Man, this SSFF drought has been grueling to weather. We need these videos in our lives, lest we devolve into chumps. Just wanted to let you guys know that, k?
I did some quick research in Japanese since I'm a translator and your video had me curious and from what I gather, there is one non-Mario Artist game that supports it and that's Dezaemon 3D, which is the N64 version of a series of Japan-only shmup making tools from the 90s where players could make and share their own shmups. (Pretty thorough looking footage here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-KE2_HLy0fXM.html) It probably supports the mouse mostly to make menu navigation easier, but incidentally, it was also originally meant to support the 64DD for expanded content and to take advantage of the disks' greater storage capacity. (Traces of that content still exist in the game and I believe some of the cancelled 64DD stuff has since been found and dumped.)
When he suggested the mouse might make Superman 64 playable, I was immediately reminded of the Nerd playing Top Gun with the Power Glove, and somehow landing the plane on the aircraft carrier.
The Goldeneye/Perfect Dark segment was heartbreaking. I remember trying to map the dual controller layout to a single gamepad in an emulator and running into issues too no matter how I remapped the N64 inputs to my Xbox controller.
You're aware that there's a modded version of 1964 (N64 emulator) that enables you to play both Goldeneye and Perfect Dark with mouse support, right? :P edit: AT 60FPS, EVEN!
I know I´m late to the party, but did someone try to build a Y Adapter to Plug in a Mouse and Controller at the same time in the same Controllerport? Games with Highly customizable controls like Doom could be mapped to have left / right turning, shoot and use on the mouse and forward / backward movement along with strafe left / right on the D-Pad with Weapon forward / backwards on L and Z (you can reach that with your middle finger from the left controller grip if your hands aren´t too small) and less used functions on the right half of the controller.
I once tried to make use of Perfect Dark’s dual controller setup in an emulator to bind the different controllers to my Xbox 360 controller’s analogue sticks, giving me dual analogue control, however my emulator was for some stupid reason was unable to register both sticks as separate inputs. However, I was using a specially made version of 1964 to play Perfect Dark at a higher speed, but it was a real mess, and I was using a 20 year old input plugin (no really), which might’ve been the reason. I need to try other emulators someday, and I’m going to try a different input plugin to see if I can make it work tonight. *EDIT:* IT WORKS! PROPER, FUNCTIONAL, DUAL ANALOGUE CONTROLS WITH PERFECT DARK! You just need to use NRage Input, and then configure it right! I can even customise which button the 360 controller I’m using controls which button on the virtual N64 controller, allowing me to use my preferred setup, which might not be normal for most people. Honestly, it feels so good! I can turn easily, look up and down, strafe, it’s awesome! Although I originally learned to play console FPSs with Perfect Dark, so I am skilled with the single stick (controlling walking and turning), after about 5 minutes running around the Carrington Institute I had learned how to use the more common modern dual-analogue layout, using one stick for walking and strafing, and the other stick for looking around, and now I find it much easier and more fun to move around quickly and play the game. I even found myself strafing around and turning much more sharply, even letting me run quickly through the tunnels of the Carrington Institute hangar areas, which I couldn’t do before when I was relying on the d-pad for strafing and looking up and down. I’m very glad I was able to get this to work, and I’m going to have to replay the game like this. *EDIT EDIT:* I did some more playing around, and found that using the A-button to fire like I did before didn’t really work very well when I was using the second stick to control the advanced aiming mode. I had trouble before I was using the second stick, as I had to aim using the d-pad, while also holding the controller, and also using a third hand to press the fire button, but I was able to kinda do it slowly just about. Using the stick however, I was using the same hand to press fire as I was using the stick with, and I couldn’t aim and fire properly. So I did some testing by reconfiguring stick controls, and eventually I found I quite liked using the left stick to look up and down, while also turning left and right, and the right stick to walk/strafe. But I had the same problem, as the aim controls use forwards/backwards to mean up/down. So bound the z-trigger to my right-trigger, which means I was aiming with the stick I was walking with, and could then press the fire button easily. Part of me wants to try moving it back so I turn with the right stick and walk with the left one, as I was more comfortable like that, but the way I have it now is fine so I’m happy. I will do more testing when I reply the game.
There's certainly a way to splice the controller wire and split the wiring between the mouse (analog stick, A, B) and a controller (C buttons, d-pad, Z, L, R) so you get the best possible experience with games such as Starcraft 64 and C&C. There might even already exist a Y-cable for N64 controllers that would do the job! Maybe even the Gameshark might allow remapping the extraneous buttons to the 2nd controller port.
i guess it would be easier to mod a mouse ball or trackball onto a normal N64 controller. because - unlike pretty much every other controller with analog sticks - the N64 controller does not use potentiometers but light sensors and wheels with holes in it - just like an old ball mouse
A custom cable could let you connect the mouse overtop the controller signal thru the same port. You would need a frankencable that passed the mouses controls and then the controlers controls on the unused control lines
Probably. The cable has to be the same, as it is just power ground and one data wire. The only question is: is the chip inside the full controller chip or a cutdown version?
I wonder how Knife Edge would fare, seeing as it's on-rails and you wouldn't need to move by yourself. I can't remember whether Z or A fired the gun, though. Great video as always!
Consoles having a mouse as an option would actually be pretty awesome, being hand in hand with a controller that is. Using the joystick to move and the mouse to look around. Dual analog sticks just dont cut it for console fps anymore.
In Super Mario 64's title screen, Starcraft 64, and Command & Conquer, you basically control a cursor. In Pokémon Snap and the games you presented afterwards you basically control a camera. So I'm asking: Can you move faster in these games with the mouse than would be possible with the analog stick of a regular controller?
Actually you can fully customize the controls in quake and Quake 2 for the N64 to a point where you could get it to work with the mouse and controller combo where you can have the mouse to aim and shoot and the controller for everything else
The Sega Genesis had a mouse, too. It was used in Wacky Worlds, a game where you could create dioramas out of stickers or something. I had it when I was a kid.
The graphics on Micky's Speedway are actually pretty impressive for an N64. And it's a shame I didn't know StarCraft64 was a thing as a kid because I would have loved that game.
I don’t know if anyone else told you this, but you can move shoot to another button on Quake 64. Quake 64’s controls are just as customizable as Doom 64’s.
Those first three games were the first games I ever owned on an n64 I got on Christmas along with Loz ocarina of time, Mario party 64, Mario kart 64, and cruising USA
Come to think of it, having taken apart more than a few n64 controllers over the years for various repairs, the analogue stick on that system seems to be the same kind of mechanism as most mice of the era used. (optical rotary encoders) The only difference is the mechanical components limiting the range of movement, and the spring that brings it back to a centre position. It therefore would make a mouse easy to implement. It would also make sense of why it appears to work in games that likely were never designed with it in mind...
Actually, looking at how this works, Goldeneye and Perfect dark could gain a lot from this in theory. Why? Dual controller setup. Both games support dual analogue via dual controllers. But, because of the implications of that, it's set up so it only needs the A, B and Z buttons. And of course, since you have dual controllers, any buttons can be used on a single controller. The A and B buttons do the same thing on both controllers, and I believe the start button works on both as well. You can technically also press the R button, but again, identical behaviour on both controllers (And it has an obscure rarely needed function mapped to it.) The only issue is I forget whether the Z triggers have different functionality on both controllers. Because obviously the mouse doesn't have an equivalent to the Z button. If both work as triggers, no problem. If not, uhh... Problems ahead...
hmmh. Just looking at it in your video... Hang on, let me check... Yeah. Wow. What a stupid shortcoming. XD This would work near flawlessly were it not for the start button on the second controller not doing anything. (and to a lesser extent not being able to remap the fire button.) Seems like if you were to try and hack together some custom hardware, the thing you'd want to do is create a controller that has all the n64 buttons the mouse lacks, and then have a passthrough so you can plug the mouse into it; Basically an n64 controller with a passthrough for the analogue stick and A and B button, but everything else implemented... Hmmh. Interesting project, thinking about it...
you know, someone made a fork of 1964 specifically optimized for goldeneye and perfect dark even comes with a control plugin that adds really good mouse look, and maps keys to functions instead of buttons it's really good, try it
Did yall catch that Dreamcast magazine article at 01:39? One part of it was talkin about an upcoming online cloud storage service for the Dreamcast on SegaNet! Talk about ahead of its time!
man... when you said beetle adventure racing,my mind straight up went to the multiplayer mode and that announcer screaming "NITRO!" whenever you got a nitro box... great game,and great video man!
How to fix movement problems: Mouse automatic treadmill. You'd have to learn to rotate the mouse to look left and right, and lift it when you want to not move at all, but at least you could run in a straight line
Wow the Starcraft port is the one game that came to mind when I thought of the N64 mouse since it's 100% essential in the pc version. Shocked to find that the mouse isn't compatible with Starcraft.
My brother and I used to play Goldeneye with two controllers all the time. One would control movement and the other would do aiming. It basically made Goldeneye a co-op game.
A mouse for the NES would make sense as that system had some point and click games, not sure if SNES or N64 had any point and click games but that would work nicely.I liked the video, as this channel got some awesome gaming history videos.
Dezaemon 3D fully supports the N64 mouse, actually all of those games were designed with mouse controls in mind, a regular controller doesn't work that well.
It's crazy how much of a difference the completely customizable controls on Doom 64 make. I mean. If I had to go with the default setting, it would probably take a big chunk of my enjoyment away. It baffles me why so few console games allowed you to adjust these things. Couldn't be that difficult to program as it's just a reference to a variable that correspond to the button you have set it to.
It's weird to see a two-button mouse from 1999! By that time wheeled third buttons were a common standard on PC. I get that a wheel wouldn't make sense here, but they could've went with a modified classic 3-button layout with Z in the middle and a Start button under it. Then sell the mouse internationally. Of course we already know that Nintendo doesn't like making money with good OEM peripherals. [insert bitter rant about lack of a fully featured Switch Joy-Con with d-pad here]
So not sure if you've heard of this one, but what about Jet Force Gemini? That game is two a two controller game with player 2 playing on the little robot you get in the first character's third act.
I was hoping to see Smash at some point (analog, A and B is enough for basic gameplay - no grabs or blocking) but I really enjoyed how broad but thorough this was. Nice work.
I never see anyone play wave race... I have memories of when my parents were still together, my dad and I would have video game time downstairs and would play wave race for a good hour. Man, what I'd give to go back.
Man, I'm so happy to have discovered this channel! I don't know what it is exactly, but watching your videos is just kinda... wholesome... I guess...? :D Your honest positivity has always been a favourite part when I watched HVGN "back in the day" and here it is again! :) Every "I love this game!!" or "One of my favourite games!" is a treat. Thank you!!
Wow I have been playing Golden Eye, World is not enough and Perfect Dark since THE DAY each one came out. I still have all 3 and still play all 3 and I NEVER knew you could use 2 controllers for single player. That completely blew my mind and I am going to go try them out right now!!!!!!!!!!!!!!!!!
If you hold the mouse in midair with your right hand and use your left hand to manually roll the trackball, it could probably make Mario and Doom more fun to play.
Well, that star wars one made it closer to the arcade version. Where you controller each pod for turning. It's very difficult first time you play but once you get it you can't see the game being played any other way.
PC perfect dark and golden eye with mouse support? YES! it already exists the program is called 1964 and not only does it allow PC fps control but the frame rate and graphics are improved!
I always thought i was so wierd that no fps game on the n64 had good controls. It seemed like the joy stick for looking and the dpad pad for moving would have been perfect. Now that i know the n64 had a mouse it makes it even harder to believe that they didnt have better controls.
I played Sin and Punishment emulated with a PS4 controller hooked up to my laptop. It’s fun as hell with dualshock controls. But something tells me that I can edit the controls in Project64 to make my mouse work. Eventually I’ll get it working.
I want to see a heavily modified version of the N64 mouse , with more buttons on the side (like a gaming mouse) and giving a second shot to the N64 games.
SO with the star wars racer they actually did some impressive porting to make that code work I work in a casino with an acrade that has a full on tactile control system from the n64 era they use the same technology!
The only two console games with official kb+m support I'm aware of is Final Fantasy XIV on PS3/4, and Minecraft on Xbox One. The first one is an MMO so it isn't a surprise that you can use kb+m (though the gamepad support for that game is awesome enough), the second one, well giving that the Windows 10 edition supports controller/kb+m/touchscreen all at the same time, it's not a surprise that the Xbox One version can use kb+m. It's just, why won't other games do something similar?