McDonald’s Just Built a Gadget That Every Gamer Has Needed Forever

Every gamer knows the panic. You’re mid-session, your team is deep into a raid, and your stomach is absolutely staging a coup. You ordered food 20 minutes ago, and now it’s sitting on the counter getting cold. The second you put down the controller to eat, you risk going AFK long enough to get kicked from the game, lose progress, or let down your whole squad. It’s one of those universal gaming frustrations that nobody has really addressed in a meaningful way. Until now, at least in Türkiye.

McDonald’s Türkiye just introduced “Archie,” a small controller peripheral that solves this exact problem. The device clips onto your gamepad and brings the analog sticks together, keeping your character in motion even when your hands are occupied with a burger instead of the buttons. The result? Your character keeps walking, you keep your spot in the session, and your food doesn’t go cold. It’s a stupidly simple fix to something that has plagued gamers for years.

Designer: McDonald’s Turkiye

The name “Archie” is a nod to the brand’s iconic Golden Arches, and the device’s shape reflects that. It’s a small arch-shaped piece that essentially bridges the two sticks on your controller. It’s not a Bluetooth gadget loaded with firmware updates or a subscription service. It’s just a clever piece of physical design that does exactly what it needs to do and nothing more. I genuinely appreciate that. Not every solution needs to be a tech startup. Sometimes the answer is a well-placed piece of plastic.

Archie comes bundled with what McDonald’s Türkiye is calling the “Pro Gamer Menu,” which includes a Big Mac, medium fries, a medium Coke, and 8-piece onion rings, available for a limited time through delivery orders. The branding is playful, the packaging presumably leans into the gamer aesthetic, and the whole campaign was developed by TBWA\Istanbul. It’s a smart marketing move, but calling it only marketing feels like underselling it. The gadget is actually useful, which is what separates this from your typical branded promotional gimmick.

Fast food and gaming have always had an unofficial relationship. Late nights, delivery orders, gaming fuel, you know the drill. Brands have tried to tap into that culture with discounts, streaming sponsorships, and limited-edition packaging, but most of it feels performative. This is the first time I’ve seen a fast food brand actually design something that speaks directly to the gameplay experience rather than just putting a controller graphic on a cup. That distinction matters.

The AFK problem is particularly brutal in competitive or online multiplayer games. Most games have inactivity timers that will boot a player for not doing anything for a certain period. Some games penalize you for leaving mid-match. Your teammates suffer. Your stats take a hit. Your character might just stand there in the open, practically begging to get eliminated. Gamers have been taping rubber bands around their controllers and propping up joysticks with coins for years. The fact that it took a fast food chain to come up with a legitimate, branded fix is equal parts amusing and oddly satisfying.

Does Archie work for every game? Probably not. Games that require active combat input, precise aiming, or frequent menu navigation will still need two hands. But for open-world games, exploration-heavy titles, or any session where moving in a general direction is enough to stay active, this is genuinely clever. It threads a needle that a lot of gaming accessories miss, which is solving a real problem without overcomplicating the solution.

I hope this doesn’t stay exclusive to Türkiye. The problem Archie addresses isn’t regional. Every gamer, everywhere, has eaten at their desk or on their couch while trying to keep an eye on the screen. McDonald’s stumbled onto something that is simple, charming, and genuinely useful, and that combination is rarer than it looks. Give us the Archie globally, please.

Image courtesy of: @technology

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Sony’s Latest PlayStation Patent Turns a DualSense and Your Phone Into One Gaming Controller

Back in 2014, Sony shipped a small piece of plastic that clipped a phone onto a PS4 controller. It was limited to certain Xperia handsets, relied on Remote Play at a point when Remote Play was barely holding itself together over most home Wi-Fi networks, and it quietly disappeared without much fanfare. The idea of physically fusing your smartphone with your PlayStation controller got filed away as one of those concepts that sounded reasonable on paper and fell apart in practice. Sony moved on, and for a decade, so did everyone else.

A patent circulating this week suggests the concept never fully left. Sony’s new filing describes a smartphone mounted directly onto a DualSense controller, with the phone functioning as a live secondary input device. Its touchscreen, motion sensors, and hardware would all be available to developers as genuine control surfaces, feeding into the game in real time rather than simply mirroring it. That positions this as a meaningfully different idea from Remote Play, from the PS Portal, and from anything Sony has formally put in front of PlayStation players before.

Designer: Sony

The PS Portal, Sony’s dedicated remote play device launched in late 2023, is essentially a DualSense controller sliced in half with an 8-inch 1080p LCD placed in the middle. It streams games from your PS5 over Wi-Fi and does nothing else. You don’t own a PS5 running at home, the Portal becomes a paperweight. The patented phone mount concept flips that logic. Your smartphone becomes an extension of the controller’s input vocabulary, giving developers access to touch zones, gyroscope data, and potentially camera input without Sony needing to manufacture, stock, and sell another dedicated piece of hardware. Third-party phone mounts already exist for the DualSense and sell for as little as the equivalent of $10, so the mechanical attachment problem is solved. What Sony would be adding is first-party integration at the software and developer level, where the phone is recognized as part of the control scheme and games are built around it.

Patent Drawing from Sony’s filing

The market conditions in 2026 are dramatically different from the failed 2014 attempt. Fibre internet is widespread, Remote Play latency has improved significantly, and players already treat their phones as natural extensions of their gaming sessions. Controllers with phone clips are common enough in mobile gaming circles that the form factor no longer reads as awkward or experimental. Sony’s job would be convincing developers to design around a hybrid input model, which is a softer sell than asking players to spend $200 on dedicated streaming hardware with a narrow use case.

Sony patents ideas constantly, and most of them never see retail shelves. This particular concept feels more grounded than some of the company’s weirder filings because the infrastructure already exists, consumer behavior supports it, and the barrier to entry is lower than building new hardware from scratch. Whether it ships is still a gamble, but the logic behind it holds together better than it did a decade ago.

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Sony’s Latest PlayStation Patent Turns a DualSense and Your Phone Into One Gaming Controller

Back in 2014, Sony shipped a small piece of plastic that clipped a phone onto a PS4 controller. It was limited to certain Xperia handsets, relied on Remote Play at a point when Remote Play was barely holding itself together over most home Wi-Fi networks, and it quietly disappeared without much fanfare. The idea of physically fusing your smartphone with your PlayStation controller got filed away as one of those concepts that sounded reasonable on paper and fell apart in practice. Sony moved on, and for a decade, so did everyone else.

A patent circulating this week suggests the concept never fully left. Sony’s new filing describes a smartphone mounted directly onto a DualSense controller, with the phone functioning as a live secondary input device. Its touchscreen, motion sensors, and hardware would all be available to developers as genuine control surfaces, feeding into the game in real time rather than simply mirroring it. That positions this as a meaningfully different idea from Remote Play, from the PS Portal, and from anything Sony has formally put in front of PlayStation players before.

Designer: Sony

The PS Portal, Sony’s dedicated remote play device launched in late 2023, is essentially a DualSense controller sliced in half with an 8-inch 1080p LCD placed in the middle. It streams games from your PS5 over Wi-Fi and does nothing else. You don’t own a PS5 running at home, the Portal becomes a paperweight. The patented phone mount concept flips that logic. Your smartphone becomes an extension of the controller’s input vocabulary, giving developers access to touch zones, gyroscope data, and potentially camera input without Sony needing to manufacture, stock, and sell another dedicated piece of hardware. Third-party phone mounts already exist for the DualSense and sell for as little as the equivalent of $10, so the mechanical attachment problem is solved. What Sony would be adding is first-party integration at the software and developer level, where the phone is recognized as part of the control scheme and games are built around it.

Patent Drawing from Sony’s filing

The market conditions in 2026 are dramatically different from the failed 2014 attempt. Fibre internet is widespread, Remote Play latency has improved significantly, and players already treat their phones as natural extensions of their gaming sessions. Controllers with phone clips are common enough in mobile gaming circles that the form factor no longer reads as awkward or experimental. Sony’s job would be convincing developers to design around a hybrid input model, which is a softer sell than asking players to spend $200 on dedicated streaming hardware with a narrow use case.

Sony patents ideas constantly, and most of them never see retail shelves. This particular concept feels more grounded than some of the company’s weirder filings because the infrastructure already exists, consumer behavior supports it, and the barrier to entry is lower than building new hardware from scratch. Whether it ships is still a gamble, but the logic behind it holds together better than it did a decade ago.

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$73 Lenovo Gamepad Turns the Legion Y700 Into a Switch Lite Rival

Gaming tablets have always lived awkwardly between two worlds. Hold one flat, and it’s fine for casual sessions, but the moment a game demands precise analog input, touchscreen controls fall apart fast. Clip on a generic third-party gamepad, and the fit is never right, the latency is noticeable, and the whole thing looks assembled rather than designed. Lenovo’s Legion Gamepad G9 2026 takes a more deliberate approach, built as a dedicated accessory for one specific tablet.

The G9 2026 attaches to the newly announced Legion Y700 Gen 5 via its side-mounted USB-C port, converting the 8.8-inch Android tablet into something that handles more like a purpose-built gaming handheld. The wired connection keeps latency out of the equation entirely. The combination creates a form factor that puts it in the same general footprint as a Nintendo Switch Lite, just with a brighter screen behind it.

Designer: Lenovo

The input hardware sees meaningful changes over last year’s iteration. Most practically, the 4-direction D-pad is replaced with an 8-direction micro-switch alternative, an upgrade that fighting game and platformer players will immediately feel. All 12 switches across the face buttons, D-pad, and shoulder positions carry a 5 million-cycle rating. The ABXY layout follows Xbox conventions and supports Nintendo Switch/Xbox button remapping through the companion app.

Four touch-switch macro buttons on the rear can record sequences of up to 12 steps each. Eight of the main buttons support rapid-fire at up to 20 presses per second, with shortcut combinations for volume, lighting, and screenshots available without opening any menus. The “Extreme Control” companion app, Android only, handles deeper customization, including per-side RGB color, saturation, brightness, and animation speed. The Gamepad G9 2026 retails for ¥499 in China, about $73.

The quick-release protective shell built into the accessory has a large rear cutout that leaves the tablet’s heat vents and rear camera unobstructed. For a device running demanding content at sustained loads, any restriction to thermal airflow translates directly into performance throttling. That Lenovo addressed this at the accessory design level, rather than leaving the user to manage the consequence, suggests a more complete engineering process than most clip-on controllers go through.

The obvious limitation is also the one hardest to ignore. This controller only works with the Legion Y700 Gen 5, a beefed-up version of the Legion Tab Gen 5 that was just announced for the Chinese market. There’s no confirmed global availability for either the gamepad or the new tablet. The original G9 never left China, which makes the 2026 version most relevant to buyers already committed to that specific tablet and region. For everyone else, it’s a clear demonstration of what tablet gaming hardware can look like when the accessory and the device are actually built for each other.

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This Oware-inspired gaming controller replaces joysticks with a precision half-ball control system

In an era where gaming peripherals are constantly evolving, designers are increasingly experimenting with new ways to rethink the relationship between the hand and the controller. Control PlusArc concept controller challenges the familiar joystick-and-button layout with a more tactile and deliberate approach to movement. Interestingly, this exploration arrives around the same time as other unconventional input devices, such as a mouse that doubles as a hidden game controller.

Control PlusArc is built around the idea that interaction should feel natural rather than mechanical. Instead of relying on standard analog sticks, the design introduces a semi-spherical control mechanism that encourages controlled, intentional movement. The controller’s overall oval form factor reflects this philosophy as well. Rather than forcing the user into rigid hand placements, the shape allows the device to sit comfortably within the palms, encouraging a continuous grip that feels fluid and stable during gameplay.

Designer: Kusi Boateng Arthur

The concept controller is inspired by Oware, known for its rhythmic and thoughtful movement of pieces across carved pits on a wooden board. Instead of mimicking the visual style of the game, the Control PlusArc borrows its philosophy of deliberate interaction. The controller’s oval shape emphasizes the organic contours of an Oware board, creating a tactile connection between hand movement and the act of play.

This influence becomes even more evident in the controller’s semi-ball control mechanism. Unlike a full trackball or freely spinning joystick, the half-ball structure introduces clear boundaries to movement. Players can roll the control surface in different directions, but the restricted geometry ensures that movement remains precise and predictable. This design choice prevents the kind of uncontrolled spinning that often accompanies traditional trackballs, instead reinforcing a sense of intentional navigation.

The half-ball interface effectively becomes the centerpiece of the interaction. Because the surface sits partially embedded in the controller body, it balances freedom and constraint. The user can perform quick directional adjustments while still maintaining tactile awareness of the controller’s limits. The result is a control system that feels less like manipulating a mechanical stick and more like guiding motion across a defined space.

Most modern gamepads still follow a layout popularized by early console designs: two sticks, directional inputs, and face buttons. By rethinking the primary control surface itself, this gaming controller questions whether future controllers might shift toward more tactile, sculptural interfaces that respond more intuitively to the way hands naturally move.

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This Wireless Mouse Splits in Half to Reveal a Hidden Game Controller

Most people who game on a PC own two things that do roughly the same job at different times: a mouse for the desk and a gamepad for the couch. They live side by side, occasionally getting in each other’s way, and neither one is going anywhere. Pixelpaw Labs, a hardware startup from Bangalore, India, thinks that arrangement is wasteful and has built something to prove it.

The Phase is a wireless mouse that physically separates down the middle into two independent halves. Snapped together, it sits on a desk and works like a normal mouse. Pull it apart, and each half reveals a joystick, triggers, a D-pad on the left side, and face buttons on the right, a split gamepad that was hiding in plain sight the whole time.

Designer: Pixelpaw Labs

That missing scroll wheel is not an oversight. Fitting a traditional wheel in the center of the body would have made the split mechanism impossible, so Pixelpaw replaced it with a capacitive touch strip along the top of the left button. Flicking a finger across it scrolls through documents and web pages, with a glide feature that lets the momentum coast rather than stop abruptly. It’s a trade-off that works around a real geometric constraint.

As a mouse, the Phase is competitive on paper. A 16,000 DPI optical sensor pairs with a 1,000 Hz polling rate when connected via the included 2.4 GHz USB dongle. Bluetooth LE is available for convenience and multi-device pairing across up to three devices, though the polling rate drops to 125 Hz in that mode, a gap that matters in fast-paced PC games.

Up to 18 customizable buttons are mappable through the Pixelplay companion app, and a Layer button doubles each button’s function capacity without adding physical complexity. Battery life is rated at 72 hours per charge over USB-C, which is more than enough to outlast dedicated gaming sessions on either side of its personality.

The controller halves use mechanical tactile switches, which is more than most mobile gaming clip-ons bother with. Pixelpaw also has an accessory called the Phasegrip, a bracket that holds the two separated halves apart with a smartphone mounted in the center, turning the setup into a handheld console for mobile gaming. The Phase works across PC, Android, iOS, iPadOS, and ChromeOS, so switching between devices doesn’t require swapping hardware.

Everything shown so far is pre-production, and the company has been upfront that the final surface finish will differ. That’s a meaningful caveat for a product whose physical fit and feel will determine whether the concept actually holds up. Whether they’ll be able to deliver this Holy Grail of PC gaming, however, is the real question that can only be answered in time.

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This seahorse-inspired game controller concept is made for smaller hands

Game controllers have not changed much in shape since the mid-1990s. They’re still two-handed symmetrical slabs built around adult grip dimensions, loaded with enough buttons to pilot a small aircraft. For a 10-year-old just getting into gaming, picking one up for the first time is a bit like being handed a TV remote and told to perform surgery, no sweat.

The concept is called LEVION, and it proposes a split controller: two separate units, one per hand, each sized for a pre-teen’s palm. It was designed as a rethink of the thumb stick from scratch, and the result looks like nothing in the current gaming peripheral market, which is mostly the point. And its inspiration comes from the most unlikely source you can imagine.

Designer: Vedika Bapat

The form comes from a seahorse, specifically its upright posture, curved spine, and ridged body. Those horizontal ridges, translated into a soft frill around the base of each unit, are the structural logic of the grip. A seahorse’s bony plates give it stability without bulk, and LEVION’s ridges do the same thing for a small hand holding a rounded object across an hour of gameplay. It’s biomimicry that connects cause to effect rather than borrowing a shape for decoration.

Each unit carries a joystick, three face buttons, and a shoulder button, arranged on a circular head that sits atop a curved hourglass body. The silhouette is wider at the head and base, pinched at the waist, giving the thumb a natural landing zone and keeping the unit from rotating mid-game. The sketch process started with a seahorse drawing annotated “grip inspiration” before moving through VR console proportions to arrive at this form, so the shape isn’t just decorative shorthand.

The colorways lean into the pre-teen audience: pink, mint green, sky blue, and lavender, all in a soft matte finish that reads more like a toy than a peripheral. That positioning is deliberate. Standard controllers signal seriousness and capability. LEVION signals approachability, which matters when the target user is still sorting out that the left stick moves the character and the right one moves the camera.

The honest question is one of input coverage. A standard PlayStation controller has two joysticks, a D-pad, four face buttons, four shoulder buttons, and several system controls. LEVION offers a joystick, three face buttons, and one shoulder button per hand. For casual and younger audiences, that might be exactly right. For anything more demanding, the math gets uncomfortable, and the concept doesn’t address how that gap closes when the pre-teen turns 13.

That’s worth taking seriously, but it doesn’t diminish what LEVION gets right in the space it occupies. The design’s own research board lists the Nintendo Switch Joy-Cons as a reference point, and the parallel is fair: the Joy-Con also split a standard controller into two smaller units and found an audience that didn’t know it needed that format. LEVION asks the same question one step earlier in the age range, in a form that a kid might actually want to reach for.

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Killscreen’s N64 Funtastic-inspired Translucent Blue PS5 Controller Is Pure 1999 Nostalgia

The N64 Funtastic series was Nintendo’s most chaotic design decision, and that’s a compliment. Launched in 1999, the translucent controllers and consoles arrived at the tail end of a broader cultural moment: Apple had just cracked open the iMac G3’s candy-colored shell and shown the world that visible circuitry could be beautiful, and the consumer electronics industry was scrambling to catch up. Nintendo’s version came in six flavors, including Ice Blue, a saturated cyan-teal that looked like it had been poured directly from a Jolly Rancher mold. The controllers were transparent all the way through, which meant you could see every lever, spring, and pivot point in the mechanism. That was the whole point. Showing the guts was the product.

Killscreen, the Florida-based controller studio that has built its entire catalog on surgical retro revisionism, has now transplanted that exact aesthetic onto a PS5 DualSense. The Funtastic Ice Blue/Clear is a limited-edition PS5 controller with an Ice Blue translucent front shell and a crystal-clear back exposing the circuit board, wiring, and battery assembly beneath. It is native PS5 hardware, with wireless connectivity, haptic feedback, and adaptive triggers all intact. The base price is $139, with optional Omron hair triggers, mechanical face buttons, and GuliKit TMR thumbsticks available as upgrades.

Designer: Killscreen

Killscreen co-founder Erik Consorsha is upfront about the fundamental absurdity here: “There’s something slightly wrong about putting a Funtastic-style translucent controller on modern hardware. That’s exactly why we did it.” That instinct for productive wrongness is the throughline in everything Killscreen has released. The CubeSense put GameCube colorways and C-stick nubs on a DualSense. The 1080-R matched, with forensic precision, the exact gray of a factory-sealed 1995 PS1 controller, cracking one open just to get the color right. Each release is a deliberate category violation: taking an aesthetic that belonged to one console, one era, one design culture, and suturing it onto hardware from a completely different lineage. The Funtastic Ice Blue/Clear does the same thing, except the donor and recipient have never shared a design language in their lives.

The original Ice Blue N64 Funtastic controller sits next to the Killscreen version in the press photos, and the color match is uncomfortably close. What the image also captures is 25 years of ergonomic progress in a single frame: the N64’s trident silhouette, one of the most geometrically baffling controllers ever mass-produced, against the DualSense’s precisely contoured twin-grip body. Same shade, completely different idea of what a human hand needs. The face buttons on the Killscreen controller are bright primary yellow, blue, and green, pulled from the N64’s own candy palette rather than PlayStation’s iconic shape symbols, and on a Sony controller body they read as genuinely disorienting in the best possible way.

The 1999 Nintendo controllers were a single homogeneous translucent color all the way through: same Ice Blue from the front plate to the grip tips to every molded ridge. Killscreen splits the register three ways: Ice Blue translucent on the front half, crystal-clear on the rear panel, and matte gray on the trigger caps, thumbstick tops, and d-pad. That tripartite material logic is more visually considered than anything Nintendo attempted in 1999. The clear back is where the real design confidence lives: you can see the circuit board, the wiring harness in yellow and red, the USB-C port, and a Killscreen “Human Machine Interface” label on the main board. The internals are the display object.

The upgrade options change the character of the controller considerably. The base $139 configuration retains the stock DualSense trigger mechanism with adaptive resistance. Adding Omron hair triggers for $20 converts those into short-travel tactile clicks at around 2mm of travel, eliminating progressive resistance entirely in favor of on/off precision. Mechanical face buttons at another $20 swap the rubber membrane pads for microswitches, producing crisp tactile feedback more commonly associated with high-end mechanical keyboards. The GuliKit TMR thumbsticks at $39 use tunnel magnetoresistance sensors instead of traditional potentiometers, which means no contact wear and no drift. Fully specced, the controller lands at $208.

Killscreen assembles and tests every unit in-house in Florida, and the run is genuinely limited, consistent with how every prior drop has gone. The Funtastic Ice Blue/Clear is compatible with PS5 and PC. If the CubeSense and 1080-R are any indication, this one will be gone before most people finish debating whether they need it.

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This Owl-Shaped Controller Splits Into Two Pieces for Relaxed Gaming

Late-night gaming sessions have a familiar rhythm. Shoulders creep up, wrists lock around a rigid gamepad, and the clock slides past midnight while you chase one more match or level. Gamers are stereotypically seen as night owls, but the controllers they use are still built like daytime office tools, fixed in shape and posture, demanding that your hands adapt to them instead of the other way around.

HELIX is a biomorphic controller concept that borrows its overall stance from an owl, symmetrical, balanced, and ready to move. It’s designed to come apart and fit back together easily, working as a single controller or as two separate pieces. The flexible shape is meant to follow how players actually sit and shift during long sessions instead of forcing one rigid grip that starts to ache after the third hour.

Designer: Radhika Shirode

In its unified form, both halves are joined by a small central bridge. The layout is familiar, analog sticks, face buttons, and directional controls where you expect them, but the wing-like grips curve down and out instead of forming a flat bar. That biomorphic curve lets your hands rest in a more natural position, which matters when you’re chasing one more match at two in the morning and don’t want to wake up with sore thumbs.

When HELIX comes apart, each half becomes its own lightweight controller, complete with stick, buttons, and triggers. You can lean back, drop your arms to your sides, or rest them on the sofa back, each hand holding a separate piece. That freedom to spread out reduces tension in shoulders and wrists, which is when night-owl sessions stop feeling like work and start feeling comfortable again.

The split design also makes it easier to share. Two people on a couch can each take a half for simpler games or asymmetric roles, without digging for a second controller. Passing one wing across the room feels more casual than handing over a full gamepad, and the shape encourages interaction instead of everyone hunching over their own device in separate corners of the room.

The focus on balance and lightness means each half is shaped to feel stable on its own, not like a broken piece of a larger object. The designer explored many silhouettes before landing on this owl-inspired form, where the grips echo wings, and the center reads like a small body. It’s a softer, more organic take on a category that often leans into sharp, aggressive lines and tactical branding.

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Anbernic RG G01 gaming controller monitors your heart rate while you play

Anbernic is known for its retro gaming handheld devices has a respectable lineup of controllers as well. Looking to take the challenge to market leaders like GameSir and 8BitDo, the Chinese gaming accessories maker has revealed the RG G01 wireless controller for smartphones, PC, and Nintendo Switch. The gamepad does all the stuff that you’d expect from a gaming accessory, but has features you normally don’t see in gaming accessories.

The controller has a heart rate sensor embedded in the grip where your palms rest to identify when you are pumping too much adrenaline in action and should cool down a bit. These sensors measure your pulse in real time, displaying it on the controller’s screen and even triggering an alarm when your rate spikes. Anbernic calls it their first pro-level gamepad, and stamping the internal with a heart rate sensor may not help you detect any terminal signs, but it will let you keep an eye on how intensely you are engulfed in action.

Designer: Anbernic

Another standout feature with the RG G01 (RG for Retro Gaming) is the inclusion of Purple Kirin inductive joysticks that use capacitive sensing for accurate movement. This is done by measuring the small electric currents and turning them into digital signals to control movement. Unlike the Hall effect or TMR joysticks, which employ magnetic fields, already a technology used in high-end gamepads, this is a level higher. Complementing this are dual-mode triggers that let you switch between linear feel for nuanced control and microswitch mode for crisp actuation in shooters or racing games.

Anbernic’s RG G01 builds on that foundation with a suite of upgrades aimed at gamers who want more control and customization right in their hands. At the heart of its innovation is a built-in 2.5-inch HD smart screen that lets players adjust button mappings, create and manage macros, and fine-tune settings without opening an app on a phone or PC. This on-device control makes configuration intuitive and keeps you in the flow of your session.  The RG G01 offers Bluetooth 5.0, 2.4 GHz wireless, and wired USB-C modes, all with a 1000 Hz polling rate that helps ensure ultra-low latency whether you’re playing locally or in a competitive environment. This high polling rate, typically found in premium gamepads, means inputs are registered quickly and consistently across platforms like PC, SteamOS, Linux, Nintendo Switch, Android, and iOS.

The controller doesn’t skimp on motion or tactile feedback either. A six-axis gyroscope enables motion controls in compatible games, while dual asymmetric pendulum motors deliver immersive vibration feedback that responds to in-game action. Programmable macro buttons on the rear add another layer of control, letting you assign complex input sequences to simple presses—handy for fighting games or intensive multiplayer titles.

Anbernic hasn’t confirmed pricing or exact availability yet, but the RG G01 is positioned above its previous budget-oriented controllers, like the RG P01 and RG DS, suggesting a more premium price point. As a versatile, fully featured controller with distinct hardware upgrades and cross-platform support, the RG G01 offers a compelling option for gamers who want deeper control and unique features beyond what conventional gamepads provide.

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