counting down. When it hits zero, it extinguishes your on-screen player spot. Its button also lights up red to remind you that you’re dead! A white “regen” button allows you to regenerate your ship when the time is right. In Tannhauser Gate, all three players are doing completely different tasks using completely different tools, yet all three interact in unexpected ways (the gate can bounce the Scanner’s C-Beams away as well as “lock out” the Explorer at a crucial moment, Scan missions can require the Scanner to scan the Explorer, and Explore missions sometimes require the Explorer to intercept C-Beams. The results ensure that no two games of Tannhauser Gate are the same! Fukushima Fukushima is the first-ever cooperative game for the Magnavox Odyssey. Two players are placed inside the Fukushima Daiichi nuclear power plant and must work together to prevent the inevitable: a meltdown. Each player takes on a different role in the plant. Player 2 uses the Damocles controller to continually complete a Cooling Cycle, while also assisting Player 1 complete a progressively more difficult Maintenance Cycle, which involves directing the ball to specific points while also activating particular buttons at specific times. This would be enough of a challenge as it is, but a third player with a timer consults a Meltdown reference card and at the appointed times calls out various new disasters that the players must contend with. (Note: If you only have two players, you could also make a recording of the Meltdown Cycle and play that back during gameplay.) The game starts out easy, but gets progressively more difficult as you try to beat the clock to safely shut down the reactor before it fully melts down. Because the game has a delineated set of “levels,” you can easily track your progress. Your team can even compete against other teams for a high score (level achieved + time survived at the point of failure). No one here has been able to beat the game yet. Maybe you can? Fukushima is not only the first coop Odyssey game, but is also the first to utilize the “Wall adjust” control on the console itself. In this game, the wall represents the reactor’s containment barrier, which must sometimes be moved by the players to gain access. But be very careful: when the containment barrier is open, you must prevent the ball from entering the core or it will instantly melt down! Fukushima requires game card #13 and the Damocles controller. Super Cat and Mouse: Cheesy Castle At OdysseyNow, we are big fans of the underappreciated Cat and Mouse game on the Odyssey. We think that a fun concept and mechanic was undermined by substandard production design, and have decided to re-invent the game by giving it a proper setting: a medieval castle. Now, the mouse must collect cheese strewn about the castle by lazy humans, while avoiding the King’s fierce cat! As the King’s cat, of course, you must rid the castle of that peasant vermin.
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New Super Game Controllers for the ColecoVision and Super Game Module 2 Last year we announced that we were working with renowned designer Ted Mayer, best known for his work for Mattel (Intellivision II and III, He-Man toys) and the original Star Wars movie. Ted has been helping us with a number of designs, including the OMNI and accessories. One such accessory is the OMNI controller. Before OMNI is released, we plan to offer a ColecoVision compatible version of the OMNI controller, which we are calling the Super Game Controller. The Super Game Controller is fully compatible with the regular ColecoVision controller, including a numeric keypad, and adds two extra buttons, for SGM2 games. The Super Game Controller also allows the use of special game overlays, and we plan to offer a complete set of them for both legacy and new games. We hope to finally offer a complete, high-quality, and viable alternative for the dreadful Coleco controllers. We are now in the process of investigating the costs involved, but so far it looks promising. We have all the sources in place. That said, our goal is to find out if there is enough interest in this project to make it happen. Since we are still investigating costs, it is hard to give precise numbers for minimum orders and final price just yet, but we are estimating 400 units and $60 per controller. We would also prefer to sell them in packs of two controllers. Please keep in mind the price is a guesstimate at this point. It is our best interest to sell the controller at the lowest possible price point, at no profit (for many different reasons, one being this is also our OMNI controller). So how can you “pre-order” them (more like a wait-list at this point, since we don’t plan to charge people until the controllers are final and ready for manufacturing)? Please subscribe to the wait list here:: http://eepurl.com/gmrNpL I will keep this thread updated. UPDATE (4/1/2019): we have crossed the 200 controllers mark already. Thank you! I would say very very promising, so let's get this done! UPDATE (4/2/2019): we are past 270 controllers. Thank you again! The more orders we get, the lower the price goes. UPDATE (4/2/2019): we are past 300 controllers! Amazing. Definitively happening!
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I have done some brainstorming for a YouTube video that has to do with classic video game controllers that people pay over $100 for. In the end, I'm thinking people don't pay that kind of money for 2600 controllers... but could I be wrong? I know there's a Wico that has an extra large base that people look for. Do you think that one would fetch more than $100? Here's the link to the video if you're interested:
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From the album: Smelly's Setup
All of my controllers that I've collected overtime. The controllers that I use frequently aren't typically in here.© SmellyJelly
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I've owned a few of these. Still have my original from the early 80s. I used to dislike the overall feel because to me they felt a little cheap. But after decades of service, and owning several, they sure as hell aren't "cheap". The ergonomics are a bit wonky, and the "feel" is a little off .... but they are ultra reliable (never had to take one apart for maintenance), and they are very accurate. The colors aesthetically match the XE series too; just a minor bonus for me. Now, for better or worse, I'm just used to them, as it's been my standby/go-to if other sticks were down for maintenance. Now it's just my main stick. Was looking at picking a few more up and noticed the ones I have (and have had) all have a depression on the underside and two screws on the joystick side. Most of the ones for sale have no bottom depression and have an additional screw holding on the joystick casing. Any comments, thoughts, or other insights on which variation is better? Should I go out of my way to stick with the variation I'm used to or is the other variation superior in some way. Thanks
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This one was based on suggestions from the community, and my own frustration with fast-moving games like Stargate that require two controllers. Two loose factory controllers are fine for the slower games, but unless you have a contraption that holds the two together, very frustrating for the fast games. Originally this was going to be for the Atari 2600 only, but a number of 7800 fans voiced a desire for one that would work with their favorite system, so why not? Especially with Robotron available on that system! The leftmost pair of buttons corresponds to the left joystick, and the rightmost pair to the right joystyick. The two toggle switches on the back shuffle the A / B buttons in each pair when used on the 7800. When used on the 2600, both buttons perform the same function. The two joysticks are digital, but have the smooth feel of analog sticks. Case is made of steel, so it's a bit heavier than the average controller, but well-suited for tabletop use. Felt feet ensure that your prized hardwood table won't get all scratched up. Too early to tell how many of these will be produced. Like what you see? Please contact me for any info not presented here. Larry
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Three controllers in one! MiniVex 3-in-1 Deluxe for the Atari 2600 / VCS provides a joystick, driving controller, and paddle all in one unit, PLUS a detachable mini-paddle to add a second player to paddle based-games. Play all your favorite games, one after the other, with no need to unplug and plug in all the different controller types. The original 3-in-1 has a switch for toggling between paddle "A" and paddle "B." The Deluxe instead has a jack for the mini-paddle, so your trash-talking buddy can challenge you in Street Racer. Joystick has the feel of an analog stick but functions like a digital one. All new internal parts are used, so NO jittering during driving or paddle games. Either button can be used with any of the three controls, making it friendly for both right and left handers. Cases are made of tough steel; your dog cannot chew them to pieces. Note: these are hand-made by me, so they aren't cosmetically perfect. 30-day repair guarantee. Please see photos below and check out this link to see the MiniVex 3-in-1's and all my other items currently available: eBay Seller: classicgamesandcarsfan Thanks for stopping in. Larry
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Well, I've done some more experimenting and have managed to find a way to attach wired PS3 and Xbox 360 controllers to the 5200 to play the games that offer digital controls (as opposed to the analog-only games like Missile Command). This required a number of video game controller adapters/cables and a USB power supply. Here's how it's done: The adapters needed to get the wired PS3 controllers compatible with the Atari 5200 are as follows: 1) a 15 pin PC Gameport controller to 15 pin Atari 5200 adapter. These are obtained by contacting Atariage member, bohoki. He makes these for under $20 (shipped within the U.S.). 2) An adapter that converts Atari/Amiga/Sega controllers with a 9 pin connector to a 15 pin PC gameport. These are available on Ebay from "Ikonsgr74" and can be obtained for under $20 (shipped anywhere in the world). 3) A Tototek Joypad Convertor version MD (for Playstation controller compatibility on the Megadrive/Sega Genesis). These adapters are under $30. 4) A Brook Game Controller Super Convertor for adapting a PS3/PS4 controller to a PS2 console. These can be had for under $40. 5) a USB splitter cable ($12 or less). 6) a powersupply with a USB cord (5Volts) OR a USB Hub with connected power supply. To get the Xbox 360 controllers compatible with the 5200, you'll need one additional adapter. It is the Mayflash Universal Adapter for Xbox360/PS3/PS2/PC USB. These may be found at Amazon. Current price for these on Amazon is $30, but that is subject to change. Mayflash adapters tend to become scarce and go up in price. If any of you have interest in a video presentation on this (as well as a quick explanation of how to fix a potentiometer controller problem) here's the link for that:
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I'm so...SO happy right now. I've had this project on the backburner for over half a year, and tonight I finally got around to modding & wiring the components and mounting everything on a "test control panel". I'm happy to report: I've successfully modded an NES-04 controller into an arcade stick. Tested it with Contra, and it works perfectly. Sanwa joystick, Suzo-Happ buttons, Cherry microswitches, if anyone's curious. I'll update this thread from time to time with updates on the control panel/body design and build.
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New MiniVex controller for Atari 2600 / VCS combines a joystick, paddle, and driving controller all in one unit! Up until now, MiniVex controllers were made for the Vectrex (with the exception of the MiniVex Pedal I, which is compatible with both Vectrex and Atari) but this one is strictly Atari compatible. Compact size fits right in your hand, see second photo for size comparison. ONE cord and ONE plug, you can play your favorite games, one after the other, without having to unplug and plug in all the different controllers. Case is made of tough steel, has a weighty feel to it. Two toggle switches on the back. One selects joystick or paddle function, and the other toggles between paddle "A" and paddle "B." The black button on the back enables and disables the driving controller. Two buttons for your convenience, no matter if you're left or right handed. Either button can be used with any of the three controllers. Driving controller on the left, paddle on the right. Joystick in the center has the feel of an analog stick but functions like a digital one. All new parts used in the making, so there'll be no jittering during Breakout or Indy 500. This and other MiniVex controllers are hand-made by me, so they aren't cosmetically perfect. They do come with a 30-day repair guarantee. A handful of these will be auctioned on eBay during the next few weeks, as they get made. The hand-making process is slow, and how many will ultimately be made remains up in the air at this point. Please see this and my other eBay listings under seller name "classicgamesandcarsfan." Larry
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There's now a way to make 80s and 90s PC joysticks, steering wheels, and gamepads compatible with the Atari 7800 one and two button games. For the one button games all you need is this adapter: https://ebay.us/ON1DA8 For the two button games three adapters are required: Adapter #1: Edladdin Seagull 78 Adapter #2: Sega Master System Rapid Fire Adapter Adapter #3: 15 pin PC controller to Atari/Amiga adapter made by Ebay seller Ikonsgr74 Also included in the presentation is a unique way to play Robotron 2084 with combined gamepads. Enjoy enhancing your 7800 games.
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Not sure where else to post this, so I'l put it here... I have a Sega Saturn that was given to me. No controllers, cables, games, anything. I've been trying to get it working to no avail. I have an AV cable and a power cord and a controller. When I power the device on, the left direction on the controller doesn't work. I've replaced the carbon pads inside, as well as the controller board in the Saturn to no avail. I don't have any other accessories.Any ideas?