Nintendo Classic Controllers on Switch

Official Nintendo Switch Online Controllers

As of the time of this post, Nintendo has released five sets of controllers based on their original legacy consoles.

  • NES
  • SNES
  • N64
  • Gamecube
  • Sega Mega Drive / Genesis

Advantages

  • Wireless
  • Good battery life
  • Easier maintenance
  • USB-C for charging and connectivity (post-NES)

NES

Charge on console just like joy-cons

SNES

The perfect mini controller w/ D-Pad and 6 buttons

N64

Perfect for entire N64 library

Gamecube

Flexible outside library, very good for 3rd person platformers

Downsides

  • Higher costs
  • Low availability
  • No other modern features
    • gyro
  • Unable to configure controllers (remapping)
  • Some unsustainable materials

NES

  • No other ways to charge these controllers (third party joy-con chargers are not reliable)
  • Very small number of buttons
  • No dogbone variant

SNES

  • Famicom variant only available to Japan

N64

  • Only one color option
  • Thumbstick is less reliable

Genesis / Mega Drive

As many buttons as the NES

Gamecube

Only one color option

The big problems

  • Less flexibility outside intended online library
  • No color variants

Alternatives?

8bitdo DIY

DIY Showcase

8bitdo sells a wide range of replaceable circuit boards for the original intended controllers. They replace the wired method to the original console with a wireless protocol that the Nintendo Switch can find and treat as if it's one of the official wireless Switch Online products.

Because you only purchase the circuit board (the interior), this means that this product can be used with any color, edition, or other custom variant of the legacy controller that you can source. Personally, I have used the DIY N64 edition in order to have some colorful N64 controllers that still work on the Nintendo Switch as well as the intended Switch Online official products.

I personally recommend this for tinkers, especially for those who either own the original controllers, or have ease of access to pre-owned controllers and some electronics tools to open and clean them up.

Handheld Legend

Handheld Legend Website GitHub Repo

HandHeldLegend specializes in building optimal Nintendo Switch Pro Controllers, but they have an ongoing project to source an optimal Nintendo Gamecube controller, compatible with both the legacy console and the Nintendo Switch in preparation for the Gamecube Switch Online library, but of course specially for Smash Bros fanatics with consideration of other flexibility using added modern features, including a sidekick app that can tweak, calibrate and remap bindings without a computer or console.

DaemonBite

Daemonbite Website GitHub Repo

This is a project of build-it-yourself USB adapters to convert existing wired controllers to USB controllers that the Nintendo Switch can recognize as Pro Controllers.

Retro Pi Switch

GitHub Repo

This is a promising open-source project that simply takes the wired protocol of a controller and uses a Raspberry Pi as a converter and transmitter to the Nintendo Switch. Only tinkering done around the connection, no need to touch the controller internals or the Switch software.

Joy-Cons in perpetual beta on Steam Input

Steam Input is frankly broken

Bad news is that support still feels like it's in "perpetual beta". The good news is that Steam Deck can also use Joy-Cons.

For Steam Input overall, there's some kind of backend overhaul happening to get modern controllers and the Steam Deck controller in feature parity, so many controller features seem to be breaking when least expected.

New Gyro Modes

In the midst of this, there are also alternative Gyro modes that will eventually replace the standard:

  • As Mouse, and
  • As Joystick

with:

  • Gyro to Mouse,
  • Gyro to Deflection, and
  • Gyro to...Joystick Camera.

I think this is because a Joystick Camera can become very vague in describing intended implementation; some games whether in 1st or 3rd person allow the camera to be swiveled with right stick, and many modern shooters use it for rotating a camera. The former is accomplished with Deflection, the latter with Camera.

Extra Gyro Settings

Inside those modes are a lot more fine-tuning capabilities for the gyro. Gyro to Mouse is still considered the de-facto way to implement seamlessly, but Joystick Camera is a compromise for games that don't respond with a controller and mouse simultaneously, to help adjust the gyro in a way that specificly timed flicks of the joystick will result in camera rotation comparable to a mouse. But this is restricted (by blind developers, but not the point) because of internal default assumptions in place, namely:

  • Joystick Deadzone
  • Camera Acceleration
  • Very Low Maximum Turning Speed

Games like Apex Legends and Fortnite allow removal of deadzones and acceleration paths to allow a less-restricted configuration necessary for Gyro to Joystick Camera, but many games will still prevent turning the camera faster than a mouse. This is unfair because a mouse's turning speed depends on the OS sensitivity setting and the hardware capability (mouse DPI), but it goes to show how little thought is given for Joysticks to be used comparable to mice.

Rambling aside...

The new gyro to Joystick Camera mode compensates for these limitations by allowing gyro conversions to meet the minimum intended values, and allowing capped movements to be carried in to the next frames of output. It may make the movement feel "pegged", but it's a compromise for having capped turning speed.

How the new gyro modes help the Joy-Cons

What this means for Joy-Cons is that even a single controller can function as well as a regular Xbox controller, by converting its unused tech to its missing functions like the second analog stick, D-Pad or analog triggers. Swapping is possible with Action Layers and clever button chords, and innovations in reusing analog sticks and button pads can help, such as a single "Change Weapon" button used for swapping the ABXY pads for numbered 1-4, instead of traditionally using the two bumpers to scroll down a list.

But how about a simple use of Joy-Cons?

Air mouse

Gyro Trigger Stick
Mouse Left Click Mouse

With this setup, you have a simple and very useful Point-and-Click device.

VERY useful for Steam Deck.

Tried it with:

pretty much any game or software that only needs a mouse. And makes navigating Desktop Mode much better when the Deck is docked.

Re: the latency,

Because of the new modes and the backend overhaul, the Joy-Cons can feel like they lose track or overcompensate sometimes, but there's definitely an effort on Steam's end to interpret what's needed and use its best methods to get what's desired. Definitely better than last year in performance, but not as flawless as the Pro Controller or Playstations' gyro. Mind you, the most issues I have are on Windows, but hiccups happen much less often on Steam Deck. It could be the environment, the bluetooth adapter, or the OS influencing the Joy-Cons' connectivity, still unsure at this point.

Have Fun Making New Passwords

The password game is a joke, but it's rather still a useful tool for creating quick, memorable passwords for either those times a password manager is not usable or for those users that don't use password managers. It's certainly much easier to remember the strangest or weirdest combinations of words than whatever code a computer can generate.

Neal's Password Game

The Password Game

Created by Neal Agarwal, the password game is a unique online puzzle with a simple concept: use the web-based textbox to create you own password, stumble on a new requirement for the password, and revise accordingly. Rinse and repeat.

While the game becomes much more dramatic and hectic after about 15 rules, the reality is that many of the prior rules are more than enough to inspire players with ideas for new passwords, passwords that are not compromised by a traditional dictionary attack.

A bad password is:

  1. already used elsewhere
  2. easily guessable (or computable)
  3. easily sharable

Of course, when it's time to change passwords, either because of a required timely refresh or advance notice of compromise, it can be a pain to have to recreate a password that cannot have already been used. But what if the approach to drafting a new password was simple yet still effective? All this new password needs is to not be bad; it doesn't have to be perfect or personal, especially if it is ephemeral.

I encourage you to play the game in the featured link, but for a refresh on the most important rules to hit:

  1. At least 5 characters
  2. At least one uppercase
  3. At least a special character

Of course, consider: for those strange instances that a password requirement is either: specific characters, no more than this many characters, or is not a word in a dictionary, it can help to deviate a bit with relevance to the service. e.g. Ha!pEykn33dMymed3ciN

Limitation boosts creativity.

And now, the creativity of the password game; use strange yet memorable concepts to make it stand out and be much stronger than any generated password.

I bolded my favorites.

  1. Month of the year
  2. One of our sponsors
  3. Roman numerals multiplied up to 35
  4. Today's Captcha
  5. Today's Wordle Answer
  6. Current phase of the moon
  7. Name of a country
  8. Specific color in hexadecimal
  9. Leap Year
  10. Best move in chess notation
  11. Atomic Elements, numbers add up to 200
  12. The current time

Here is my outcome for today, meeting 18 of the game's rules. Of course, tailor it down to meet whatever service requires this:

2000borneBa🌗🥚7wyp443?JunestarbucksXXXVenezuelaNf5+FmSi

Just For Fun, I Asked the A.I.

Copilot Conversation

Question: I need to change my password but I don't have access to a password manager. What is a way to make fun, memorable passwords?

Copilot (as of 2025) Here’s a method: The Sentence Trick – Think of a phrase that makes you smile, like "My dog jumps higher than my neighbor’s cat!" Then, turn it into a password using the first letter of each word and some tweaks: MdJhtMnc!

Other creative techniques:

  • Mash-Up Method – Combine two unrelated but memorable words and mix them with numbers or symbols. PizzaUnicorn42!
  • Inside Joke Approach – Use a phrase only you understand. Maybe something from a childhood memory or favorite movie. LukeL0ve5Leia!
  • Emoji & Symbol Play – If allowed, mix in symbols and numbers that relate to you. 🌞Beach!2025

One last tip, to hammer home avoiding the traits of bad passwords:

Don't be stale. - ABC Always be changing.

A Useable Guide to the Alt Customs T60 Keyboard

The official user-guide on altcustom's webiste is atrocious; it's a borked output of some generated translation. This guide will attempt to expand on altcustom's lack of documentation, but a proper webpage demonstrating the keyboard's functionality is overdue. Maybe for a future project...

AltCustoms T60

HELP! RESET MY KEYBOARD!

Simple. While plugged in, hold Fn (bottom-right key) and press Esc. The keyboard lights will flash, and all settings will return to factory default.

Missing Keys

Of course, because the keyboard is significantly smaller, not every key will fit. Most keys are visible, while some keys known in certain regions of a traditional keyboard are toggled active in place of visible keys, based on specific combinations of the Fn key (at the bottom-right) and a number from the top row or auxiliary key on the bottom.

~ | `

To my current knowledge, the backtick/tilde key (usually above Tab but below Esc) is missing and not mapped to any alternate layout. This makes this keyboard not very viable for programming.

Fortunately, we have Alt Codes:

Key Alt-Code Linux
~ Alt + 126 Ctrl+Shft+U + 7E
` Alt + 96 Ctrl+Shft+U + 60

Functions

  • Toggle
    • Swap number row for FN row
    • Swap right-side keys for missing auxilary functions
    • Swap bottom-right keys for Arrow Keys
    • Swap WASD for Arrow Keys
  • Lights
    • Different Lighting Modes
    • Change colors
    • Directional Flow of illumination
    • Speed of illumination
    • Only WASD illuminated
    • No Keys illuminated

How to Switch Functions

FN + ? Description
FN + 1 Toggle F1 - F12 Keys
FN + 2 Toggle Top-Right Keys
FN + 3 Toggle Bottom-Right Arrow Keys
FN + 4 Toggle WASD Arrow Keys
FN + 5 Light Mode: QWERT
FN + 6 Light Mode: QWER
FN + 7 <--> 10 Turn Light Off
FN + Menu Switch Light Mode
FN + Windows Toggle Lock Windows Key
FN + Ctrl Color Switch
FN + Alt Direction Switch
FN + O Decrease Speed
FN + P Increase Speed
FN + Esc Reset Keyboard

Fn + 1

Number Key
1 F1
2 F2
3 F3
4 F4
5 F5
6 F6
7 F7
8 F8
9 F9
10 F10
11 F11
12 F12

Fn + 2

Off On
[ Print Screen
] ???
K Insert
L Home
; Page Up
' Page Down
, Delete
. End

Fn + 3

Off On
/ ? Up Arrow
Right Alt Left Arrow
Menu Down Arrow
Right Ctrl Right Arrow

Fn + 4

Off On
W Up Arrow
A Left Arrow
S Down Arrow
D Right Arrow

Light Modes

Fn + 5

The following become illuminated:

- - - - -
2 - 4 - 6
Q W E R T
A S D F G
Shift - - C V
Ctrl - - - -

Fn + 6

The following become illuminated:

- - - -
2 - 4 6
Q W E R
A S D F

Colors

  • I owe a list

About Windows Lock

Lock the Windows key to prevent accidentally pressing it, useful for gameplay. The lock icon under the Windows logo will illuminate when the key is locked.

Introduction to Nintendo Switch Virtual Game Card

Prior to the release of the Nintendo Switch 2, and in the timely release of system firmware version 20.0, players have an alternative to the cloud-based verification method owners with multiple consoles to play their games purchased from the Nintendo e-shop, on top of which is a better way for family members to share their games with each other.

Virtual Game Card

What is Virtual Game Card

A virtual game card is an abstract representation of a player's digital game and/or Downloadable Content (DLC). It's not necessarily the data, but rather the permission granted by the owner to the console to use the game/DLC. Any user on this console is permitted to play, even offline.

You need both the game data and the Virtual Game Card to play.

You can still download game data to all consoles a player owns or loans to other family members, but the receiving console can only play on one select console by loading its virtual game card, and vice versa; one cannot play the game that has loaded its virtual game card if its data is not installed.

This applies to the entire Nintendo Switch family of systems, including:

  • original Nintendo Switch
  • Nintendo Switch Lite
  • Nintendo Switch OLED
  • Nintendo Switch 2

The previous generation of Nintendo Switch family of systems need to have their operating system firmware upgraded to version 20.0 or higher.

Prior to Firmware Version 20.0

A player who owns multiple consoles with their same Nintendo Account user had to delegate one console as the "Primary" in the Nintendo e-shop. This "Primary" console was able to, after downloading and installing, play digital games and DLC offline without verification. All other consoles owned by the player required an internet connection to start and play content.

Only the user who has purchased the content was permitted to play the downloaded software.

Not only that, but the "Primary" console has priority over all others. If the "Primary" console, with the same Nintendo Switch online account, started up to play a game, current play sessions on all other consoles are suspended until the "Primary" either disconnects from the Internet or closes their running game.

Advantages to Virtual Game Cards

There is no longer a "Primary" console delegation that has priority permission over the entire library; up to two consoles per Nintendo Switch account user can be linked for Virtual Game Cards.

All users on the console that has the loaded Virtual Game Card are permitted to play, even offline. Prior, only the user with either an Online License to their own copy of the game or the "Primary" user of the console was permitted.

Instead of one console having priority over all games, Virtual Game Card system permits these two consoles to permit offline access for different games between each other.

Exceptions

The following are downloadable content that are known to not use Virtual Game Cards:

  • Nintendo Switch Online Classic Games Collections
    • NES
    • SNES
    • N64
    • Game Boy / Advance
    • Sega Mega Drive / Genesis
    • Gamecube
  • Tetris 99
  • F-Zero 99

The common trait is that subscribers' benefits to paid Nintendo Switch Online membership are not considered Virtual Game Cards.

Setup Consoles for Virtual Game Cards

Prerequisites

Only for the setup, both consoles must be in close proximity, connected to the Internet, and have the interested Nintendo Switch online account registered.

After setup, the consoles no longer need to be in close proximity to (un)load Virtual Game Cards.

Prerequisites to Loading Virtual Game Cards

Both of the user's consoles need to be powered on (or in sleep mode) and connected to the Internet.

Download Game Data

Keep in mind that Virtual Game Cards and the downloadable software, data and DLC are independent; loading a Virtual Game Card will not launch a game if the console does not have the data.

Fortunately, with this system, it's easier to order a console connected to the Internet to pre-download necessary data: use the Virtual Game Card menu from a linked console's Home Menu, or the Account Home page on Nintendo's Website.

Access and (Un)Load Virtual Game Cards

Virtual Game Cards are best easily accessed from the Virtual Game Card menu from one of the linked console's Home Menu.

Alternatively, use the Account Home page on Nintendo's Website.

Using the same behavior as prior to Firmware Version 20.0

The previous feature is retained in "Online License Settings". It may be disabled by default after updating the firmware. To re-enable:

  1. From a Nintendo Switch Home menu, go to the interested User's Page (on the top-left).
  2. Left side, User Settings
  3. Under Nintendo Account, go to Online License Settings
  4. Turn "Use Online License" On.
  5. Afterwards, the next time this User connects to the Nintendo eShop via the applet from the Home Menu, that console will be designated as the Primary console.
    • This console can be revoked its Primary status from the Nintendo eShop applet, found near the bottom of its Settings page.

This only needs to be enabled from one of the consoles that a user owns. The behavior is retained across all consoles on which the User exists.

Although it's only recommended to use this setting for more than two consoles (especially when one requires an Internet connection for most games anyway), enabling this feature and loading all Virtual Game Cards on a dedicated "Primary" console will retain the same behavior as before the new Virtual Game Card feature was released.

What about DLC?

Specifically, what would happen if only one family member.

I believe the answer is that the Virtual Game Card from the user who purchased the DLC should permit other consoles and users loaned their game should permit them to use the downloadable content, simply by loading that card. This needs confirmation, sometime in the future...