Arcade controller: Difference between revisions

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An '''arcade controller''' — sometimes referred to as a '''fightstick''' or '''box controller''' — is a controller designed after an arcade cabinet's control deck, mainly designed for use with traditional fighting games. The rise of modern arcade controllers dates back to 1987 with the release of the original ''Street Fighter'' and has since been a staple in the fighting game community.
An '''arcade controller''' — sometimes referred to as a '''fightstick''' or '''box controller''' — is a controller designed after an arcade cabinet's control deck, mainly designed for use with traditional fighting games. The rise of modern arcade controllers dates back to 1987 with the release of the original ''Street Fighter'' and has since been a staple in the fighting game community.


Due to the relative creative freedom alloted to arcade cabinet developers on how a game should be controlled, there is no constitution that defines what an arcade controller is supposed to look like. That being said, the most common and traditional design aspects are a large joystick and ergonomically-aligned buttons, as well as a "box" base to place on a player's lap.
Due to the relative creative freedom alloted to arcade cabinet developers on how a game should be controlled, there is no constitution that defines what an arcade controller is supposed to look like. That being said, the most common and traditional design aspects are a large joystick and ergonomically-aligned buttons, as well as a "box" base to place on a player's lap or other flat surface.


Nintendo has created an arcade controller titled the ''NES Advantage'' in 1987 for the Nintendo Entertainment System, which enlarges the button and uses a joystick in place of a D-pad, and is primarily meant for home console ports of arcade games. {{iw|wikipedia|ASCII Corporation}} would follow this up with the ''Super Advantage'' in 1992 for the Super Entertainment System and made mostly the same changes. Hori developed the ''[[Wii]] Fighting Stick'' and peripheral developer MadCatz partnered with [[Capcom]] to develop an arcade controller to coincide with the game ''{{iw|wikipedia|Tatsunoko vs. Capcom: Ultimate All-Stars}}''. Hori returned alongside [[Bandai Namco]] to release a [[Wii U]] arcade controller to coincide with ''Tekken Tag Tournament 2: Wii U Edition.'' Several manufacturers, including Hori and PowerA, have developed arcade controllers specifically for [[Nintendo Switch]].
Nintendo has created an arcade controller titled the ''NES Advantage'' in 1987 for the Nintendo Entertainment System, which enlarges the button and uses a joystick in place of a D-pad, and is primarily meant for home console ports of arcade games. {{iw|wikipedia|ASCII Corporation}} would follow this up with the ''Super Advantage'' in 1992 for the Super Entertainment System and made mostly the same changes. Hori developed the ''[[Wii]] Fighting Stick'' and peripheral developer MadCatz partnered with [[Capcom]] to develop an arcade controller to coincide with the game ''{{iw|wikipedia|Tatsunoko vs. Capcom: Ultimate All-Stars}}''. Hori returned alongside [[Bandai Namco]] to release a [[Wii U]] arcade controller to coincide with ''Tekken Tag Tournament 2: Wii U Edition.'' Several manufacturers, including Hori and PowerA, have developed arcade controllers specifically for [[Nintendo Switch]].
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==Disadvantages==
==Disadvantages==
Due to their drastically different control layouts, arcade controllers are often considered to have higher learning curves compared to the average controller, making them harder to switch to from traditional ones. The considerable increase in surface area means that the player needs to put more effort into performing an input than a controller user doing the same. This leads to artificially slower reaction times for inexperienced users of arcade controllers, though this downside wanes with time. Arcade controllers also tend to be much more expensive than regular controllers, and the world of used arcade controllers is almost nonexistent due to the occasionally mandatory purchasing of new components, effectively making it new again and no guarantee that it will be compatible with the system, a risk regular controllers do not experience.
Due to their drastically different control layouts, arcade controllers are often considered to have higher learning curves compared to the average controller, making them harder to switch to from traditional ones. The considerable increase in surface area means that the player needs to put more effort into performing an input than a controller user doing the same. This leads to artificially slower reaction times for inexperienced users of arcade controllers, though this downside wanes with time. Arcade controllers also tend to be much more expensive than regular controllers, and the world of used arcade controllers is almost nonexistent due to the occasionally mandatory purchasing of new components, effectively making it new again and no guarantee that it will be compatible with the system, a risk regular controllers do not experience. Arcade controllers with buttons in place of a stick also contain the same shortcoming as [[keyboard]]s in that the subtle input reading of a stick is removed and a player can only be stopped or moving at one speed as well as lose access to specific angles that hamper recoveries without mapping each movement speed and angle to an individual button, making the controller far more complicated to use than a standard controller.


==Smash Box==
==Smash Box==
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The Smash Box has many quality of life features, including button remapping, control profiles for easy switching between games, and compatibility with the GameCube, Wii, Wii U, Switch, and PC. It can also use the Wii Nunchuk for analog control. It comes with built-in ''[[Super Smash Bros. Ultimate]]'', ''[[Super Smash Bros. Melee]]'', and ''Rivals of Aether'' controller profiles. The precision of its button remapping has garnered criticism from players for being arguably better than the standard GameCube controller, bringing questions of tournament balance into the equation.
The Smash Box has many quality of life features, including button remapping, control profiles for easy switching between games, and compatibility with the GameCube, Wii, Wii U, Switch, and PC. It can also use the Wii Nunchuk for analog control. It comes with built-in ''[[Super Smash Bros. Ultimate]]'', ''[[Super Smash Bros. Melee]]'', and ''Rivals of Aether'' controller profiles. The precision of its button remapping has garnered criticism from players for being arguably better than the standard GameCube controller, bringing questions of tournament balance into the equation.


The Smash Box received notable praise and [https://www.kickstarter.com/projects/2099087376/hit-box-smash-box-video-game-controller-for-smash financial backing], but ran into controversy over its tournament legality; several smashers accused the controller of potentially providing an unfair advantage for those who were able to use it. As a result of this uncertainty, {{Trn|GENESIS 4}} permitted players to use the Smash Box controller in an attempt to [http://www.shacknews.com/article/98318/stickless-super-smash-bros-controller-by-hitbox-declared-legal-for-tournament-use test the controller]. {{Trn|EVO 2018}} also permitted the Smash Box's use, and it continues to see tournament play on all levels.
The Smash Box received notable praise and financial backing,<ref>[https://www.kickstarter.com/projects/2099087376/hit-box-smash-box-video-game-controller-for-smash]</ref> but ran into controversy over its tournament legality; several smashers accused the controller of potentially providing an unfair advantage for those who were able to use it. As a result of this uncertainty, {{Trn|GENESIS 4}} permitted players to use the Smash Box controller in an attempt to test the controller.<ref>[http://www.shacknews.com/article/98318/stickless-super-smash-bros-controller-by-hitbox-declared-legal-for-tournament-use]</ref> {{Trn|EVO 2018}} also permitted the Smash Box's use, and it continues to see tournament play on all levels.


===Controversy===
===Controversy===
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Due to the precision necessary to consistently pinpoint some angles on the GameCube controller's analog stick, the B0XX makes them inaccessible. Many of these values are extremely thin and cannot be found on control stick notches, making the input requirements almost impossible for humans. The "bans" on these values result in multiple intentional nerfs intended to maintain realism on the B0XX's control scheme, ensuring it isn't outclassing the standard GameCube controller and remains in line with competitive specifications. In competitive play, in part thanks to the balancing measures put in place, the B0XX has been approved for use in various tournaments, such as {{Trn|GENESIS}}, {{Trn|The Big House}}, {{Trn|Super Smash Con|series}}, and {{Trn|Shine}}.
Due to the precision necessary to consistently pinpoint some angles on the GameCube controller's analog stick, the B0XX makes them inaccessible. Many of these values are extremely thin and cannot be found on control stick notches, making the input requirements almost impossible for humans. The "bans" on these values result in multiple intentional nerfs intended to maintain realism on the B0XX's control scheme, ensuring it isn't outclassing the standard GameCube controller and remains in line with competitive specifications. In competitive play, in part thanks to the balancing measures put in place, the B0XX has been approved for use in various tournaments, such as {{Trn|GENESIS}}, {{Trn|The Big House}}, {{Trn|Super Smash Con|series}}, and {{Trn|Shine}}.


The B0XX notably assists [[Fire Fox]] and Extended Up B angles, assisting characters like {{SSBM|Fox}}, {{SSBM|Falco}}, and {{SSBM|Sheik}}.<ref>[https://drive.google.com/file/d/1InBmEJkWi3E5ReAUIGM9loHygaoNODcf/view B0XX User Manual for Melee]</ref> However, it is also impossible to use difficult-to-access [[desync]]s, [[shield drop]] directly downwards, or use extremely light or heavy inputs, balancing measures deliberately put in place by Hax$. This has garnered praise from the ''Melee'' community and largely appeased critics.
The B0XX notably assists [[Fire Fox]] and extended up special angles, assisting characters like {{SSBM|Fox}}, {{SSBM|Falco}}, and {{SSBM|Sheik}}.<ref>[https://drive.google.com/file/d/1InBmEJkWi3E5ReAUIGM9loHygaoNODcf/view B0XX User Manual for Melee]</ref> However, it is also impossible to use difficult-to-access [[desync]]s, [[shield drop]] directly downwards, or use extremely light or heavy inputs, balancing measures deliberately put in place by Hax$. This has garnered praise from the ''Melee'' community and largely appeased critics.


The "banned" coordinates include;
The "banned" coordinates include;
* Y-Tilt + > 50°, preventing;
*Y-Tilt + > 50°, preventing;
** The use of unbuffered turnaround up or down tilt attacks.
**The use of unbuffered turnaround up or down tilt attacks.
** Leaving the ledge without fast falling while allowing a ledgedash.
**Leaving the ledge without fast falling while allowing a ledgedash.
* Y-Tilt + Vertical-B, preventing;
*Y-Tilt + up special, preventing;
** Use of Up B without tap jumping.
**Use of up special without tap jumping.
** Using moves such as [[Shine]] without dropping through a platform.
**Using moves such as [[Shine]] without dropping through a platform.
* Shield Drop Down
*Shield drop down
** This prevents shield dropping without shutting out the ability to roll by mistake; this was banned due to ''Melee'' standardising the notch shield drop method in competitive play via [[UCF]].
**This prevents shield dropping without shutting out the ability to roll by mistake; this was banned due to ''Melee'' standardising the notch shield drop method in competitive play via [[UCF]].
* Short Hop Tap Jump
*Short hop tap jump
* {{SSBM|Jigglypuff}}, {{SSBM|Kirby}}, and {{SSBM|Yoshi}}'s ability to double jump without turning around.
*{{SSBM|Jigglypuff}}, {{SSBM|Kirby}}, and {{SSBM|Yoshi}}'s ability to double jump without turning around.
* {{SSBM|Pikachu}}'s Double Up B
*{{SSBM|Pikachu}}'s double up special.
* Middle angled forward and forward smash angles, making only the default angles possible.
*Middle angled forward and forward smash angles, making only the default angles possible.
** These are borderline unused angle values, remnants of additional angles for forward tilt and smashes; these only have singular values in the final game, making them almost unseen.
**These are borderline unused angle values, remnants of additional angles for forward tilt and smashes; these only have singular values in the final game, making them almost unseen.
* Ice Climber desync points
*Ice Climber desync points
** There are occasions where Nana's control stick Y-values will be 1 off from Popo's, allowing for solo smash attacks, tap jumps, and more. This removes them.
**There are occasions where Nana's control stick Y-values will be 1 off from Popo's, allowing for solo smash attacks, tap jumps, and more. This removes them.
* Airdodge and [[Fire Fox]] angles are limited, balanced around a notchless GameCube controller, factoring in that not all players have them.
*Airdodge and [[Fire Fox]] angles are limited, balanced around a notchless GameCube controller, factoring in that not all players have them.
** Fire Fox has 11 angles per quadrant, allowing for a well-rounded selection of angles without allowing for anything unfeasible to land in a tournament setting. Similar, but more complex measures are put in place for characters like {{SSBM|Sheik}}'s Extended Up B angles as well, ensuring the B0XX remains viable for those characters.
**Fire Fox has 11 angles per quadrant, allowing for a well-rounded selection of angles without allowing for anything unfeasible to land in a tournament setting. Similar, but more complex measures are put in place for characters like {{SSBM|Sheik}}'s extended up special angles as well, ensuring the B0XX remains viable for those characters.


Some input sequences also have frame lockouts to be in line with a conventional notchless GameCube controller;
Some input sequences also have frame lockouts to be in line with a conventional notchless GameCube controller;
* Double-Quarter Circle [[SDI]] has a 4 frame lockout, preventing impossible input sequences.
*Double-Quarter Circle [[SDI]] has a 4 frame lockout, preventing impossible input sequences.
* Pivot up tilt inputs have a 9 frame lockout.
*Pivot up tilt inputs have a 9 frame lockout.
* Pivot down tilt inputs have a 4 frame lockout.
*Pivot down tilt inputs have a 4 frame lockout.


===Controversy===
===Controversy===
{{Trn|Royal Flush}} would invite Hax$ to compete using the B0XX, but Leffen would protest its use on the grounds of being a "modded controller", in which Royal Flush rescinded the invite. Hax$ would still attend the event to meet friends, where he would find out {{Sm|WatchingTime}} arranged to give Leffen a prototype arduino as part of a project to assist with legalising the B0XX for competitive play. Hax$ shook WatchingTime's shoulder in a panic and demanded for it to be returned to him. Leffen would find out about this and ask for the arduino, and Hax$ would decline before approaching Leffen with accusations of malfeasance. Upon the B0XX's official release, Leffen claimed there is no evidence of keyboard-style arcade controllers being better ergonomically, as well as cause to believe the B0XX could abuse cardinal 1.0, which Hax$ refuted.
{{Trn|Royal Flush}} would invite Hax$ to compete using the B0XX, but Leffen would protest its use on the grounds of being a "modded controller", in which Royal Flush rescinded the invite. Hax$ would still attend the event to meet friends, where he would find out {{Sm|WatchingTime}} arranged to give Leffen a prototype arduino as part of a project to assist with legalising the B0XX for competitive play. Hax$ shook WatchingTime's shoulder in a panic and demanded for it to be returned to him. Leffen would find out about this and ask for the arduino, and Hax$ would decline before approaching Leffen with accusations of malfeasance. Upon the B0XX's official release, Leffen claimed there is no evidence of keyboard-style arcade controllers being better ergonomically, as well as cause to believe the B0XX could abuse cardinal 1.0, which Hax$ refuted.


As part of his [https://www.youtube.com/watch?v=CKixeJmH2MQ "evidence.zip 2" video], Hax$ revealed information on {{Sm|Leffen}}'s role in its development. Hax$ accused Leffen of unfair bias against the B0XX, claiming that he engaged in a disinformation campaign aimed at hurting the controller's community and trying to unjustly ban the controller. Hax$ cited various YouTube videos where Leffen makes false claims, such as a notion that using the [[L button]] to [[L-cancel]] is optimal over the [[Z button]], whereas Hax$ argues that it's blatantly false and the Z button not locking the player out of [[tech]] during [[hitlag]] makes it superior. Leffen also made a unique button layout for the B0XX with his L-cancel preferences implemented among other perceived enhancements, which Hax$ also criticises as unergonomic and compares to "deleting System32" and that his "narcissism" made him find problems that didn't exist. Moderators from Hax$'s B0XX [[Discord]] server would attempt to argue their case with Leffen, though little would come of this. {{Sm|Pipsqueak}} would corroborate Leffen's opinion, in which Hax$ insulted them, calling them "Leffen's bitch", wherein Hax$ would receive criticism. [https://twitter.com/ssbmhax/status/1357482504496807940 Hax$ responded with an apology for his unprofessionalism] in the "button swap debate", which he later recanted in June as "damage control", and believes he did nothing wrong. Leffen responded to the video by expressing interest in contacting a lawyer,<ref>https://twitter.com/TSM_Leffen/status/1401031413143642112</ref> due to the other claims in the evidence.zip 2 video. These claims were repeated in a follow-up video dubbed [https://www.youtube.com/watch?v=msy4E3ScZVk "evidence.zip 3"]. On the 24th of September 2021, Hax$ released a video apologising for his handling of the overall situation.<ref>[https://www.youtube.com/watch?v=4pH5yvEPujE Apology video]</ref>
As part of his [https://www.youtube.com/watch?v=CKixeJmH2MQ "evidence.zip 2" video], Hax$ revealed information on {{Sm|Leffen}}'s role in its development. Hax$ accused Leffen of unfair bias against the B0XX, claiming that he engaged in a disinformation campaign aimed at hurting the controller's community and trying to unjustly ban the controller. Hax$ cited various YouTube videos where Leffen makes false claims, such as a notion that using the [[L button]] to [[L-cancel]] is optimal over the [[Z button]], whereas Hax$ argues that it's blatantly false and the Z button not locking the player out of [[tech]] during [[hitlag]] makes it superior. Leffen also made a unique button layout for the B0XX with his L-cancel preferences implemented among other perceived enhancements, which Hax$ also criticises as unergonomic and compares to "deleting System32" and that his "narcissism" made him find problems that didn't exist. Moderators from Hax$'s B0XX [[Discord]] server would attempt to argue their case with Leffen, though little would come of this. {{Sm|Pipsqueak}} would corroborate Leffen's opinion, in which Hax$ insulted them, calling them "Leffen's bitch", wherein Hax$ would receive criticism. Hax$ responded with an apology for his unprofessionalism in the "button swap debate",<ref>[https://twitter.com/ssbmhax/status/1357482504496807940]</ref> which he later recanted in June as "damage control", and believes he did nothing wrong. Leffen responded to the video by expressing interest in contacting a lawyer,<ref>https://twitter.com/TSM_Leffen/status/1401031413143642112</ref> due to the other claims in the evidence.zip 2 video. These claims were repeated in a follow-up video dubbed [https://www.youtube.com/watch?v=msy4E3ScZVk "evidence.zip 3"]. On the 24th of September 2021, Hax$ released a video apologising for his handling of the overall situation.<ref>[https://www.youtube.com/watch?v=4pH5yvEPujE Apology video]</ref>


==Frame1==
==Frame1==
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The Frame1 is compatible with the GameCube, Wii, Switch, and PC, but a brook board can allow it to be used with the Xbox One and PS4 as well.
The Frame1 is compatible with the GameCube, Wii, Switch, and PC, but a brook board can allow it to be used with the Xbox One and PS4 as well.


On July 6th, 2021, [https://twitter.com/Frame1GG/status/1412552473722589184 Frame 1 sponsored] {{Sm|yingling}}.
On July 6th, 2021, Frame 1 sponsored {{Sm|yingling}}.<ref>[https://twitter.com/Frame1GG/status/1412552473722589184]</ref>
{{clr}}
{{clr}}


==Smash Stick==
==Smash Stick==
[[File:SmashStick.png|thumb|200px|The Smash Stick controller.]]
[[File:SmashStick.png|thumb|200px|The Smash Stick controller.]]
The Smash Stick is an upcoming "fightstick" produced by [http://www.altlabcontrollers.com/ Alt Lab Controllers] that uses a traditional arcade controller layout, joystick, and 24mm Sanwa buttons, making it the only Smash-centric arcade controller to use a joystick. It features a swappable octagon gate with the joystick, allowing customization with other gates like square, circle and hexagon. The artwork can also be customised by removing the acrylic panel. Like other arcade controllers, it's designed with the intention of reducing hand strain. Additionally, it's compatible with all ''Smash'' titles,<ref>[https://www.youtube.com/watch?v=pHP9ZtlRl7Q Smash Stick Trailer]</ref> being usable on the N64, GameCube, Wii, Wii U, Switch, and more. [https://www.kickstarter.com/projects/altlabcontrollers/smash-stick-the-analog-arcade-stick-0 The Smash Stick was successfully funded via Kickstarter].
The Smash Stick is an upcoming "fightstick" produced by [http://www.altlabcontrollers.com/ Alt Lab Controllers] that uses a traditional arcade controller layout, joystick, and 24mm Sanwa buttons, making it the only Smash-centric arcade controller to use a joystick. It features a swappable octagon gate with the joystick, allowing customization with other gates like square, circle and hexagon. The artwork can also be customised by removing the acrylic panel. Like other arcade controllers, it's designed with the intention of reducing hand strain. Additionally, it's compatible with all ''Smash'' titles,<ref>[https://www.youtube.com/watch?v=pHP9ZtlRl7Q Smash Stick Trailer]</ref> being usable on the N64, GameCube, Wii, Wii U, Switch, and more. The Smash Stick was successfully funded via Kickstarter.<ref>[https://www.kickstarter.com/projects/altlabcontrollers/smash-stick-the-analog-arcade-stick-0]</ref>


The Smash Stick features notches designed to make shield dropping in ''Melee'' easier without the need for mods, and the joystick is also designed to do all analog inputs a normal [[control stick]] can perform. It also uses non-contact sensors to prevent wear and tear from hurting the controller's performance over time. It uses a "home layout" for its buttons along with some raised buttons, meaning little hand movement is necessary to play optimally. It also features full button remapping, with 9 profiles available.
The Smash Stick features notches designed to make shield dropping in ''Melee'' easier without the need for mods, and the joystick is also designed to do all analog inputs a normal [[control stick]] can perform. It also uses non-contact sensors to prevent wear and tear from hurting the controller's performance over time. It uses a "home layout" for its buttons along with some raised buttons, meaning little hand movement is necessary to play optimally. It also features full button remapping, with 9 profiles available.
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===Legality===
===Legality===
The legality of arcade controllers is a controversial subject. Some argue that the controller's capacity to do otherwise impossible techniques makes them unbalanced, while others argue that their inherent downsides and steep learning curves offset this. Players for arcade controllers also cite the accessibility enhancements for those with hand problems, which has allowed many ex-competitors to return to tournaments. Hax$, one of the biggest proponents of these types of controllers, has gone as far as to [[nerf]] his B0XX controller for the sake of making it tournament-viable, largely appeasing community members. Generally, controllers that comply with the Smash World Tour ruleset are legal in tournament play, which specifically includes "box"-type controllers provided they don't use macro or turbo functionality.<ref>[https://smashworldtour.com/wp-content/uploads/2020/03/SWT-2020-Rulebook.pdf Smash World Tour ruleset, pg. 19]</ref>
The legality of arcade controllers is a controversial subject. Some argue that the controller's capacity to do otherwise impossible techniques, such as multiple simultaneous actions and performing complicated actions with greater ease, gives users an unfair advantage over regular controllers. Some players within and outside the ''Smash'' [[community]] have gone as far as to consider these types of controllers [[cheating]] and advocate for their banning. Others argue that their inherent downsides, such as steep learning curves and loss of subtle intricacies regular controllers possess that lead to more limited and predictable gameplay, offset their advantages. Players for arcade controllers also cite the accessibility enhancements for those with hand problems, which has allowed many ex-competitors to return to tournaments. Hax$, one of the biggest proponents of these types of controllers, has gone as far as to [[nerf]] his B0XX controller for the sake of making it tournament-viable, largely appeasing community members. Outside of the ''Smash'' tournament scene, some controllers have explicitly been banned, with that ruling sometimes bleeding over into ''Smash'' tournaments. A notable example is the "GafroBox" that was popularized by {{uv|Street Fighter}} player Daigo Umehara. On top of the already controversial Hitbox layout, this controller has a unique simultaneous opposing cardinal directions (abbreviated as '''SOCD''') cleaner, meant to algorithmically decide which directional input would take priority over others held down at the same time, that prioritizes the latest input. The previous standard was to return the character to a neutral position. This change alters how games not designed for it are played, such as walking forward while charging inputs and allowing frame-perfect reaction times not possible on other controllers, and thus it was officially banned in all [[Capcom]] sanctioned tournaments.<ref>[https://www.oneesports.gg/street-fighter/the-gafrobox-the-banned-tech-that-made-daigo-ditch-his-arcade-stick/ The GafroBox: The banned tech that made Daigo ditch his arcade stick]</ref>
 
Arcade controllers are generally considered legal for tournaments given they comply with the same stipulations as all other controllers, specifically not including macros or turbo functionality or having specific firmware that alters how the game or characters are played.<ref>[https://web.archive.org/web/20200302113040/https://smashworldtour.com/wp-content/uploads/2020/03/SWT-2020-Rulebook.pdf Smash World Tour ruleset, pg. 19]</ref> However, this standard is not universal, and specific rulings are sometimes made on a case-by-case basis by [[tournament organizer]]s with each individual arcade controller being inspected prior to a game to make sure no player is trying to smuggle unauthorized controllers into a tournament with malicious intent.


==Trivia==
==Trivia==
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