Valve Steam Controller review: A gamepad in search of a console

Don’t mistake the Steam Controller for a PC controller. Even though its main function is to play PC games, Valve’s new gamepad communicates with Steam, and only Steam. This is not a general controller for your PC, Android or iOS devices, and it’s certainly not compatible with any console on the market today, unless you count the handheld Steam Deck. In order to play a game with the Steam Controller, you have to boot it up through Steam. (More on this later).

Valve’s end goal for the Steam Controller is compatibility with the Steam Machine, a console that doesn’t yet have a public release date or price point. The Steam Machine will support 4K gaming at 60 fps with FSR, it’ll come with 512GB or 2TB of SSD storage, and it’ll work with the Steam Frame VR headset, as will the Controller. The new Steam Machine was supposed to drop early this year, fulfilling a long-promised dream of PC gaming by moving your entire Steam library to the couch in a compact but powerful box. Due to the memory shortages plaguing the tech industry, the Machine and Frame aren't here yet, so the Steam Controller is the first step in Valve’s hardware takeover of living room territory. It’s due to come out on May 4, priced at $99.

The Steam Controller represents roughly 13 years of R&D, from its first iteration announced in 2013 to the debut of the Steam Deck in 2022, and the refinement period clearly paid off.

The Steam Controller is a tidy chonker of a gamepad with a broad, Duke-like face holding two square trackpads beneath the standard analog sticks and face buttons. Despite its extra girth, the Steam Controller feels light, slim and balanced, even in my smaller-than-average hands. The grips are slender and have four circular rear buttons, two per side, that are super satisfying to click even when they don’t do anything in-game. The bumpers, triggers, D-pad and face buttons are shiny black plastic, and all of the controller’s edges are rounded, allowing for a smooth glide between the bumpers and triggers especially. The trackpads don’t get in the way when you don’t need them, but in-use, they’re incredibly sensitive and kind of mesmerizing. They look and feel just like the trackpads on the Steam Deck, following the trails of your thumbs with miniature popping bubbles.

The Steam Controller uses tunnel magnetoresistance (TMR) joysticks, which are a leveled-up version of Hall effect sticks, offering ultimate precision and long-term stability with no chance of drift. After a few days of use across a range of game genres, including competitive first-person shooters, they’ve proven to be reliable and accurate. In terms of stick precision and feel, I find the Steam Controller is comparable to the Razer Wolverine V3 Pro, my PC gamepad of choice. I otherwise much prefer the swappability, rubberized microswitches and crisp clickiness of Razer’s gamepad — but the Wolverine also costs about $100 more and doesn’t come with trackpad capabilities, so we’ll call it a wash.

Steam Controller
Sam Rutherford for Engadget

One of the neatest aspects of the Steam Controller is its charging and connection puck, which plugs into your PC or Steam Deck through a USB cable and enables stable wireless play. The puck snaps onto the belly of the controller for charging, and when you hover the gamepad’s connection point over it, it jumps up and latches on like a cute little sucker fish. I don’t know if this behavior is an intentional selling point, but it certainly is for me. The Steam Controller also connects to devices via Bluetooth or with a cable, and in all configurations it’s performed without issue for me. Of course, Bluetooth mode has the highest latency, so that’s mainly for phones and Steam Link play. The puck can support two Steam Controllers at once. Swapping between Puck and Bluetooth mode is a simple matter of holding the right bumper and A or B, respectively, when you turn the controller on.

Pressing the power button with the Steam logo wakes up the gamepad, and pressing it twice when you’re connected to a PC launches Steam in Big Picture mode. The Steam Controller feels like a natural extension of Valve’s storefront, and with its matte black finish and bubbled edges, it’ll be familiar to anyone who’s fallen in love with a Steam Deck these past few years.

I tested out the controller on my PC with Steam games and non-Steam games (added to my Steam library first, of course — seriously, more on that later), and in my living room with my Steam Deck acting as a makeshift, low-powered Steam Machine. On PC I played The Seance of Blake Manor, Creature Kitchen and Overwatch, and on Steam Deck I played Blake Manor, Demonschool and Balatro. Whether connected with Bluetooth, the puck or USB, the Steam Controller provided seamless play and no noticeable latency. The distance from my couch to the puck nestled behind my Steam Deck is about eight feet, and I didn’t feel a frame drop while cosplaying as a Steam Machine owner. I also never ran into battery issues, but that’s not shocking considering Valve’s claim that the gamepad has more than 35 hours on a single charge. In my testing, the battery barely registered a drop after multiple hours of playtime, and I was happy to snap on the charging puck whenever I wanted to set the controller down.

Steam Controller
Sam Rutherford for Engadget

Valve notes the battery life may be lower if playing with the Steam Frame. The Steam Controller has infrared LEDs for tracking, which will obviously drain the battery a little faster. Some VR games may have you waving your controller, as there are gyroscopic sensors in there as well. As the Steam Frame isn’t out, I wasn’t able to test some of the controller’s more interesting features.

Even against players using a keyboard and mouse in competitive Overwatch matches, I won games and earned awards, passing my personal ultimate test of a controller’s capabilities. When it comes to Overwatch, I’m mostly comparing the Steam Controller to Sony’s DualSense, and it feels surprisingly similar. I enjoy the Steam Controller’s smooth slide between the bumpers and triggers, though its haptic feedback is more subtle than the DualSense’s, lacking in the analog sticks particularly. Much like with the Steam Deck, I haven’t found a consistent use case for the trackpads on the Steam Controller, but I appreciate their inclusion, the accessibility factor, and the fact that they aren’t otherwise intrusive. Now, just add a Playdate crank and I’m really sold.

The Steam Controller is a clear and unmistakable signal that Valve is joining the console wars, and perhaps by patient and diligent design, it’s appearing at a vulnerable time. Xbox is fumbling the current generation and attempting to redefine its place in the console market amid a significant leadership shakeup, while Sony and Nintendo are carrying on with standard hardware upgrade cycles in a landscape that’s based less on platform exclusivity every day. Right now there’s room for a robust PC-based storefront to stake its claim on couch gaming, and voila, here’s Valve with the Steam Machine and Steam Controller.

Steam Controller
Sam Rutherford for Engadget

Similarly to the way Valve used Half-Life 2 to get people to download Steam in 2004, the Steam Controller pushes players to fully consolidate their PC libraries in its own ecosystem. You’ll have to add games with their own launchers like Overwatch, Valorant, Minecraft and Fortnite to your Steam library before you can play them using Valve’s controller. This is a small inconvenience, since it takes just a few clicks to add a non-Steam game to your profile.

(Welcome to later). However, I don’t enjoy doing it. As I was browsing through files to add Overwatch to my Steam library, I couldn’t help thinking that it would have been pretty easy for Valve to add a switch that would let the Steam Controller communicate with any PC game. Maybe it's a touch of oppositional defiant disorder, but I despise being coerced into behaviors that are designed to serve a corporation’s market control over my own workflow, especially in my personal spaces.

Now more than ever, I value my ability to choose — which businesses I work with, where I store my software, how I play — and the Steam launcher requirement is another small expansion of Valve’s incredible power in the PC games industry. It’s too easy to say, most of my games are already on Steam, no big deal, and use the Controller as an excuse to consolidate them all on Valve’s launcher. Suddenly, Steam is where you begin and end every gaming session, rather than just most. Obviously and especially with the coming rollout of the Steam Machine, this is the reality that Valve wants: a rich industry utterly reliant on its platform of DRM, shitty revenue splits and random opaque censorship. It’s the situation that Microsoft, Apple or Epic also want for themselves, but the main difference is that this future is actually in reach for Valve, and the Steam Controller is a tiny part of the plan. If willing and unforced support of a monopoly makes you bristle as well, feel free to stick with 8BitDo.

Steam Controller
Sam Rutherford for Engadget

Truly though, I get it. The Steam Controller doesn’t come with a PC switch because it’s not a PC controller. It’s for controlling Steam, a service that’s become synonymous with PC and handheld gaming, and is now creeping onto the living-room scene. The Steam Controller is designed to follow you everywhere Steam is, for all your gaming needs across every screen forever and always — and there is something soothing about that idea in a Brave New World Soma kind of way. A PC controller? That’s far too limited, from Valve’s perspective.

Encroaching corporate dystopia aside, the Steam Controller is a sturdy and sleek gamepad that stands up to the competition. It’s for Valve diehards, trackpad fanatics and anyone whose main gaming hub is Steam. Which, to be clear, is a massive market that’s only poised to grow.

This article originally appeared on Engadget at https://www.engadget.com/gaming/valve-steam-controller-review-a-gamepad-in-search-of-a-console-170054068.html?src=rss

A Star Wars expansion is coming to PowerWash Simulator 2

There's something deeply relaxing about chucking on a solid pair of headphones, listening to some good music and cleaning muck off structures and vehicles. Not in real life, though. Heavens, no. PowerWash Simulator 2 lets you do that without having to deal with any actual muck — as long as you're regularly cleaning your keyboard or controller, anyway.

You'll soon be able to carry out powerwashing jobs in six more locations, all of which are in a galaxy far, far away. In the game's upcoming Star Wars expansion, you can visit the likes of Tatooine and Hoth to clean the Lars homestead, an X-wing and a Star Destroyer bridge. 

Lars homestead in PowerWash Simulator 2
Lars homestead in PowerWash Simulator 2
FuturLab

Developer FuturLab has created an exclusive powerwasher for these levels, in which you'll play as a labor droid called P0-W2. You can take on the jobs with up to four friends. Expect a bunch of Easter eggs too.

FuturLab says the expansion is set during the original Star Wars trilogy. You'll first be taking on work for the Galactic Empire before defecting to the Rebel Alliance (so you'll literally be dealing with Rebel scum). 

The studio has previously brought other franchises into the fold. Those who own the first PowerWash Simulator can snag the Final Fantasy and Tomb Raider expansions for free before they’re delisted at 10AM ET on May 19. There are also Back to the Future and Shrek expansions for the original game.

The Star Wars expansion is coming to PowerWash Simulator 2 on PC, PS5, Xbox Series X/S and Nintendo Switch 2 this summer. It'll cost $10. In the meantime, spare a thought for those poor contractors whose jobs the P0-W2 droids are taking:

This article originally appeared on Engadget at https://www.engadget.com/gaming/a-star-wars-expansion-is-coming-to-powerwash-simulator-2-162946670.html?src=rss

OpenAI breaks out of exclusivity agreements in its partnership with Microsoft

OpenAI is opening up its partnership with Microsoft in the latest amendment to the major multi-year collaboration between the tech giants. The latest changes allow OpenAI to offer its latest AI models to other companies and through other cloud providers, stripping Microsoft of its exclusivity rights.

In a joint announcement posted on OpenAI and Microsoft's websites, Microsoft will still be OpenAI's primary cloud partner with the latest products shipping first on Azure, but OpenAI is now allowed to use any cloud provider. Sam Altman, OpenAI's CEO, posted on X that the company is "now able to make our products and services available across all clouds."

On top of that, Microsoft will still have a license for OpenAI's models and products through to 2032, but the license will no longer be exclusive. On the business side, Microsoft will no longer pay a revenue share to OpenAI, but OpenAI would still make revenue share payments to Microsoft until 2030, which will now be subject to a total cap.

The two companies have worked closely together since announcing a multiyear partnership in 2019. Microsoft and OpenAI have gone through several phases for its collaboration, but the two put out a joint statement in February of this year that still mentioned the exclusivity agreements. However, the latest update confirms that OpenAI can break exclusivity, with the companies arguing these changes are for "flexibility, certainty, and a focus on delivering the benefits of AI broadly."

This article originally appeared on Engadget at https://www.engadget.com/big-tech/openai-breaks-out-of-exclusivity-agreements-in-its-partnership-with-microsoft-162829584.html?src=rss

Giant Sculptures Look Like Machines but, Nobody Knows What They Do

Most public sculptures ask you to stand in front of them and feel something, usually reverence, awe, or a vague sense of civic pride. They represent people, events, or abstract ideals, but they rarely suggest function. A figure cast in bronze doesn’t appear to be doing anything, and that’s largely the point. The statue commemorates; it doesn’t operate. The relationship between viewer and object is, by design, entirely passive.

Michael Jantzen had a different idea. The Santa Fe-based designer set out to create public sculptures that look like they’re built to do something, even if no one, including Jantzen himself, can say what that something is. The result is the Monumental Engines of Creation, a concept series drawing from the visual language of high-technology hardware, assembled into objects that feel purposeful, alien, and oddly believable all at once.

Designer: Michael Jantzen

The design process is telling. Jantzen didn’t start with a function and work backward to a form, as industrial designers typically do. He built the pieces intuitively, combining various components into composites that simply suggest some kind of high-level intelligence at work. The question of what they might actually be for was deliberately left unanswered, and that open-endedness is precisely what gives the series its strange pull.

Standing near one of these sculptures, you’d spend a while trying to decode it. Jantzen’s hope is that viewers engage with the objects and find themselves genuinely wondering about their origin, their creators, and their purpose. That kind of sustained curiosity is harder to provoke than it sounds. Most public sculptures deliver their meaning almost immediately; these deliberately withhold it, rewarding prolonged attention with more questions rather than answers.

Part of why that works is scale. Each piece in the series is intentionally gigantic, dwarfing any person nearby to the point of near insignificance. That proportion isn’t accidental; Jantzen designed the scale to convey the symbolic weight of each object relative to its imagined function. A machine built to scatter the seeds of creativity throughout the universe, the thinking goes, should probably look the part.

There’s something worth sitting with in the idea that creativity itself deserves monuments. Most of what we commemorate in public space is history, politics, or governance. Jantzen’s machines point somewhere else, toward imagination, invention, and the strange optimism embedded in building. They don’t ask to be understood. They ask to be wondered at, which turns out to be a different, and arguably more honest, kind of public art.

The post Giant Sculptures Look Like Machines but, Nobody Knows What They Do first appeared on Yanko Design.

Rogbid SpinX smartwatch has built-in scroll wheel and tactical flashlight

Most modern smartwatches are essential health and connectivity hubs, featuring high-resolution OLED/LCD screens, comprehensive health monitoring, built-in GPS, NFC for contactless payments, and whatnot. They focus on fitness tracking while being highly practical and comfortable to wear.

Rogbid wants to change the perception of a smartwatch from just being a health tracking wearable that stays connected to your smartphone to one that is utilitarian within its own rights. The Chinese smartwatch brand has revealed the SpinX smartwatch that comes with a scroll wheel for navigating menus and other options with better precision. This little change simplifies things for the wearer, which is a small win that goes a long way.

Designer: Rogbid

This precision scroll wheel has a full-area pressure-sensing system to make operations smooth. The little hardware comes with a full-area pressure-sensing system that eliminates any blind spots, especially in the corners. Essentially, we are talking about a 360-degree pressure-sensing control system that brings faster command navigation to the fore and improves the overall experience. The SpinX smartwatch comes with a 1.43-inch AMOLED display with a 466 x 466 pixel resolution. The elements displayed are going to be color correct since it has 99.5% Adobe RGB color accuracy.

Apart from the intuitive scroll wheel control, the watch has a built-in flashlight that is much more than the bright screen mode that normal smartwatches use for the flashlight function. SpinX goes a step further by adding a specialized optical lens and a deep reflector for better results. The focused beam from this flashlight is very useful in inclement weather conditions as it prevents light scattering. This comes very handy on foggy nights and rainy seasons. The flashlight comes in three modes: High, Beam, Strobe, and SOS for a more granular control over the usage scenarios.

Another highlighting feature of the smartwatch is the built-in 1100mAh battery pack, which ensures you don’t need to recharge it for 40 days on active usage. In the standby mode, it can last up to 100 days, which is staggering. Compare that to my Galaxy Watch’s meagre backup that lasts only a day at best, and this smartwatch already has my vote. The 3ATM water-resistant watch is adventure-ready with military-grade durability (MIL-STD 810H certified) and a built-in compass.

Of course, it comes with comprehensive health tracking features like a heart rate monitor, tracking SPO2 levels, and keeping a tab of sleep health. For active individuals, the smartwatch has more than 100 sports modes, including an activity tracker. The watch faces on this one can be customized as per your liking, and the Bluetooth 5.4 connectivity to your phone keeps things seamless. SpinX is available in classic black finish with the option to choose from the Tech Black or Vibrant Orange scroll wheel. With a price tag of $50, this smartwatch is already going to be on many people’s wishlists, I’m sure.

The post Rogbid SpinX smartwatch has built-in scroll wheel and tactical flashlight first appeared on Yanko Design.

Spotify is now a fitness app too

In its quest to become an all-in-one app, Spotify is now breaking into the fitness app world by offering "guided workout experiences" and on-demand Peloton classes. Premium subscribers will get access to Peloton's library of more than 1,400 classes in the app, while both Free and Premium can browse curated playlists (they're listed under the genre "fitness.")

Spotify's Fitness section showing example workouts and video to follow along with.
Spotify

Spotify said the classes are primarily in English, but there are some options in Spanish and German. Like music and podcasts, Spotify lets you bounce between different devices for its fitness media, so you can start a video workout on your TV and switch to an audio-only version on your phone or smart speaker. Users can even download the classes for offline use.

The fitness category may feel like a sharp turn for Spotify, but the company said that nearly 70 percent of its Premium subscribers work out monthly and that fitness and workout content was one of the top use cases for its Prompted Playlist feature. Spotify has long been expanding its offerings outside of music, with its latest efforts giving users a way to buy physical books or create group chats

This article originally appeared on Engadget at https://www.engadget.com/apps/spotify-is-now-a-fitness-app-too-144037057.html?src=rss

Oprah brings her podcast to Amazon’s streaming services

Amazon has brought another high-profile podcasting name into its fold after agreeing to a multiyear licensing deal with Oprah Winfrey. Her podcast will expand to two episodes a week starting in July and it will be available across the likes of Prime Video, Amazon Music, Fire TV channels and Audible. New episodes will still hit YouTube and other podcast platforms, according to Variety.

Winfrey will stick to the same format she's been using on YouTube since starting a podcast channel there at the end of 2024. It will feature interviews with authors, celebrities and others in the public eye.

In addition, Winfrey will create specials based on her Oprah's Favorite Things and Oprah’s Book Club franchises for Amazon. The company is also licensing all 25 seasons of The Oprah Winfrey Show but Winfrey and Amazon haven't figured out exactly how to repurpose the long-running talk show as yet. 

Last year, Amazon split its Wondery podcast company in two, with a team focusing on narrative podcasts merging with Amazon’s Audible team and a crew that handles celebrity-hosted shows forming a new division called Creator Services. That group promotes podcasts like New Heights with Jason and Travis Kelce and Armchair Expert with Dax Shepard across Amazon's various properties, as The New York Times notes.

Oprah's Book Club will tie into Audible, Kindle, Goodreads and the Amazon storefront. Products featured in the annual Oprah's Favorite Things holiday list will be highlighted on the latter as well. Winfrey and Amazon will split sales and ad revenue.

It’s become common for major media companies to make a play for popular podcasts over the last several years. As video podcasts have grown, the likes of Netflix have gotten in on the action too. Some people play these as background noise and Winfrey's podcast might be particularly appealing to fans of her TV show, which ended in 2011.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/oprah-brings-her-podcast-to-amazons-streaming-services-142846445.html?src=rss

Bang & Olufsen Just Taught Stone to Sing at Milan 2026

Every year, Milan Design Week raises the question of what design is actually for. Not in the abstract, philosophical sense that gets debated in panel discussions nobody remembers, but in the most immediate, physical way: you walk into a space, and either you feel it or you don’t. The Bang & Olufsen and Antolini installation this year, From Quarry to Garden: The Shape of Beautiful Sound, is the kind of experience that makes you feel it before you can even explain why.

The collaboration between Bang & Olufsen, the Danish audio luxury brand founded in 1925, and Antolini, the Verona-based natural stone company with 70 years of history, is one of those pairings that sounds unlikely on paper but makes complete sense once you see it. Both brands are obsessed with material. Both are deeply committed to the idea that an object should not only perform but move you. Putting them in the same room, or rather the same garden, was probably inevitable.

Designers: Antolini® with Bang & Olufsen

The installation, hosted at Antolini’s MilanoDuomo Stoneroom, centers on the preview of Beosound Haven, Bang & Olufsen’s forthcoming landscape speaker. It’s a sphere of precision-engineered aluminium that sits on a stone plinth, surrounded by living greenery, water lilies floating on a reflective table, and the kind of deliberate quiet that makes you lean in. Droplets fall onto the water surface and send out ripples, which is either a very beautiful metaphor for sound or just a very beautiful moment. I’m not sure it matters which.

The primary stone throughout the space is Antolini’s Taj Mahal quartzite in a matt finish, chosen for its soft, almost luminous tonality. It reads as both ancient and contemporary at once, exactly the kind of visual tension that great design installations live on. The stone doesn’t compete with the speaker; it contextualizes it. Beosound Haven looks like it belongs there, among the moss and the hydrangeas, in a way that speakers almost never manage to look like they belong anywhere outdoors.

That, to me, is the most interesting design question this collaboration raises: can sound be architectural? Not metaphorically, but literally, the way a wall or a window or a threshold is architectural? Bang & Olufsen’s Senior Director of Design, Kresten Bjørn Krab-Bjerre, speaks about sound as “an architectural language,” one that interacts with materials and forms atmosphere. It’s the kind of language that’s usually associated with interiors, with rooms and ceilings and acoustic panels. Translating it outdoors, into the open air, into a garden or a terrace, is a genuinely new proposition. And one worth taking seriously.

The collaboration also extends to a limited series of Beolab 18 speakers reinterpreted in Antolini stones: Amazonite, Retro Black Petrified Wood, Patagonia Original, Dalmata, Cipollino GreyWave, and Taj Mahal, each piece defined by the specific character of its material. No two are identical, which is exactly how it should be when you’re working with stone. Stone isn’t uniform and it was never meant to be. That unpredictability is part of the point.

This is the second chapter of the Bang & Olufsen and Antolini partnership, building on work introduced in 2025. It feels more confident this time around, more willing to make a statement. Carlo Alberto Antolini describes the result as “a dialogue between the elements,” and that framing feels right. It’s not a speaker placed in a garden. It’s a conversation between nature and craft, between sound and surface, between something ancient and something very, very deliberate.

Milan Design Week produces a lot of installations that photograph well and feel thin in person. This one seems to work differently, designed to be experienced with the body, not just processed with the eyes. The sound moves through the space. The stone holds light. The water catches everything. Whether you’re drawn in by the audio, the aesthetics, or simply the spectacle of a garden growing inside a Milan stoneroom, you’re likely to leave thinking about what it means to really listen to a space rather than just look at it.

The post Bang & Olufsen Just Taught Stone to Sing at Milan 2026 first appeared on Yanko Design.

August 2026: Mark Your Calendars for the Samsung Galaxy Glasses Debut

August 2026: Mark Your Calendars for the Samsung Galaxy Glasses Debut

Samsung is preparing to make a significant impact on the extended reality (XR) market with its highly anticipated Galaxy Glasses. Recent leaks from a One UI 8.5 software teardown have revealed a device that is designed to integrate seamlessly into the broader Samsung ecosystem. Developed in collaboration with Google, these glasses aim to combine advanced […]

The post August 2026: Mark Your Calendars for the Samsung Galaxy Glasses Debut appeared first on Geeky Gadgets.

Posted in Uncategorized

The sequel to the iconic emulator ZSNES is called Super ZSNES, of course

Somehow, ZSNES has returned after laying dormant for 20 years. The developers of the iconic Super Nintendo emulator, which originally debuted in 1997 for DOS (something I distinctly remember trying to install on my ancient Intel 486 Packard Bell), are back with a sequel release dubbed Super ZSNES. And really, what else would they call it?

Developers zsKnight and Demo say that Super ZSNES has been rewritten from scratch with a focus on a GPU-powered “Super Enhancement Engine,” which allows for high resolution playback, overclocking (which could help with games notorious for slowdown), widescreen support, uncompressed audio and 3D height maps for Mode 7 graphics. Purists, of course, can turn all of these extra features off if they want.

Super ZSNES is built on “far more accurate CPU and Audio cores” than the original emulator, according to the developers, as well as the usual fast forward/rewind save states and a higher-resolution version of the original ZSNES UI. And as a cherry on top, they promise there’s “No Vibe Coding.”

There’s no shortage of SNES emulators out there today, but it warms my gaming heart to see ZSNES completely revived. And while I still need to play with its enhancement features to truly judge them, the early footage from Modern Vintage Gamer looks very sharp without losing the SNES charm. There’s no replacement for playing the original console on a CRT, but the GPU upgrades in Super ZSNES seem to do a great job of modernizing classic games like Super Mario World for modern displays.

Super ZSNES is currently available as an early build for Windows, Mac and Android. An iOS release is coming soon, according to the emulator’s website.

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/the-sequel-to-the-iconic-emulator-zsnes-is-called-super-zsnes-of-course-135203417.html?src=rss