![Leftfield Controllers](https://cdn.statically.io/img/images.timeextension.com/c62f91b3e34b0/leftfield-controllers.900x.jpg)
We all love console gaming – it’s probably the reason why you’re here reading this. Like us, you've probably spent a disproportionate amount of time fiddling with controllers and accessories over the years, many of which were swiftly adopted (and many just as quickly forgotten).
The NES Zapper, the absolutely mad analogue TV aerial for the Game Gear, the near-mythical Power Glove – we could go on. But as video games have risen to become the dominant home entertainment juggernaut that they are today, it feels like some of that uniqueness has been squeezed out to make room for consistent, mainstream functionality.
This makes sense; buttons work, we understand them, and a controller sitting in your hands is intuitive. Nintendo has, for the past decade or two, occasionally been the outlier, but even its very clever, detachable JoyCon fit the design pattern established back in the early '90s. Why be weird when you can just work?
Well, because we need weird. Weird is good. Weird is interesting, and can open up so many possibilities that 'normal' can’t. There was a time when an analogue stick was weird – imagine that. But even as things like that become normalised, there are some control inputs that remain weird – even if only a little. And so this list is a celebration of that – a top ten list of gaming’s weird, quirky control inputs.
The list includes both consoles and controllers and crucially, their concept works well – we're not talking about weird for weird’s sake here. We may love the Resident Evil chainsaw controller, but let’s be honest, its just a standard controller strapped to a gimmick product, and is clunky and awful to use.
And don’t get us started on when we finally got to try the aforementioned Power Glove and all our childhood dreams were shattered – The Wizard was right. It's so bad.
No, below are gaming’s golden weirdies – let’s dive in.
10. Paddle Controller (Atari Home Pong / 2600)
![Atari Paddle](https://cdn.statically.io/img/images.timeextension.com/7349384fd3d56/atari-paddle.900x.jpg)
The granddaddy of home consoles – Home Pong’s paddle with fully rotating dial is in many ways the epitome of an incredibly odd but entirely intuitive gaming input – by today’s standards, anyway.
Although we're slightly loathe to include any input which only operates with a single game on this list, we just couldn’t leave this one out – having been lucky enough to play HomePong on an original machine, we can report it really is remarkably flawless for such old tech.
The dial has a satisfying amount of resistance, which means you’re never overshooting where you want to be, while the simple concept of sliding your paddle back and forth is strangely hypnotic and soothing.
Though we can’t envisage many concepts that would thrive utilising this control method, it’s certainly delightfully strange and perfect. Atari would use the same basic concept on its VCS / 2600 home console – the recently-released 2600+ even ships with the controller.
9. Samba de Amigo Maracas (Sega Dreamcast)
![Samba de Amigo](https://cdn.statically.io/img/images.timeextension.com/c7a8d1b888b65/samba-de-amigo.900x.jpg)
These shouldn’t work; they really shouldn’t – and, to be honest, they don’t always. But when they do, they’re absolutely wild and a lot of fun.
Sega Dreamcast’s cult rhythm game Samba De Amigo can be played without these little beauties, but honestly, what’s the point if you’re not 'shaking it like a Polaroid picture'? Additional sensors inform the Dreamcast if the maracas are being held, high, medium or low and how hard or often they are being shaken, which allows for a great rhythm game.
They also make a genuine, pleasing maraca sound – which is titillating in itself. The maracas work(ish) with a few other Dreamcast games, but really they’re just built for this one experience. The recent Switch update does a good job of replicating the experience, but it's not really the same.
8. Donkey Kong Bongos (Nintendo Gamecube)
![DK Bongos](https://cdn.statically.io/img/images.timeextension.com/f0b7446525388/dk-bongos.900x.jpg)
Continuing the instrument theme are the DK Bongos, the GameCube peripheral which, for a time, seemed to grace a shelf in every single UK charity shop up and down the high street.
After originally releasing these to play with Donkey Konga in a typical rhythm game where you strike left, right, together or clap, Nintendo then outdid itself with the excellent Donkey Kong Jungle Beat – a DK platformer played entirely with the bongos. Strike a single bongo to move DK left or right both to jump and clap to clap – this last move is used to pull in multiple bananas in one go and multiply your high score.
It strikes that wonderful Nintendo balance of being easy to play and difficult to master – with insane chaining abilities needed to earn yourself a gold crest and this entries brilliant use of the bongos alone pips it over the Samba de Amigo maracas for us.
It’s also taken on a life beyond these titles, with people using them to play all sorts of modern games.
7. EyeToy (Sony PS2)
![EyeToy](https://cdn.statically.io/img/images.timeextension.com/1be77178319cc/eyetoy.900x.jpg)
Wonderfully janky and weird, the EyeToy was a camera for the PS2 that put you in the game!
Don’t get too excited, Tron this ain’t. Instead, a live feed of the player is shown on screen while things pop up around you for you to interact with. Obviously, this was later overshadowed by the technically far superior Xbox Kinect, but there’s something about the less sanitised roughness of the EyeToy that we prefer (plus, we never feel like it’s actively spying on us – which is nice).
You can head footballs, chop bad guys, and control a monkey ball as if you were in the monkey ball in Sega Superstars (easily the best EyeToy experience, if you ask us). There were quite a few dedicated EyeToy titles, but so many other games on the system embraced it as a fun add-on, too. We're particularly fond of the Harry Potter and the Prisoner of Azkaban minigames – but we're a teensy bit biased as the author of this piece provided some voiceover for them (no, really).
In summary, 99% of EyeToy's games are you waving your appendages about like a nutcase, but it’s fun.
6. Balance Board (Nintendo Wii)
![Balance Board](https://cdn.statically.io/img/images.timeextension.com/568f21e9f32a0/balance-board.900x.jpg)
We still find it weird that the Wii Balance Board is such an enjoyable way to interact with video games (and carry your cups of tea around). You're just standing and leaning – why is it so much fun? It’s because of the games, of course.
We're not talking about the avalanche of fitness games – though Wii Fit Plus had some fun mini-games in skateboarding, juggling while balancing on a ball, and doing maths with your bum (no, really).
We're talking more about games that deeply integrate simple motion into compelling, complete packages – games like Mario and Sonic and the Winter Olympic Games, Super Monkey Ball Step & Roll, Rayman Rabbids Raving TV Party... you could even use it with Punch-Out!! for a slightly more immersive experience.
Though it was even better when paired with the Wiimote, the Wii Balance Board could stand on its own, and its design and sensitivity are perfectly balanced – arf arf.
5. DDR Dance Mat (Various)
Though it wasn’t the first ever rhythm game, Dance Dance Revolution is usually the first you think of – and there are two reasons for that.
The first is its dominance throughout arcades during the early 2000s – we never saw an arcade without one, and they’re still a pretty solid mainstay even now. Second is the decision to make the gameplay use an entirely different part of your body: your feet.
People who could never ‘get’ buttons but could dance had a gaming outlet and a chance to show off their moves. The home dance pads were never as good as the arcade machines as they shifted around and weren’t quite as sensitive, but when they worked, they were a lot of fun and brought all sorts of people together – a proper party game for all folks.
It’s been a long time, but we reckon we could still bust out 'Mucho Mambo Sway' on Expert difficulty – although our relatives would possibly die of embarrassment.
4. Guitar Hero Controller (Various)
Yes, it's another rhythm game input on this list, but this one is the absolute king.
Though it is more limited than the DK Bongos in that it’s only really for one series of games, its longevity (and the frankly awesome feeling you get from wielding it) elevates the Guitar Hero controller to a whole new level.
There’s been a few spin-offs – the drums, the bass, the mic, the decks – but the guitar is easily the best. Realistically, we're never going to learn the instrument for real now, and this is the closest many of us will ever get to feeling like I’m shredding with the finesse of a rock star legend – and who doesn’t want that?
Hit the coloured notes as they flash up on screen, strum the strummy thing, whammy the whammy bar (technical terms, you understand)... it really is simple, but it's brilliant.
There’s very little to add because everyone knows about this controller, which speaks to its quality and ubiquity as a weird but totally excellent video game input.
3. Wiimote (Nintendo Wii)
![Wiimote](https://cdn.statically.io/img/images.timeextension.com/d2f5ea7676f42/wiimote.900x.jpg)
It’s pretty hard to quantify how strange and magical this little wand seemed back in 2006.
Though it could be turned sideways and used like a standard controller, the fancy gubbins within the Wiimote opened up whole new avenues of play for people who just didn’t 'get' gaming controllers, while granting wonderous, new experiences for veterans who did.
Though it genuinely came into its own with the release of the Wii Motion Plus – a bolt-on block that allowed for greater accuracy recording the Wiimote’s position that was built into later models of the Wiimote – it worked wonders for years without it.
It could also be many things – the maracas we mentioned earlier, a light gun, a sword... many varied, hilarious things like a glass of water to chuck over your face in WarioWare Smooth Moves, the Wiimote is a truly brilliant piece of engineering. We actually think one of the games that uses it best is No More Heroes - we'll never forget playing it for the first time and putting the Wiimote to our ear to hear a phone conversation coming out of its little speaker. Genius.
In some ways, it’s a shame that the Wii was so successful that people got burned out on motion control things because when it’s done right it’s absolutely brilliant – as we’ve seen with the latest WarioWare entry, funnily enough. Perhaps it’s making a comeback?
Though the Switch’s JoyCon have very clever HD Rumble and operate similarly – they just aren’t as magical as their predecessor.
2. The Crank (Playdate)
![PlayDate](https://cdn.statically.io/img/images.timeextension.com/2bb741fca948c/playdate.900x.jpg)
The latest edition on this list, the Playdate is a fantastic piece of kit from Panic. We are in quite an exciting time for gaming, with smaller companies bringing out products that let us faithfully experience old games, but Panic added a lovely little twist onto this.
The Playdate is a 1-bit system akin to a Game Boy – it’s got two face buttons, a D-pad, and a crank. Yes, a fully rotating crank on its side.
And we know what you’re thinking – so it’s just for fishing games, then? The answer is absolutely not – there are so many incredible experiences on it that use the crank in terrific, unexpected ways.
Crankin’s Time Travel Adventure is part of the console’s first season of games (24 titles that come free – with two dropped per week) and it is a game where you use only the crank to move your character back and forth through time to avoid constantly moving objects with a brilliantly balanced difficulty curve. Casual Birder is a sort of Pokémon Snap-style adventure game where the crank allows you to focus your camera as you solve puzzles to snap local birds (it’s incredible). Skew is a spinoff of the critically vaunted The Last Worker VR game, where you crank to stay afloat through an endless maze of obstacles (think Star Fox tunnels).
Part of the system’s appeal is the openness of the platform. Panic has created completely free, open tools for anybody to create and sell games on the system. Though the wait for one can be long, Panic is pretty transparent with lead times, meaning you never feel out of the loop. Much more than a novelty, the Playdate never leaves our side, and we urge everyone to give it a look in 2024.
1. Stylus (Nintendo DS and 3DS)
![Star Fox Command](https://cdn.statically.io/img/images.timeextension.com/1eedc206006b1/star-fox-command.900x.jpg)
"But this isn’t weird?!" I hear you scream. My dear reader, it is super weird. You’re using basically a pencil in a vast number of ways to play a massive variety of video games – and all of this before touch screens were as prolific as they are now.
The fact that you don’t think it’s weird is a testament to how successfully and brilliantly this unique input was used within the DS’ massive catalogue of games. Think about the breadth of games and the different uses for the stylus: Trauma Centre, Kirby: Canvas Curse, Zelda: Phantom Hourglass, Brain Training, Kid Icarus: Uprising, WarioWare Touched... we would strongly suspect that at no point while enjoying these marvels did you stop and think, "It’s weird that I’m using a stylus for this," but it was.
Nintendo kept the stylus for the DS success, the 3DS, and while its successful hybrid Switch console retains touch control, it's not quite the same as usual a pen-like interface. We really miss interacting with games this way; we loved making physical notes on a map or writing numbers that magically pop up, even tapping on clues in point-and-click adventure because it’s just so much more satisfying than scrolling around.
It taps into that childhood wonder of picking up a pen and drawing pictures, creating something – it’s primal. There’s a good reason the DS is the second best-selling video game system of all time, and we think connecting the player to the console and its games in such an instinctual, personal way is a big part of that.
What weird and wonderful gaming inputs have you enjoyed over the years? And are there any coming up? Let us know what you think!
Comments 55
Great list…though I’d personally switch #2 and #3. Everyone will have their own ranking, of course, but this is great!
I really don't like the Wiimote for most games, but there really is only one way to play Metroid Prime and Resident Evil 4.
Pure bliss and more immersive than VR, in my opinion.
Edit: Oh, and tennis, of course.
yet another TE/nlife listicle in which I hit a brick wall of misinformation right off the start.
"Although we're slightly loathe to include any input [paddle] which only operates with a single game on this list..."
this is completely wrong. its not even the only system with a "paddle" controller, not to mention the other atari games that use the paddle.
also it's a bit rich considering the next two entries are the DC maracas and gamecube bongos 😂
"Though we can’t envisage many concepts that would thrive utilising this control method..."
if it were my actual profession to think and write about videogames, i dont think i would admit this.
i believe the dreamcast fishing controller, the saturn virtual on twin sticks, and the gamecube microphone deserve to be above at least a few on this list.
@-wc- I expected Virtual On and Steel Battalion… it will be a sad day when my Steel Battalion controller quits working… because nothing like that will ever be made again.
@MSaturn
yes i also thought of the steel battalion controller 👍 ive always admired that one from afar but im just not an xbox guy. or a "spend alot of money on a specialty controller" guy, though if i had the money i suppose that might change.
"But this isn’t weird?!" I hear you scream. My dear reader, it is super weird. You’re using basically a pencil in a vast number of ways to play a massive variety of video games – and all of this before touch screens were as prolific as they are now."
if you want to talk zeitgeist, using a stylus to control a game was completely in the bloodstream by the time DS came out. it was essentially the would-be "waggle controls" of the era.
to wit, I had had a GameCom something like 5 years before I first saw a DS, and I wasn't surprised (or intrigued lol) by it at all. I still cant stand having to get the stylus out to play a game, holding the system with one hand. yuck!
EDIT - correction, game.com was 7 years prior, not 5.
If we're talking about one offs... like the many rhythm controllers on the list .. i really like the Super Scope as a kid... While I only had two games... Literally no one i know has ever played Yoshi Safari which has some of the best mario music and looked great too
I personally hated the wii mote it sucked as a "sideways" controller.. and motion controls still feel gimmicky and inaccurate...It literally caused me to skip Nintendo for almost a decade after growing up on SNES, N64 and GameCube
Nos. 10, 4, 3, 2, and 1 all present certain challenges to left-handers! I'm thankful the modern standard control scheme supports using a left-hand/right-brain for spatial movement, which is neurologically appropriate, but many asymmetries put left-handers at a disadvantage.
The Playdate crank is not explicitly uncomfortable compared to the others (I'm looking at you, Atari Action Button on both Joystick and Paddle), but the others are awkward at best and at worst genuinely stopped me from considering games like Skyward Sword and Metroid Prime Trilogy. I understand it's possible to swap handedness in Guitar Hero et al., but in a party setting that never seemed viable.
Played all the guitar hero games to destruction back in the day really miss those type of games. Why no love for the Dreamcast fishing rod that was amazing when it first came out not only could you play sega bass fishing but soul calibur and virtua tennis way before the Wii was even a concept
@NewBond the original Atari joystick was a nightmare for me I always wondered why they couldn’t have put a fire button on both sides it was virtually unplayable as a left handed gamer
@ParadoxFawkes I also skipped the Wii, and had a ps3 instead, I think this is a really common thing people did. Its the only mainline Nintendo console I have never owned Wiimotes are junk. The Joycon is superior in every way. I have Mario galaxy 2 on my Wii U, and even though it's the only Mario game I've never played, and I really want to play it, I just hate wiimotes too much.
@Gs69 The guitar hero controller is amazing, and I don't even like guitar hero.
@Poodlestargenerica it is I got addicted to it wanted to 100% every song even the ones I couldn’t stand
Definitely wasnt the biggest fan of the wii remote to put it lightly.
My main issue was being the default controller for the system it felt much less versatile and much more situational than more standard controllers and it was mandatory for a large amount of games and would often feel like a barrier of entry to enjoyment (such as in DKC returns)
I am glad that with the switch they leaned into the idea of choosing how you play, having it compatible with multiple kinds of controller and definitely hope the successor keeps that angle.
i do however love optional controllers that go for something more unique plus if a feature from one of them ends up being a hit then it could end up incorporated into future standard controllers
I feel like we gave up on paddle controllers way too quickly. The 2600 library is chock-full of awesome ideas that really haven't been iterated on because subsequent systems didn't have appropriate controllers aside from the odd pack-in paddle for an Arkanoid rerelease. Something like Warlords or Circus Atari might seem primative now but so were Donkey Kong and Lode Runner and look at what a marvelous and rich history platformers have now. The PlayDate and this latest wave of revival Atari products is promising, though- hopefully it all snowballs from there!
I'll also go against the grain and say I loved the wiimote. It still feels futuristic even today while also harkening back to a time before controllers were overengineered with 72 different buttons. That said it was sometimes frustrating when a game underutilized them treating a shake as a button and didn't us let us just use a gamecube controller instead for the sake of your wrists or your supply of AA batteries, so I get the frustration.
@Daniel36 I had the exact opposite experience with Metroid Prime. The original with the Gamecube controller felt connected to my brain as I was in the zone playing it. Very immersive. I couldn't stand it at all with motion controls. I think that's the problem with motion controls. They don't have the effect they had for you on enough people. With that said, as they did add motion control to the Prime games, as long as they provide options(which they didn't do for the first Prime Trilogy release), that's cool with me.
No Nintendo Labo? If you want to talk weird…
The Wii Remote would be cool to bring back. Kinda like using a mouse to play Diablo 2 on at TV. More lazy games like that.
@AstraeaV
personally, i think one of the biggest failures of the switch is that it isnt wii mote compatible. It is really good tech, strangely still the high watermark for its kind. 👍
The Crank is cool. Stylus. Um I don't even have experience with old PDAs but I mean.... they were common there even if business devices and the DS was more so many people's experience with a Stylus sure and less so PDAs, touchscreen monitors or obviously smartphones before touch screen ones with the iPhone (because like people know smartphones existed before the iPhone did).
To me the Switch 2 needs IR in a better spot but the IR is nice with the Wii.
The Paddle and Bongos make sense for their respective games and how they used it in the DK platformer for GameCube/Wii New Play Control.
The Track and Field or DDR mats I think are fine. Never used but probably good enough for those games and functionality over time.
EyeToy and Kinect showed tracking in different ways of the technology with cameras and software.
The balance board had use but mostly was a bit limited. In Silver Falls Umbra on Wii U (US eshop only and lead up to the end of the eshop) it would have been cool how they would use the balance board but had to be cancelled that use of the balance board. Sigh.
I just got one such "weird" controller a month ago: my Switch TaTaCon to play Taiko no Tatsujin: Rhythm Festival. It was a big hit during the family Christmas get-together. Such is the magic of innovative ideas.
@Poodlestargenerica yea same i went other systems until the switch... I really wanna play Skyward Sword..and the controls on switch are serviceable but it really doesn't work and I should play my wii version on wiiu but ...like you said I hate wiimotes so much... The only game it felt great with was resident evil 4
@ParadoxFawkes I actually like the Joycon controls for Skyward personally. It's really dumb that the switch port of RE4 didn't take advantage of any sort of aiming, I've heard the Wii port was excellent.
Sega Superstars cannot be the best Eyetoy experience because it does not feature George Formby.
@mattesdude I certainly wouldn’t argue that. I think the openness and creative engagement of playdate makes it a unique console experience and the games that use the crank well are fantastic. Have you got one?
@Daniel36 it was absolutely fantastic to use with the Metroid trilogy. Wii sports is an absolutely flawless pack in title too. Genuinely felt like magic.
@-wc- the fishing rod was on the long list, I just didn’t feel it was ever as much fun as the others that pipped it.
@MSaturn I think Virtual On feels pretty standard? Steel Battalion is a thing of brilliant madness, but is largely sticks and buttons too. Another on the long list that didn’t quite make it. I’ve had a go with one but don’t own one, sadly.
@-wc- I think suggesting that touch screen was ‘completely in the bloodstream’ because of the game.com is a bit of a stretch. And it doesn’t have to be the first to qualify. The DS easily had the most prolific and extensive catalogue of touch screen games that utilise it in brilliant ways. It was a cultural behemoth whose at the time unusual control input reached audiences across all spectrums. Everyone can wield a pencil. It’s genius.
@ParadoxFawkes I LOVE the super scope. I didn’t include any light guns here as point and shoot is so commonplace, but had I included one the super scope would’ve been my pick. It’s a bazooka, for goodness sake.
@NewBond oh no! Such a shame when things can’t be switched around. I would’ve thought the prime trilogy and largely wii games would’ve been okay as you could swap the wiimote and nunchuck between hands? Was that not the case for leftys?
@Gs69 the rod made the long lost - I just had to narrow it down and I never felt it was as much fun as the others that made it here. Guitar hero remains awesome. Did you ever try the weird DS one?
@Poodlestargenerica the joycons are certainly technically superior but I love the wiimote. Honestly wish they were still compatible tbh. I think the fact it had a speaker on it was such a cool touch that made things just that little bit more immersive when it was used well. Felt like you were genuinely holding a thing - not just a controller.
@Mgalens choice is definitely the best way to go. I love weird and whacky inputs but fully understand people that just want a standard controller too.
@_NetNomad paddles are super weird but fun. And I never got the wiimote hate, genuinely never had a problem with them and loved the absolute wizardry they came up with for some games.
@somnambulance labo is an excellent shout. It was on the list for a while but I felt like they were more peripherals built around a clever controller. Insane fun the first time you play with them.
@-wc- durable and they work brilliantly. Fantastic bit of kit.
@calbeau I think things like this are at their best when they bring people together who wouldn’t normally share games
@Poodlestargenerica I still think wii version is the pinnacle
@sdelfin I couldn't get past the first boss in Metroid Prime on GC. The controls were horrid for me. RE4 felt slow on GC. Playing with Wiimote was instant greatness for me. But I can totally understand the opposite being true.
@Banks Exactly what happened during our family get-together, so I totally agree.
@Banks fair enough the fishing rod was quite limited and it was a novelty playing soul calibur and tennis with it. I have seen the ds version of guitar hero but never actually tried it might see if I can pick it up cheap and give it a go
@Banks I know it is technically a control pad but the Namco negcon is awesome really responsive playing any of the Ps1 ridge racer games with it is superb also works on ps2 ridge racer v and others like wipeout it looks ridiculous but is so good
@Gs69 it’s not fantastic - but it’s a fun novelty. Particularly if you’re a fan of the series. Can pick it up for pretty cheap.
I will say i've been really really enjoying using the Egret II Mini trackball paddle controller
@Banks Not really! I could, technically, just swap hands, but then the cannon is on the "wrong" side to what I was aiming...there's no way to make Samus shoot left-handed in game, and Link definitely couldn't hold the sword in the left hand for Skyward Sword, for example, which is why the world in Twilight Princess is mirrored between GameCube (traditional left-handed Link) and Wii (now standard right-handed Link).
Those asymmetries are a fundamental game design feature that don't swap trivially, especially sword play.
It's really crazy the work that's being done in the background to make shooting in 3D look natural...see Star Fox Zero for what happens when you remove those tricks...
@gojiguy trackballs we’re on the long list. They are odd for sure and fun too!
I quite like ROB and the Gyromite set for NES.
You control the game using a remote control robot and pair of weighted spinning tops.
It's like nothing else I've ever experieced and a lot of fun.
@NewBond sucks that it wasn’t a case of just swapping - figured that wouldn’t work for link and his sword (have you played TP on GameCube? Totally trippy if you’re used to the map on wii) but surprised about Metroid, etc. How do you get on with regular game pads?
@Sketcz I love my ROB - lucky enough to have a complete set and both games. But as you aren’t really hands on with him it felt more like an accessory to me. I’ll admit though - it is brilliant fun. And very loud.
@Banks The loudness just means his little heart is beating strong!
I missed out on an auction for the colour block matching game. As someone who owns both and find them fun, is it worth it? Based on videos I feel like Gyromite gives you the majority of the ROB experience.
@Sketcz stack up is okay but gyromite is definitely the superior game - feels more complete and less a series of mini games. Get it if you can for a good price, but I wouldn’t despair over it!
@Banks Sorry for being late. I loved Gamepads instantly when they arrived! The first one I owned was a Master System one I got somehow that I used with my Amiga 500, but I remember thinking the NES pad was basically left-handed at the time.
I hadn't finished Wind Waker at the time, so I skipped Twilight Princess to keep my backlog down...I'm so responsible and stupid.
I think that is the last 3-D, left-handed Link (which, if you know German makes it even more ridiculous). He still had to be left-handed for remakes of games like Link's Awakening, because the combat would feel completely different, but it'll be interesting to see if they phase it out everywhere-look at "plain Link" in Smash For vs. Smash Ultimate...
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