First off, I have only skimmed the review, but it seemed pretty accurate and balanced, judging by what I have read about the interface in the forums here.
I would like to comment on some of 2600's comments.
1. I think the descriptions could of been a little clearer and your thoughts more organized. More of a separation, between the products and a description of their use in theory. You describe some aspects well, but if you take Druin's board for example you hardly describe how it operates in theory or anywhere in the article. You go throught all the other parts in the intro and there is a picture of Druins board, but you don't talk about it.
Actually, I thought the review did a very good job organizationally. The fact that I could skim over it and not miss too much also confirms this. Possibly the Druin board could be expanded on, but this board has been available for several years now, and I think most forum members will be familiar with it. (I'm not sure there's not a separate Retroblast review on it anyway.)
2. 4-way description - You mentioned you could make Mario stop if you moved the joystick to the extreme diagonals, but here it's been alluded that in actual game play you wouldn't do that. You kinda left this open ended and it makes it seem a little negative for the GGG board. On one hand, you are playing PAC-MAN fine, but you run the extreme test in Donkey Kong, but don't actually say how Donkey Kong was in normal play.
Yeah, I came away with mixed feelings about this as well. A true 4-way should NEVER register the diagonals. I understand RandyT left some of the extreme diagonals in on the 4-way mode, so it would work better with TRON, and by nature Donkey Kong suffers more from this than Pac-Man, but I ended up wondering if the GP-Wiz49 really should have a true 4-way mode with no diagonals for Donkey Kong and Pac-Man.
I guess it does to some extent come down to play style, though.
3. You start off talking about fighters. I don't play these games generally, but I thought oh cool an aspect I haven't heard anything about. But you don't describe gameplay in 8-way at all. And the fighter reference only comes up again a little bit in the conclusion. I think the gameplay section could of been greatly lengthened, that's why we are all here
Just want to add my general agreement that the gameplay section is the most important.
4. I'm not sure how accurate some of your statements are "technically" especially when you are talking about analog modes, but this is pretty picky.
I think I see what 2600 is getting at here (and I think MarkRVP and KenToad missed this, no offense).
RandyT has stated that the stick is designed to work on the Hall-Effect and 49-way type analog games - i.e. Food Fight, EPROM, SiniStar, Blaster, Road Runner, Arch Rivals, Blitz, etc.
He hasn't said that it sucks (wouldn't really expect him to
), but he has implied that it does not work THAT well (is usable, is probably the term he used) in true analog games - i.e. Star Wars, PaperBoy, Afterburner, Red Baron, Space Harrier, Outrun, etc.
KenToad's review basically makes it sound like the sticks work fine in any of these games. (Maybe they work better than RandyT is implying, I haven't tried them.)
But I think that was 2600's point.