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d64 Just Packed an Entire Dice Collection Into a Tiny 1980s Computer

Tabletop roleplaying games have an accessory problem. The dice alone can take over a corner of any gaming table, each one representing a different die type that the rules will inevitably call for at the least convenient moment. Tracking down the right d10 mid-session, or explaining to a new player why there are two different ten-sided dice in the bag, is just one of those small but reliable annoyances that experienced players have long since stopped questioning.

The Console’88 from d64Computing is a compact digital dice roller that handles the entire set from d4 through d100 in a single device, the size of a pocket calculator. What makes it genuinely interesting, though, isn’t just the function; it’s that the designer chose to dress it up as a miniature 1980s computer, complete with a CGA color display, vector graphics, boot-screen text, and the kind of visual language that looks like it was pulled straight out of a 1984 computer catalog.

Designer: d64Computing

Selecting a die type is done through a rotary dial and a button underneath the faux keyboard, which fits the era aesthetically and keeps the interaction simple. Spin it to the die you want, and get your result. The randomness runs at microsecond precision, so the results are genuinely unpredictable rather than cycling through a predictable sequence. For anyone who’s ever side-eyed an app-based roller and wondered about its actual randomness, that’s a meaningful detail.

The sounds are what push it over from clever gadget into something with real personality. The Console’88 plays 1980s video game audio when you roll, and it apparently has dedicated sound effects for critical successes and critical failures, which is the kind of contextually appropriate design decision that’s easy to appreciate at an actual gaming table. A crit that’s announced by a triumphant eight-bit jingle lands differently than a number quietly appearing on a phone screen.

There’s an argument to be made for physical dice that has nothing to do with practicality. Rolling actual dice is tactile, dramatic, and central to the experience for a lot of players. But for anyone who travels frequently to gaming sessions, runs games for beginners without their own dice, or simply wants something that takes up less space on an already crowded table, a single device covering every die type is a reasonable swap to make.

The design commitment here is what separates the Console’88 from a generic electronic dice app. This thing looks like it belongs on a desk next to a Commodore 64, and reviews consistently call out the visual quality of the vector graphics and the charm of the retro computer case. It’s a product that clearly started from an aesthetic vision rather than pure function, and the function turned out to be genuinely good on top of it.

The post d64 Just Packed an Entire Dice Collection Into a Tiny 1980s Computer first appeared on Yanko Design.

Sony’s PS6 Could Triple the PS5’s Power. It Could Also Cost $800 and Land in 2029

Seven years is a strange unit of time. Long enough to finish a PhD, short enough to remember an event vividly, and apparently, exactly long enough for Sony to build, test, manufacture, and ship a new generation of PlayStation hardware. PS3 to PS4, PS4 to PS5: seven years, twice, with the precision of a Swiss movement. The console industry built its entire release calendar ecosystem around that cadence. Publishers scheduled their biggest titles around it. Retailers planned inventory cycles for it. Analysts forecast revenue curves based on it. So the news that Sony has not yet decided when the PS6 will launch, with Bloomberg and MST International both pointing toward 2028 at the earliest (if not 2029), carries weight well beyond a single product launch.

The culprit is DDR7 memory, or more precisely, the catastrophic shortage of it, as AI data centers absorb the global supply of high-bandwidth RAM faster than Samsung, SK Hynix, and Micron can produce it. One year of delay sounds manageable until you zoom out. GTA6, announced in December 2023 for a 2025 launch, has been publicly delayed three separate times and is currently targeting November 2026, with bettors still skeptical. Beyond the Spider-Verse slipped from March 2024 to June 2027, a three-year crater in the release calendar of one of the most acclaimed animated franchises in history. Apple is formally retiring the single annual iPhone event in favor of a split premium-then-standard cadence. The PS6 delay is a symptom of something structural, and the structure is bending.

Image Credits: Latif Ghouali

The memory crisis at the root of Sony’s problem is unlike previous supply chain disruptions in one important way: it is being driven by a competitor class that simply outclasses consumer electronics on every financial dimension. Samsung, SK Hynix, and Micron have made a calculated pivot toward high-bandwidth memory for AI accelerators, with demand expected to grow 70 percent year-over-year in 2026 alone. Meanwhile, Alphabet and Amazon have announced capital expenditure plans of roughly $185 billion and $200 billion respectively this year, among the largest in corporate history, further intensifying competition for advanced memory. Sony is not losing a bidding war. It is sitting in a market that has structurally reorganized around different priorities, and the PS6 is waiting at the back of a very long, very expensive queue.

Sony President and CEO Hiroki Totoki addressed the uncertainty directly at the FY2025 earnings briefing, saying through a translator: “We have not yet decided on at what timing we will launch the new console, or at what prices. So we would like to really observe and follow the situation.” That is an extraordinary statement from the head of one of the most strategically disciplined hardware companies on the planet. Sony does not typically observe and follow. It plans, announces, and executes. The fact that Totoki’s language sounds more like a macroeconomist reading a volatile market than a product chief managing a launch calendar tells you everything about how abnormal this moment is.

The hardware itself, when it arrives, looks genuinely transformative. Leakers and supply chain sources indicate Sony awarded the PS6 chip contract to AMD back in 2022, with the console expected to feature a custom Zen 6 CPU and RDNA 5 GPU architecture, targeting roughly triple the PS5’s rasterization performance with 4K gaming at 120 frames per second and advanced ray tracing. A companion handheld codenamed Project Canis is reportedly riding alongside the main console as part of a unified two-device platform strategy, which would represent the most significant structural shift in PlayStation’s hardware philosophy since the PS3’s disastrous Cell processor gamble. The specs, in other words, are not the problem. The atoms are.

The delay also arrives at a peculiar competitive moment. If supply chains stabilize by 2027, Sony could target a late 2028 launch with multiple SKUs and the handheld companion. If shortages persist, the PS6 could slip to 2029 or beyond, risking market momentum loss to rivals. Microsoft has been conspicuously quiet about its own next-generation plans, and a scenario where Xbox gets to market first, even with a smaller install base, would hand the competition a narrative advantage that Sony has not faced since the PS3 era. As of early April 2026, prediction markets showed only about 25 percent probability that Sony would announce the PS6 before 2027. The crowd is not optimistic.

What the PS6 situation actually exposes is the fragility of product cycles that have been treated as laws of nature rather than engineered outcomes. GTA6 has been delayed not once or twice but three times since its December 2023 reveal, bouncing from a 2025 window to May 2026, then to its current November 19, 2026 target, with Take-Two CEO Strauss Zelnick deploying identical “we feel really good about it” language each time a new date was announced. Beyond the Spider-Verse, a sequel to a film that grossed $690 million and earned a near-universal critical consensus as a generational achievement in animation, has been pushed from March 2024 to June 2027, a three-year gap that would have been unthinkable for a franchise at that level of commercial and artistic momentum. And Apple, the company that arguably invented the modern product launch as cultural event, is now formally splitting its iPhone releases across a fall premium window and a spring standard window, with Mark Gurman reporting the expectation that this pattern continues for years to come. Clockwork, everywhere, is slipping.

Sony will ship the PS6. The hardware is real, the AMD partnership is locked, and the performance targets are serious enough to make the wait feel justified when the box finally lands on a shelf. But the seven-year cycle, that beautiful, reliable, industry-organizing drumbeat, is not coming back on its original terms. The PS6 will arrive when the memory market allows it, which is to say when AI infrastructure spending pauses long enough for consumer electronics to get a turn. That is a sentence that would have read like science fiction in 2020, when the PS5 launched on schedule into a pandemic and sold out globally within minutes. The world has reorganized itself around different priorities. The PlayStation, for the first time in a long time, has to wait in line like everyone else.

The post Sony’s PS6 Could Triple the PS5’s Power. It Could Also Cost $800 and Land in 2029 first appeared on Yanko Design.

The LEGO Metal Slug Diorama With Adjustable Cannons, POWs, and Mid-Air Grenades Is Here

By 1996, the arcade was dying. Virtua Fighter and Tekken had the crowds. Sega’s racing cabinets had the spectacle. The conventional wisdom was that 2D games were finished, and anyone still making pixel art sidescrollers was simply behind the curve. Then Nazca Corporation released Metal Slug on SNK’s Neo Geo hardware, and the conventional wisdom had to sit quietly in a corner for a while. The game’s hand-animated sprites moved with a fluidity that polygon games couldn’t touch, and the humor, panicking soldiers, grateful POWs tossing rocket launchers, a tank that waddled like a toy, made the whole thing feel alive in a way that pure technical showmanship never quite manages.

LEGO Ideas builder MagicBrick has captured a freeze-frame of that world in brick form, reconstructing the game’s iconic jungle mission with 2,701 pieces and 6 minifigures locked into a scene of swamp terrain, rebel soldiers, dense jungle vegetation, and the squat, waddling Super Vehicle-001 tank at the center of it all. It’s a dense, affectionate build made by someone who clearly lost many, many credits to this game, and it shows in every deliberately chosen detail, from the mid-jump Marco Rossi clutching a Heavy Machine Gun to the bearded POW standing by with a reward.

Designer: MagicBrick

The scene is structured like a freeze-frame from the game itself, which is exactly the right instinct. MagicBrick describes the goal as capturing “a dynamic instant where everything is in motion: jumps, actions, and interactions come together to recreate the fast-paced feeling typical of the game,” and the build delivers on that. Marco Rossi in his red jacket is airborne, Heavy Machine Gun in hand. Tarma Roving, yellow jacket, stands ready with a pistol and knife. Three Rebel Army soldiers in green uniforms and helmets fill out the opposition, armed with bazookas and rifles. The swamp base uses tiles in multiple shades to sell the terrain, jungle trees and palms crowd the background, and the brick-built backdrop reflects the arcade color palette of the original game rather than any attempt at realism. That last decision is a smart one. Metal Slug was never interested in realism, and neither is this.

The Super Vehicle-001 is the centerpiece, and MagicBrick has packed a surprising amount of function into a compact footprint. The rear cannons are adjustable, the tracks are functional, and antennas complete the silhouette. Scattered across the scene are the environmental details that will hit Metal Slug veterans like a reflex: ammo crates, yellow barrels, a hanging fish skeleton, a parachute, and both the Heavy Machine Gun and Rocket Launcher power-up pickups rendered in brick. My favorite touch, though, is the grenade sequence, a classic cartoon-logic arc of thrown grenades ending in a mid-air explosion, frozen in plastic at exactly the right moment of absurdity.

Topping the whole structure is the Metal Slug logo itself, rendered in a red-to-orange gradient that makes the build read as a display piece as much as a playset. It’s that combination of environmental storytelling, playable features, and genuine fan knowledge that separates builds like this from generic video game tributes.

LEGO Ideas is the platform where fan-designed MOCs (My Own Creations) gather community votes, with 10,000 supporters needed to trigger an official LEGO review and potential production as a retail set. MagicBrick’s Metal Slug submission hit 100 supporters almost immediately after going live and has been picking up Reddit traction since. If you grew up feeding tokens into a Neo Geo cabinet, head to the LEGO Ideas page and cast your vote here.

The post The LEGO Metal Slug Diorama With Adjustable Cannons, POWs, and Mid-Air Grenades Is Here first appeared on Yanko Design.

GAMEMT E5 MODX handheld’s detachable control module can be connected to Magsafe phones

The craze for handhelds over the last 24 months has driven a surge in portable gaming consoles. We’ve seen it all, right from retro handheld devices to modern consoles that can handle AAA titles without breaking a sweat. GAMEMT has been in the thick of things with a Android handheld released last month and a unique portable console with a dial knob.

Now the Chinese manufacturer has revealed yet another handheld, which is an eye turner for sure. This is the E5 MODX console based on the original E5 released in 2024. The console has a removable modular display that can be connected to your MagSafe-compatible smartphone. It would be safe to say that the handheld draws inspiration from the MCON controller, but we haven’t seen a detachable-display handheld yet. Now, that’s downright cool.

Designer: GAMEMT

In its native form, the handheld looks and feels just like any other 3:4 display device. However, when you detach the 5.5″ screen (1024 x 768) and connect its controller module magnetically to a mobile phone, it turns into an altogether different beast. The gaming machine comes with the MTK6771 Helio P60 chipset, which is not that highly rated in the tech circles, given its inconsistent performance. Still, it’ll be interesting to see what GAMEMT has managed to achieve with this microchip in terms of hardware and software compatibility in the E5 MODX. The chipset is paired with a 3GB RAM for optimized performance, and 32 GB internal memory is more than enough to store the suite of AA games.

You can expect to emulate PS1 games, or the option to pair with the Dreamcast/N64/PS2 and GameCube emulation. Clearly, you would better explore the retro arcade game library with this one, to be honest. The real magic happens when you connect the device to your flagship smartphone, and the fun of playing AAA games is again real. For now, it is unclear whether the magnetically detachable accessory pairs via Bluetooth or works with the physical connection, and also for low latency.

According to GAMEMT, the first 3D prototype of the E5 Modx is in the works, and there is no word yet on when the handheld will be released. For now, the idea sounds very interesting, given the landscape of handheld consoles that gamers now can choose from.

The post GAMEMT E5 MODX handheld’s detachable control module can be connected to Magsafe phones first appeared on Yanko Design.

Evercade Nexus upgrades retro gaming with widescreen play and refreshed modern controls

For retro gaming enthusiasts, few platforms have embraced nostalgia with the same dedication as the Evercade lineup. Developed by Blaze Entertainment, the Evercade ecosystem has steadily carved out a niche by doing something many modern gaming platforms have abandoned, delivering classic games through collectible physical cartridges.

Since the original Evercade gaming handheld console arrived in 2020, the brand has built a reputation for preserving classic titles while presenting them in a curated, officially licensed format. Now the company is taking a more ambitious step forward with the Evercade Nexus, a device designed to modernize the handheld experience without losing the retro soul that defines the platform.

Designer: Evercade

The Nexus is a significant leap in hardware compared to earlier Evercade devices. One of the most noticeable changes is the 5.89-inch IPS screen (with 840×512 resolution) having a wider 16:9 aspect ratio. Previous Evercade systems focused primarily on the classic 4:3 format used by older consoles, but the wider screen allows the Nexus to better support enhanced versions of classic games as well as titles that benefit from a broader viewing area. The larger display also improves overall comfort for handheld play, giving retro games more space while maintaining the pixel clarity enthusiasts expect.

Controls have also received a major update. For the first time in the Evercade lineup, the Nexus includes dual analog sticks alongside the traditional D-pad and face buttons. While retro gaming is often associated with simpler control layouts, the addition of analog sticks expands the handheld’s compatibility with early 3D titles and games that demand more precise movement. The system also introduces TATE mode, allowing the console to be rotated vertically. This feature is particularly useful for classic arcade shooters originally designed for upright cabinets, recreating their intended orientation on a handheld device.

Under the hood, the Evercade Nexus runs on a quad-core processor clocked at around 1.5GHz. Power comes from a 5,000mAh battery that provides roughly five hours of gameplay on a single charge, while modern conveniences such as wireless headphone support bring the device closer to contemporary handheld expectations without sacrificing portability. Another notable addition is EverSync, a wireless multiplayer feature that allows two Nexus systems to connect locally. With EverSync, players can temporarily share a game from a single cartridge so both devices can participate, offering a simple way to enjoy multiplayer titles without requiring multiple copies.

Like every Evercade device, the Nexus remains fully compatible with the platform’s growing library of physical cartridges. The ecosystem now includes more than 700 officially licensed retro games spread across dozens of curated collections from classic publishers and arcade developers. Instead of relying on digital downloads, the Evercade philosophy continues to center on physical ownership and preservation. At launch, the Evercade Nexus will include a special cartridge featuring enhanced versions of classic titles such as Banjo‑Kazooie and Banjo‑Tooie, optimized for the handheld’s widescreen display.

Evercade Nexus handheld is up for preorder at $199.99 with release set for October 2026, which is a long time away if you are already curious. You can also go for the $229.99 Nexus 64 Edition, which boasts an exclusive Hard Shell EVA Case themed with the Evercade Nexus 64 Edition style, screen protectors, and of course, the certificate of authenticity. It is going to be limited to 2,000 units with pre-order availability on Funstock.

The post Evercade Nexus upgrades retro gaming with widescreen play and refreshed modern controls first appeared on Yanko Design.

7 Handheld Gaming PCs That Actually Look Like the Future — Not a Fisher-Price Toy

The handheld gaming PC market has a design problem. For every device that earns a second look, there are three more that look like they escaped from a toy aisle — chunky plastic grips, aggressive LED halos, fonts borrowed from energy drink cans. It adds up to a category that has historically rewarded specs over sensibility, power over the kind of quiet confidence that makes an object worth owning.

That’s starting to change. A new wave of devices is rethinking what portable gaming hardware should look and feel like: objects you’d carry without embarrassment, leave on a clean desk, or hand to someone who doesn’t play games, so they can appreciate the craft before they’ve touched a button. Some of these seven handhelds earn their place through industrial restraint. Others earn it through engineering honesty — upgradeability, connectivity, or a refusal to treat the buyer as someone who only needs to be impressed in the first five minutes. What they all share is an understanding that good design is a feature, not a finish.

1. AYANEO 3

The curves are the story. AYANEO’s third flagship iteration takes a category that has historically prioritized power over personality and gives it something more interesting: softness. The smooth, pleasing curves on the AYANEO 3 extend beyond the ergonomic grip area on the back to the corners of the device itself, rounding off every edge that might otherwise make the hardware feel aggressive or alienating. It is a small visual distinction that makes an enormous tonal difference. The result is a device that looks like it was designed for people rather than exclusively for the kind of person who already knows what a TDP setting is and can tell you why it matters.

The diagonal orientation of the analog joysticks and D-Pad mirrors the Xbox controller arrangement, which is one of those invisible ergonomic improvements you only register when a device gets it wrong. The larger back buttons are a genuine upgrade in theory, giving players more surface area to work with during extended sessions. Their positioning, though, introduces the real possibility of accidental presses during intense gameplay. This trade-off will feel familiar to anyone who has tried to improve on a layout that was already functional. The AYANEO 3 makes the strongest argument for design as a feature in its own right. Whether that argument is worth the price is the question you’ll be asking yourself after you pick it up for the first time.

What We Like:

  • Rounded, curve-forward chassis makes it the most approachable-looking handheld in its category
  • Diagonal joystick and button orientation mirrors Xbox ergonomics for more natural long-session play

What We Dislike:

  • Back button placement may result in accidental presses during fast-paced gameplay
  • Softened design language may not satisfy players who want their hardware to read as purposeful and performance-oriented

2. Acer Nitro Blaze 7

Acer enters the handheld arena with something the market actually needed: a device that solves Windows gaming’s most persistent pain point before you even load your first title. The AMD Ryzen 7 8840HS packs 39 AI TOPS, placing it on the same performance tier as many AI-powered laptops currently on the market. Paired with the AMD Radeon 780M and 16GB of RAM, the Nitro Blaze 7 arrives as serious hardware in a compact form. The 7-inch 1920×1080 144Hz IPS touchscreen with 100% sRGB color gamut coverage is the kind of display specification that makes comparable handhelds feel like compromises — vibrant and bright enough that even the darkest visual environments read clearly on screen.

What separates the Nitro Blaze 7 from the competition isn’t the chip — it’s the software thinking wrapped around it. The Acer Game Space feature consolidates titles from every platform and source into a single unified library, removing the multi-menu navigation friction that makes Windows gaming handhelds feel like a productivity task compared to SteamOS devices. Touchscreen support lets players interact directly with interface elements rather than routing everything through controller input, which matters more than it sounds when you are three minutes into a launch session and still navigating settings. The dedicated hotkey that drops you straight into your library is a small thing that solves a real and recurring problem, and that is exactly the kind of design thinking this category needs to normalize.

What We Like:

  • Acer Game Space consolidates multi-platform libraries into one interface, fixing Windows gaming’s biggest UX friction point
  • 144Hz IPS display with 100% sRGB delivers premium visual quality for a 7-inch handheld screen

What We Dislike:

  • The IPS panel means the Blaze 7 lacks the contrast depth and blacks of OLED competitors
  • At 7 inches, the display is smaller than the growing number of competitors now shipping with 8-inch screens

3. Steam Deck OLED Limited Edition White

Valve’s limited edition white Steam Deck is the rare hardware release that justifies its price premium through object quality alone. The off-white shell with gray buttons and a single orange power button is a restrained, confident color story that most hardware brands spend years failing to tell. The OLED panel with HDR support already positioned the standard Steam Deck a visual step above the LCD models, and the white chassis makes that contrast even more vivid — display colors read differently against a lighter surround, and the overall effect is closer to a premium consumer electronics object than a gaming peripheral. Valve pairs the device with a matching white carrying case and a microfiber cloth, because they know exactly what that surface will attract daily.

Available only in the 1TB configuration, the limited edition white Steam Deck is not a casual purchase — it is priced above the standard black variant, and that premium is entirely about the colorway rather than any specification difference. Valve has been direct about the potential for further bold color options depending on how this version performs in the market, and the design language of this release suggests they genuinely understand that hardware can carry emotional weight beyond its spec sheet. Their stated commitment to continued software and hardware improvements also changes the calculus on what the purchase represents. You are not buying a device at its peak; you are buying into an object that the people who made it intend to keep improving.

What We Like:

  • The off-white and orange colorway is the most considered visual design statement in the handheld gaming category
  • 1TB OLED configuration with HDR support represents the best display quality available in a handheld gaming PC

What We Dislike:

  • The white shell will show dirt and wear significantly faster than the black variant, demanding frequent cleaning
  • Limited edition pricing premium is cosmetic rather than functional, which makes it a harder case to make to practical buyers

4. MSI Claw 8 AI+

MSI’s second attempt at a handheld gaming PC makes a strong case for listening. The original Claw’s 53Wh battery was one of the most discussed disappointments in gaming hardware, and the Claw 8 AI+ responds with an 80Wh unit that matches the ROG Ally X — immediately removing that criticism from the conversation. The redesigned chassis is more comfortable to hold than the original, which sounds like a modest correction but represents the difference between a product you use and one you tolerate through a session. The 8-inch display at 1080p and 120Hz is the screen you can actually picture using across several hours without fatigue, and the overall hardware package reflects a manufacturer that took its first attempt as useful data rather than a finished result.

The dual Thunderbolt ports are the detail that separates the Claw 8 AI+ from most of its direct competition. In a category where connectivity has generally been an afterthought, Thunderbolt transforms the device into something more versatile than a dedicated gaming handheld. It can drive an external display, connect high-speed peripherals, and function as a desktop replacement when docked — a use case that justifies the form factor for people who travel and need their hardware to earn its carry weight across more than one context. MSI’s continued driver support for the original Claw also signals something about the relationship they want to build with buyers, which matters when you are deciding which ecosystem to invest in for the long term.

What We Like:

  • 80Wh battery resolves the original Claw’s most criticized weakness, matching the ROG Ally X for endurance
  • Dual Thunderbolt ports offer versatility that positions the device beyond pure gaming into broader portable computing

What We Dislike:

  • 1080p resolution on an 8-inch screen sits at the market standard rather than pushing the category forward
  • The redesigned chassis was not available for hands-on evaluation at launch, leaving the real-world grip feel unconfirmed

5. ADATA XPG Nia

The XPG Nia arrives with a design philosophy that most handheld manufacturers have been too conservative to commit to: repairability as a genuine feature. The use of LPCAMM2 memory modules, which are not soldered to the motherboard, makes this one of the very few handheld gaming PCs where upgrading the RAM is a realistic possibility rather than a route to a voided warranty. The M.2 2230 SSD slot handles storage upgrades in the same way, borrowing the kind of upgrade-friendly architecture that better laptops have offered for years. ADATA, better known for its data storage solutions than gaming hardware, brings exactly the right technical background to a product that treats longevity as a design consideration rather than an inconvenience.

This matters more than it sounds in a category that has normalized the idea of buying new hardware every two years because your existing device can’t be updated. Handheld PCs are essentially miniature laptops running laptop-grade hardware with constrained cooling, which has traditionally meant buyers are locked into the specs they purchase on day one. The XPG Nia pushes back against that assumption. It may not carry the brand recognition of Valve or ASUS, but the decision to make memory and storage user-upgradable in a handheld gaming PC is genuinely forward-thinking hardware design. The category is full of devices optimized for the unboxing moment. The XPG Nia is designed for year three.

What We Like:

  • Upgradable RAM via the LPCAMM2 module makes it one of the only handhelds built for long-term ownership
  • Upgradable M.2 2230 SSD slot extends the device’s useful lifespan well beyond its launch-day specifications

What We Dislike:

  • Real-world ease of RAM upgrades remains unproven, as LPCAMM2 is a relatively new memory format
  • ADATA’s identity as a storage brand creates unanswered questions around long-term software support and gaming ecosystem depth

6. GPD Pocket 4

The GPD Pocket 4 does not belong in this list by conventional logic, and that is precisely why it does. There are no joysticks, no D-pad, no face buttons. What it has instead is a compact clamshell form factor built around a full QWERTY keyboard, a small touchpad in the upper right corner designed for right-thumb operation in a two-handed grip, and mouse buttons positioned on the opposing side for the left thumb. The AMD Ryzen AI 9 HX 370 with AMD Radeon 890M graphics, 64GB of RAM, and up to 4TB of upgradable NVMe SSD storage inside this chassis is a genuine statement about what a pocket-sized device can accomplish. It is a handheld PC for the person who refuses to separate productivity from portability.

Where most devices in this roundup are gaming handhelds that can also browse the web, the Pocket 4 is a legitimate laptop replacement that can also play games within certain limits. Content creation, entertainment, productivity, and travel computing are all addressed by hardware that fits in a jacket pocket. The 44.8Wh battery is the honest trade-off — you are carrying a compressed laptop, not an augmented gaming console, and the battery reflects that compromise directly. For the person who travels constantly and wants one device that handles most things well rather than two devices that each do one thing perfectly, the Pocket 4 makes more sense than almost anything else in this roundup. It is the most unusual recommendation here, and the most interesting.

What We Like:

  • Full laptop-grade specifications, including up to 64GB RAM and 4TB upgradable storage in a genuinely pocketable form factor
  • Functions as a true laptop replacement for content creation and productivity without requiring a second device

What We Dislike:

  • No gaming controls confine its gaming capability to keyboard-compatible titles only
  • The 44.8Wh battery is significantly smaller than competitors that prioritize gaming endurance over overall portability

7. ZOTAC ZONE

The ZOTAC ZONE wears its Steam Deck influence openly and then raises the conversation. The OLED display puts it in rare company — most handheld gaming PCs are still shipping IPS panels, and the presence of an OLED screen here is not incidental. The PlayStation-style button layout mirrors Valve’s device directly, setting it apart from the Xbox-influenced arrangement that the rest of the Windows handheld market has effectively standardized around. The built-in kickstand is the detail that reveals the ZONE’s genuine design thinking. It is an obvious feature that a surprising number of handheld PCs have decided to leave out, and its presence changes how the device lives in practice — on a plane tray table, a cafe counter, or a hotel room desk, where you’d rather not hold the thing for two hours straight.

The configurable controls are where the ZONE earns its premium positioning. Two-stage adjustable triggers and programmable dials around each joystick represent the most granular control customization available on any handheld gaming PC currently on the market. It runs more recent hardware than the Steam Deck, inside a chassis that clearly understands what it is trying to be. The steep price is a real barrier, and the ZONE will not make sense for every buyer. For the player who has worked through two or three handheld PCs already and knows precisely what they want from their next one — better controls, better display, a stand, and hardware that will not feel dated inside eighteen months — this is the device that was built with them specifically in mind.

What We Like:

  • Built-in kickstand and OLED display address two genuine gaps in the Steam Deck’s design, both meaningfully improving day-to-day use
  • Two-stage adjustable triggers and programmable joystick dials offer the deepest control customization in the handheld gaming PC category

What We Dislike:

  • Premium pricing places the ZONE significantly above most competing devices, narrowing its realistic audience
  • Strong visual and layout parallels to the Steam Deck make it a difficult upgrade pitch for buyers already in Valve’s ecosystem

The Category Grows Up

The seven devices above represent a category finally learning to want more from itself. Some of them get there through craft — the AYANEO 3’s considered curves, the ZOTAC ZONE’s OLED display and kickstand, the Steam Deck’s limited edition color story. Others earn their place through a harder kind of honesty: the XPG Nia’s upgradable RAM, the GPD Pocket 4’s refusal to be just one thing, the Claw 8 AI+’s willingness to publicly correct its own mistakes.

What unites all seven is a seriousness about the object itself — a sense that the person holding the device deserves hardware that respects their intelligence, their living space, and the money they are spending. The Fisher-Price era of handheld gaming PCs is not entirely over. But these seven devices are making a strong case for what comes after them.

The post 7 Handheld Gaming PCs That Actually Look Like the Future — Not a Fisher-Price Toy first appeared on Yanko Design.

Formula Pro simulator with ultra-realistic controls emulates F1 racing fun in your living room

In the world of Formula-1 world championships are won by the slender margin of milliseconds that turn into big margins after every passing lap. The level of engineering in the pinnacle of Motorsports is unparalleled, and the drivers competing for the top podium step do every little thing that gives them a strategic advantage over their rivals.

Personal training is a part of the drill to stay in top shape, but the real deal is to polish the skills and gain telemetry data in the racing sims that very closely mimic the nuances of each track on the season calendar. With the hybrid era, the need for simulating the real track conditions has become even more important, given the metamorphosis this sport is undergoing.  A good simulator plays a vital role in giving the F1 and F2 drivers a fair idea of areas to improve, or develop strategic maneuvers that can be finally implemented on the track.

Designer: Cool Performance

With over two decades of motorsport experience and trusted by over 250 professional racers, Cool Performance now brings its most advanced F1 sim racer for professionals and motorsports fans. Current F1 drivers who train their driving skills on the Formula Pro Simulator include Lando Norris, Carlos Sainz, Sebastian Vettel and Alex Albon. Founder Oliver Norris has designed the simulator from the ground up with tons of experience in his own Motorsports journey and his brother Lando’s last couple of successful F1 seasons.

The professional-grade simulator has a precision-designed cockpit and race seat to recreate the realism of FPV in the single-seater racer. To simulate the nuances of a Formula -1 car riding the tarmac, the simulator has a high-torque force feedback steering and a Leo Bodnar SimSteering 2 base. This lets the sim racer feel every little bump of the chicane or the minute grip changes when the car is steered off the racing line. Braking in Formula 1 is way more challenging than your average SUV. That is mimicked by the CP-S hydraulic pedals with an AP Racing master cylinder support, which can simulate 200 kgs of braking force. For that, you’ll require immense strength in your core and lower body.

Every little detail of this F1 simulator is narrowed down to the last millimeter, much like the Formula 1 cars. Right from the highly technical CP-S Formula steering wheel that has virtually everything right at arms distance for the driver, to the CP-S custom hydraulic pedals, nothing gets better than the Cool Performance’s option. Clearly, if you want to feel the realism and the tiny details of Formula 1, this is it. Each one of the Formula Pro F1 simulators is custom-manufactured and tested by Oliver and Adrian Quaife-Hobbs in Kent, United Kingdom.

Eager buyers can opt for a single curved screen setup or a multiscreen array for better realism. If you are a purist, then the UK-based manufacturer can create a bespoke version of the sim to fit your specific needs. The Formula Pro simulator price starts from $40,950 and can go higher depending on the add-ons demanded or the bespoke modifications required.

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PlayStation Moon Legacy Edition TV Stand brings Retro PS1 style to your modern gaming setup

PlayStation turned 30 a couple of years ago, and milestones like this rarely pass quietly in the consumer electronics world. Sony marked the occasion with a special edition PlayStation 5 and accompanying accessories finished in a nostalgic gray tone inspired by the original PS1 console. If you were among the lucky few who managed to get hold of that anniversary edition styled after the classic PlayStation color scheme, there is now an equally themed piece of furniture designed to show it off in the living room.

Designed in collaboration with Danish furniture maker Pedestal, PlayStation Norway has introduced a statement accessory that celebrates gaming culture as much as it serves a functional purpose. The Moon Legacy Edition TV stand arrives in a muted “Legacy Gray” finish that reflects the iconic tone of the original PlayStation console. The visual connection immediately creates a retro aesthetic, making it particularly appealing for collectors who appreciate the history of gaming as much as the hardware itself.

Designer: Pedestal and PlayStation Norway

Beyond the nostalgic color palette, the stand follows Pedestal’s minimalist Scandinavian design philosophy. The frame is constructed from powder-coated steel with a satin finish, giving the structure a sturdy and refined appearance while maintaining a relatively lightweight build. Despite the industrial material choice, the design remains clean and understated, allowing the console and TV setup to remain the visual focus. The stand measures roughly 42 inches high, 31 inches wide, and 21 inches deep, and weighs just under 33 pounds, making it substantial enough for stability without feeling overly bulky. It supports flat-screen televisions between 40 and 70 inches and can handle loads of up to about 110 pounds, which comfortably covers most modern TVs and gaming setups.

The Moon Legacy Edition sits on premium furniture wheels with soft polyurethane coating, allowing the entire entertainment setup to move easily between spaces. For users who rearrange their living room or occasionally shift their gaming setup to different areas, the wheeled base offers flexibility that traditional TV cabinets often lack. The stand also adheres to the widely used VESA mounting standard, meaning it is compatible with most flat-screen television brands currently on the market.

Functionality extends beyond simply holding a TV. The limited-edition package includes a matching Legacy Shelf and a controller stand, giving players a dedicated place to display a controller or store accessories. Additional cable management accessories, such as cable dots and cable ties, are also included to help keep wires organized and out of sight. The shelf adds a subtle display area that can hold game cases, collectibles, or other gaming gear without interrupting the stand’s minimal design language.

The Moon Legacy Edition TV stand is priced significantly higher (approximately $775) than the normal version, which costs $385, reflecting its limited-edition status. The price covers only the stand and included accessories; neither the television nor the PlayStation console is part of the package. As a result, the stand clearly targets dedicated fans and collectors who value the design connection to PlayStation history rather than simply looking for a functional TV stand.

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A GameCube Controller on the Nintendo Switch 2? Meet Abxylute’s Deck-style Joy-Con Alternatives

When the Nintendo Switch 2 arrived in June 2025 at $449.99, it came with a 7.9-inch display, a faster processor, and a Joy-Con that doubles as a mouse. What it didn’t come with was a comfortable way to hold it for long sessions. The handheld form factor has always been a compromise between portability and ergonomics, and for players who log serious hours, that compromise starts showing up as wrist fatigue, awkward thumb angles, and a nagging wish for something with a proper grip. The accessory market has tried to fill that space for years, with results ranging from decent to deeply uninspiring.

Abxylute’s answer comes in two forms: the N6 and the N9C, both deck-style controllers purpose-built for Switch 2 play. The N6 wraps the console in a full-size ergonomic grip with Hall-effect joysticks, native 9-axis motion control, a dedicated C Button for GameChat, and adjustable vibration levels the player can cycle through without leaving a session. The N9C leans into personality, drawing from GameCube design DNA with mechanical buttons, trigger switches, and a capacitive joystick system paired with swappable gates.

Designer: Abxylute

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Joy-Cons were engineered for flexibility: detachable, shareable, usable solo or in pairs, functional as individual controllers for two-player sessions on a single console. That versatility comes at the cost of ergonomics, because a controller small enough to slide into a rail and function independently will never offer the grip depth, trigger travel, or palm support of something purpose-built for extended solo play. The N6 and N9C abandon that modularity entirely in favor of doing one thing exceptionally well, which is making handheld Switch 2 sessions feel like you’re holding a full-size controller instead of a tablet with thumbsticks glued to the sides. The tactile feedback is immediate and familiar, the kind of responsiveness you get from hardware designed around sustained single-player sessions rather than multi-function compromise. Both controllers connect via wired USB-C, skipping wireless pairing lag entirely, because when the target is solo handheld performance, eliminating variables takes priority over flexibility.

The N6’s open-top design is the first thing people will argue about online, and they’ll mostly be wrong. The Switch 2 stands over 11 cm tall, and a fully enclosed grip pushes that height further, putting your palms in the kind of awkward hover position that builds exactly the fatigue you were trying to avoid. Abxylute held the grip height at 8.5 cm, matching full-size controller proportions, so your palms have something to rest against rather than squeeze. The 7-inch grip width sits narrower than the console body deliberately, keeping your hands at a natural, relaxed spread instead of forcing them wide across a bulky frame. The physics of holding something for two hours straight are pretty straightforward, and this design reads those physics correctly.

Hall-effect joysticks solve a specific, measurable problem that standard potentiometer sticks fundamentally cannot. Potentiometer sticks use resistive contact that physically degrades over repeated use, which is why drift rates climb after a year or two of regular play. Hall-effect reads joystick position magnetically, with zero physical contact between moving components, and the N6 bumps the stick travel angle to 23 degrees compared to 18 degrees on Joy-Con, giving your thumbs more range for fine-grained inputs. A POM anti-wear ring around each stick handles mechanical stability without adding stiffness or noise to the movement. It’s a small detail, but the kind that separates purpose-built hardware from a generic controller with a different shell. On a device you use daily, that engineering choice compounds in your favor in a way that contact-based sticks simply never will.

Inputs across the N6 break down by material type, and the distinctions matter. ABXY buttons use conductive rubber for cushioned presses that reduce finger fatigue; the D-pad uses tactile switches for sharper directional accuracy; shoulder buttons deliver tactile clicks for faster responses in action-heavy play; and the linear digital triggers provide a genuine 0-100% input range rather than binary on/off clicks. That trigger range matters considerably in racing games and anything relying on gradual pressure inputs. Vibration adjusts at four levels, 0%, 40%, 70%, and 100%, switchable via button combo directly on the controller, bypassing the game-by-game settings adjustment that the Pro Controller requires. The grip’s internal structure forms a resonance chamber that redirects the Switch 2’s speakers forward and reinforces bass by around 10%, which you’ll register in a quiet room as fuller, punchier audio than bare Joy-Cons produce.

The N9C is doing something more niche and, honestly, more interesting. Where the N6 chases Pro Controller parity, the N9C chases the GameCube controller’s specific feel, complete with a centered A button and asymmetric face layout, rebuilt for a modern console using mechanical micro-switches and ALPS tactile shoulder buttons. Capacitive joysticks sidestep magnetic interference entirely, and the swappable 8-way and circular gate rings mean you can dial in a tight directional gate for fighters and swap to a smooth circular gate for platformers. A built-in battery hatch holds two replaceable batteries that reverse-charge the Switch 2 directly during play. Most grips on the market ignore battery life almost entirely, and a reverse charge system that powers the Switch 2 directly from the controller is a differentiator almost nothing else in this category offers.

The N9C carries four programmable rear buttons, two per side compared to the N6’s one per side, and each supports the same macro-recording system that chains directional inputs and actions into a single trigger. Switch 2 system-level button remapping works natively, requiring no third-party software, so a custom layout travels across every game without reconfiguring anything. An integrated rear stand sets the N9C apart from virtually every grip in this category, giving the Switch 2 a propped tabletop angle without relying on the console’s own kickstand. The primary connection is wired USB-C for ultra-low latency, with BLE available for configuration only, keeping the input chain clean during actual play. Every N9C ships with both C-stick and ring-style joystick caps in the box, so players can dial in the stick feel before the packaging hits the trash.

Mass production kicked off in March 2026, with shipping expected between April and June. Super Early Bird pricing runs $79 for the N6 (retail $110) and $89 for the N9C (retail $120), with a bundle sitting at $159. Nintendo’s own Pro Controller for Switch 2 retails at $79.99 and carries none of the Hall-effect sticks, programmable back buttons, or turbo functionality. Abxylute has shipped over 120,000 units across more than 20 projects to 100,000-plus customers, so the production infrastructure exists. What they’re solving for is specific: handheld Switch 2 play that performs at Pro Controller level without forcing players to accept the Joy-Con’s ergonomic ceiling as permanent.

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This Fan Made the Sony-Nintendo Handheld the Companies Never Would

The retro handheld market has a strange problem. The hardware keeps getting better, the screens get sharper, the processors get faster, and yet most of these devices land looking like prototypes someone forgot to finish. Generic shells, forgettable proportions, and LED lighting as a substitute for actual design thinking. For a category built entirely on nostalgia, very few of these devices actually look like they belong to any era at all.

That tension is what one Reddit user decided to address. Starting with a Retroid Pocket 5, a $199 Android handheld running a Snapdragon 865 and a 5.5-inch AMOLED display, the mod layers Sony and Nintendo branding onto the same shell. Vinyl decals, translucent polycarbonate, a 3D-printed volume rocker from Etsy, and a cable replaced in PS2 color. The result looks less like a sticker job and more like a concept render from an alternate 1999.

Designer: Mitchieyan

The translucent shell is doing most of the work. It pulls from the visual language of the N64’s Funtastic series, those clear and atomic-purple controllers Nintendo released in the late 1990s, where showing the circuitry was the design choice rather than concealing it. Over a piano-black grip body with PlayStation-colored face buttons, the frosted polycarbonate shifts from grey to near-white depending on the light. It shouldn’t feel considered. It does.

The branding placement is where intent becomes clear. The Sony wordmark sits centered on the upper face, exactly where it appeared on a PSOne. Below it, the PlayStation four-color logo. At the bottom bezel, the Nintendo badge mirrors its position on a Game Boy Advance SP. None of it is licensed, of course. These are adhesive vinyls placed by someone who grew up with both systems and wanted their coexistence on one device to feel inevitable rather than absurd.

Not everything here reaches backward. The analog sticks are translucent caps over hall-effect sensors, lit teal on the left and purple on the right, owing nothing to 1999. That generation didn’t have RGB anything. The lighting reads as a concession to the present; the one feature announcing this is still an Android device in 2025, not a prototype from some alternate Sony-Nintendo licensing meeting. Whether it sits comfortably alongside the retro shell is a fair question.

The rear view shifts the frame again. A large dual-grip body in smooth black rubber dominates the back, a clear plastic hinge connecting the screen to grip in full view, structural and unapologetic. The 3D-printed volume rocker at the top edge puts a physical control where fingers naturally land. The back half feels closer to a DualShock than a Game Boy, which is either the point or the problem, depending on what you wanted this thing to be.

Flip to the front screen, and the emulator grid makes the whole thing literal. DuckStation for PS1, Dolphin for GameCube, PPSSPP for PSP, melonDS for Nintendo DS, and a live PS2 wallpaper cycling behind all of it. This device runs both companies’ libraries simultaneously without asking permission from either. The branding on the shell, in that context, stops being a novelty and starts reading as a plain statement of what the hardware already does.

The retro handheld category is large enough now that sameness has become its default. The Retroid Pocket 6, the current flagship from the same manufacturer, drew community criticism for being indistinguishable from competitors: glass front, LED sticks, rounded edges, and no particular character. A fan mod building identity out of borrowed logos is one response to a problem the manufacturers haven’t solved. It’s also just someone enjoying a hobby and being honest about what they want.

The hardware to play PS1, PS2, GameCube, and Game Boy Advance all on one screen already exists and costs under $200. What the market hasn’t resolved is what that device should actually look like, or whose name should go on it. This mod doesn’t answer either question. It just makes the gap between what’s technically possible and what anyone has bothered to design feel a little harder to dismiss.

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This $130 Mario Kart Racing Wheel for the Switch 2 Has Seven Sensitivity Levels for Throwing Banana Peels

Nobody sits down to play Mario Kart and thinks “what this experience needs is a force feedback wheel, a pedal set, and a clamp-mounted desk rig.” And yet here we are, with Hori releasing two officially licensed racing wheels for the Switch 2, timed to launch alongside Mario Kart World on March 23. The Deluxe has an 11-inch wheel, a full pedal set, seven sensitivity levels, an adjustable dead zone, and a Quick Handling Mode that toggles steering output between 270 and 180 degrees. That last feature exists so you can more precisely navigate a rainbow-colored highway while a cartoon turtle throws a shell at you.

To be fair, the wheels look genuinely good. The Deluxe goes for a dark, almost aggressive red-and-black motorsport aesthetic, while the Mini leans fully into Mario’s red-blue-white color scheme with the Mario Kart World logo stamped on the base. Both add a C button for Switch 2’s GameChat, connect via a 9.8-foot USB-A cable, and work with the original Switch and OLED too. The Deluxe is $129.99, the Mini is $79.99, and both are available for pre-order now.

Designer: Hori

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The two wheels are closer in spec than the price gap suggests. Both have textured rubber grips, ZL and ZR buttons, racing paddles, programmable buttons, and the same ZL hold function that lets you drag items behind your kart in Mario Kart 8 Deluxe. That hold function is disabled in Mario Kart World, which handles item use differently, so if World is the primary reason you’re buying one of these, that particular feature is decorative. The Mini’s 8.6-inch wheel is smaller but not dramatically so, and for a game where precision steering matters about as much as knowing when to deploy a star, the size difference probably won’t register mid-race. Both also carry the Nintendo/PC toggle on the back, which is new to the Switch 2 versions and means you can run either wheel through a PC racing title if the Mario Kart novelty wears off.

The Mini, with its Fischer-Price aesthetic, attaches via suction cups only, which works fine on a smooth desk but becomes a liability if you’re the type to slam the wheel hard into a corner. The Deluxe, on the other hand, adds a physical clamp mount, a meaningful upgrade for anyone who takes their banana peel delivery system seriously. The dead zone adjustment and the 180/270 degree toggle are also Deluxe-only, and those matter more than they sound: dialing in the dead zone tightens center response considerably, and 180-degree mode makes the wheel feel snappier in arcadey conditions where full-rotation sim behavior would actively work against you.

The Deluxe reads like a peripheral that wants to be taken seriously, with perforated black leather-look grip material, metallic red spokes, and a fairly restrained button cluster around the center M logo. The Mini abandons that restraint completely: solid red rim, blue and white spokes, yellow accent buttons, Mario Kart World branding on the base. They’re aimed at different buyers within the same audience, and the visual split is deliberate enough that you wouldn’t mistake one for the other in a product lineup.

Both wheels connect over USB-A, which is worth flagging because the Switch 2 uses USB-C natively. You will need an adapter or a hub, and Hori ships neither in the box. The 9.8-foot cable is generous in length, but the connector mismatch is a friction point on a product designed specifically for a new console, and it’s the kind of thing that should have been sorted at the design stage rather than left to the buyer.

Hori has been the default answer for Switch racing wheels since the original console launched, and these Switch 2 versions do not reinvent that position. The older Switch wheels already work on the Switch 2, so this is really a product for new Switch 2 buyers rather than existing Hori customers looking to upgrade. For that audience, $79.99 for the Mini is a reasonable ask, $129.99 for the Deluxe is justified by the clamp mount and calibration options alone, and both are about as good as a wired USB wheel built around Mario Kart is ever going to get. Whether you need one is a separate question, but if you’re going to sit down with a dedicated racing rig to hurl banana peels at a go-kart driven by a plumber, at least Hori has given you two good ways to do it.

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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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GameMT EX8 debuts as a budget Android handheld tailored for retro gaming

The gaming handheld continues to expand with new devices aimed at retro enthusiasts and mobile gamers. One of the latest additions is the GameMT EX8, a portable gaming console designed to deliver a capable Android-based gaming experience while maintaining a relatively affordable price point. With a high-resolution display, a familiar handheld layout, and hardware suited for emulation and mobile gaming, the EX8 represents GameMT’s attempt to compete with other budget-friendly handhelds in the growing retro gaming segment.

The handheld features a 4.88-inch display with a resolution of 1080 × 1620 pixels and a 3:2 aspect ratio. This format is particularly appealing for retro gaming because it better accommodates older console titles that do not match modern widescreen displays. The panel is also noticeably sharper than the screen used in some competing handhelds, such as the Ayaneo Pocket Micro, which uses a smaller 3.5-inch display with a lower resolution. The larger and sharper screen is expected to improve the visual experience when playing classic games from platforms like the PlayStation and PSP. With its combination of a high-resolution 3:2 display, capable mobile processor, and expandable storage, the GameMT EX8 aims to deliver a balanced handheld gaming experience.

Designer: GameMT

Powering the device is MediaTek’s Helio G99 processor, a chipset commonly found in mid-range smartphones. The chip is paired with 6GB of RAM and 128GB of internal storage, providing enough performance for Android gaming and a wide range of emulated titles. The Helio G99 has already proven capable of handling many retro systems and even some more demanding platforms through emulation, making it a practical choice for a handheld of this category. For users with larger game libraries, the EX8 also includes a microSD card slot that allows the storage to be expanded beyond the built-in capacity.

In terms of design, the EX8 adopts a horizontal handheld layout with symmetrical analog sticks positioned on both sides of the display. Each thumbstick is surrounded by an RGB ring light, giving the device a more modern aesthetic. A traditional D-pad and ABXY button arrangement sits alongside the sticks, while shoulder buttons are integrated along the top edge. The device also appears relatively thick compared to some competitors, likely to accommodate its internal hardware and cooling system. Thermal management is supported by an internal cooling fan, which helps maintain stable performance during extended gaming sessions. Audio is delivered through bottom-firing speakers, and the handheld is powered by a 5,000 mAh battery that charges through a USB-C port. These features are designed to ensure the device can sustain longer play sessions without overheating or running out of power too quickly.

The GameMT EX8 will be available in two color options. A black version pairs dark hardware with red D-pad and face buttons, while a white variant features purple buttons and matching accents. This contrast gives the handheld a distinctive visual identity within the crowded retro gaming market.

 

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Nintendo Patented a Dual-Screen Switch and Never Made It. Here’s What It Looked Like.

Nintendo had a choice when designing the Switch 2. They could iterate on the formula that made the original a cultural phenomenon, refining the single-screen hybrid into a faster, sharper, better version of itself. Or they could reach back into their own history, pull out the design philosophy that once made the DS family the best-selling handheld hardware line of all time, and merge two eras of thinking into something genuinely new. They picked the first path. Designer Juan Manuel Guerrero just sketched out the second.

The concept arrives as a series of beautifully lit 3D renders: a folding Nintendo Switch with dual screens, a hinge running through the center of the body, and Joy-Cons in the familiar blue-red split attached to either end. The renders carry the finish of product photography, which makes it genuinely easy to forget this never shipped. Closed, it looks like a sleek, pocket-ready device with a tighter footprint than the original Switch. Open, it recalls something older and warmer, the quiet satisfaction of flipping a DS open on a long car ride, except now the screens are large, the controllers are proper, and the whole thing feels built for today. The proportions are deliberate, the design choices are considered, and the whole thing wears its Nintendo identity without apology.

Designer: Juan Manuel Guerrero

The Nintendo DS sat at 154.02 million lifetime units for years, the gold standard for Nintendo hardware, until the Switch finally crept past it in early 2026 with 155.37 million. Two hardware generations, both cultural touchstones, separated by fewer than two million units across a combined history of roughly three decades. The closeness of that race matters. The DS built those numbers on a genuine design idea, a spatial logic where two screens gave developers room for two distinct kinds of information at once, and players responded to that for fifteen years. Guerrero’s concept asks whether the Switch era ever had to leave that behind.

Phantom Hourglass let you draw on the bottom screen to annotate your own maps and solve puzzles, an idea original enough to win awards at the time. Pokemon Diamond and Pearl split the party menu from the battlefield, giving battles a spatial clarity the GBA never had room for. GTA: Chinatown Wars ran the full city map on the lower display and handed the top panel entirely to the action. These were designs built entirely around the format, dependent on the split in a way that made them fall apart on a single screen. That vocabulary has been sitting idle for the better part of a decade.

Samsung’s Galaxy Z Fold 6 runs a 7.6-inch interior display and represents the sixth generation of the company working foldable hardware into something genuinely reliable. Motorola, OnePlus, Google, and Huawei all have competitive entries in the space. Display durability and hinge reliability have been largely solved through successive product generations and real commercial pressure. A dual-screen Switch in 2025 wouldn’t be asking anyone to invent something new; the foldable category has already done the hard engineering work. Guerrero’s concept asks someone to point that already-mature technology at a gaming audience.

The DS touchscreen read as a toy gimmick in 2004. The Wii’s motion controls got laughed at before that console sold 101 million units. The Switch itself looked like a confused category play until it climbed past 155 million units and became Nintendo’s best-selling platform ever. That history of moves that look sideways before they land is the context Guerrero’s concept actually lives in. The foldable technology exists, the Joy-Con design language holds across both halves of the fold, and the IP is coherent. Someone drew it. Now it’s genuinely difficult to look at the Switch 2 without wondering what the other path could have looked like.

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7 Retro Handhelds So Good They Actually Beat Consoles

At some point in the last couple of years, something quietly shifted in the gaming world. Not in the blockbuster, billion-dollar-franchise sense, but in the more personal, “why am I actually having more fun with this tiny device than my main console” sense. Search interest in retro gaming handhelds jumped 400% year-over-year, hitting 90,500 monthly searches in January 2026 alone. That’s not a blip. That’s people rediscovering something they forgot they wanted, and then telling everyone they know about it.

What’s driving it isn’t hard to understand. Modern gaming has gotten heavy, with big installs, long tutorials, and games that feel like part-time jobs. A retro handheld sidesteps all of that. You pick it up, you’re playing something in thirty seconds, and it fits in your jacket pocket. The designs themselves have become worth caring about, too, from machined aluminum bodies to translucent clamshells to square screens that look like props from a ’90s anime. These aren’t budget toys. Some of them are genuinely beautiful objects that happen to play games. Here are seven that are worth your attention.

Anbernic RG Cube: The one with the square screen that somehow works

The first thing you notice about the RG Cube is the screen shape, a perfect square, and your brain immediately goes: that can’t be right. Gaming moved to widescreen fifteen years ago. A 1:1 display in 2024 looks like a design mistake, or at best a gimmick. It is neither. The 3.95-inch IPS panel at 720×720 turns out to be native to more retro games than you’d expect, with Game Boy, arcade titles, and Nintendo DS with dual-screen stacking all living here without compromise.

Designer: Anbernic

The broader package is hard to argue with. An octa-core Unisoc T820 processor and 8GB of RAM run Android 13, with emulator support up through PS2 and GameCube, though more demanding titles on those systems will push its limits. The asymmetric thumbstick layout borrows from the Steam Deck playbook, and the Saturn-inspired D-pad is precise without drama. At around $170, it comes in Beige White, Radiant Purple, Black, Grey, and the radiant purple has no right looking as good as it does.

What we liked

  • Square 1:1 screen is genuinely ideal for Game Boy, arcade, and DS emulation
  • RGB lighting and color options make it a genuinely attractive object

What we disliked

  • Widescreen games require letterboxing or aspect-ratio compromise
  • Demanding PS2 and GameCube titles push the processor to its limits

ModRetro Chromatic: The Game Boy Color that Nintendo never made

There’s a version of this product that could have been embarrassing: a magnesium alloy Game Boy Color clone bundled with a new Tetris cartridge, sold at $199. On paper, it sounds like a premium nostalgia trap. In practice, it’s one of the most carefully considered handheld devices released in years. It’s FPGA-based, meaning it reconstructs the Game Boy hardware at the circuit level rather than emulating it in software, which produces zero input latency and a millisecond-accurate match to original hardware behavior.

Designer: ModRetro

The physical design earns its price in ways spec sheets can’t capture. The curved battery compartment gives your hands something to grip. A physical volume wheel, a detail so obvious it’s shocking how rarely it appears on modern devices, lets you kill the sound without touching a menu. Colors run from Inferno and Bubblegum to a very wearable Wave blue, with English or Japanese button labeling as an option. It plays physical Game Boy and Game Boy Color cartridges only, which is either a dealbreaker or a feature, depending on how you think about focus.

What we liked

  • FPGA hardware delivers true zero input lag, not a software approximation
  • Magnesium alloy shell feels premium and genuinely durable
  • Comes bundled with a new Tetris cartridge

What we disliked

  • Plays only Game Boy and Game Boy Color cartridges, no ROMs or other systems
  • AA battery requirement adds ongoing cost; rechargeable Power Core is sold separately

Analogue Pocket: The one photographers keep picking up

The Analogue Pocket is the device that made the retro handheld conversation respectable. It uses an FPGA rather than software emulation and plays Game Boy, Game Boy Color, and GBA cartridges out of the box. Via cartridge adapters, it adds Game Gear, Neo Geo Pocket Color, Atari Lynx, TurboGrafx-16, PC Engine, and SuperGrafx. Via its microSD slot and the OpenFPGA community platform, it loads cores for nearly every retro system that ever existed. The 3.5-inch LCD at 1600×1440 and 615 ppi is, simply, one of the sharpest displays ever put in a handheld.

Designer: Analogue

At $239, it sits at the premium end of this list, and it’s also frequently out of stock. Firmware updates require a microSD card reader, which feels like friction that shouldn’t exist on a $239 device. TV output needs the separately sold $99 Dock. These aren’t dealbreakers so much as signals that Analogue built this for the dedicated enthusiast first. If you want one device to handle everything in your retro library for the next decade, this is probably it.

What we liked

  • OpenFPGA community support covers an enormous range of retro systems
  • Plays GBA in addition to GB and GBC, plus many more with adapters
  • MicroSD slot enables ROM loading
  • Premium aluminum build with a distinctly modern design language

What we disliked

  • Frequently out of stock; restocks sell out within minutes
  • Firmware updates require an external microSD card reader
  • TV output requires a separately purchased $99 Dock

Retroid Pocket Flip 2: The clamshell that brought the GBA SP back with PS2 power

The GBA SP was the handheld that arguably peaked the clamshell form factor: it folded, it protected its own screen, and it had a backlit display before that was standard. The Retroid Pocket Flip 2 arrives in 2025 with that same closing-hinge energy, but with a 5.5-inch 1080p AMOLED screen, a Snapdragon 865 processor, and enough emulation horsepower to run PlayStation 2, GameCube, and Wii. When closed, it has roughly the same desk footprint as a modern smartphone. Closing the lid puts it to sleep; opening it wakes it up.

Designer: Retroid

Color options include a translucent Ice Blue, GameCube Purple, a two-tone 16-bit US, and Black. Retroid clearly understands its audience. The AMOLED panel brings deep blacks and accurate color to games designed for CRTs, and the results are often striking for titles you’ve played a hundred times. At $229 for the Snapdragon variant, there is no meaningful clamshell competitor at this performance level. One persistent note from extended use: the form factor rewards shorter sessions more than marathon ones, which is maybe appropriate for a device meant to live in a bag pocket.

What we liked

  • 5.5-inch AMOLED at 1080p is impressive for the price
  • Handles PS2, GameCube, Wii, and Dreamcast emulation
  • Translucent Ice Blue colorway is a design highlight

What we disliked

  • Thicker than it looks in product photos
  • Extended sessions can feel less comfortable than flat handhelds

AYANEO Pocket Micro Classic: The one that fits in an actual pocket

The Game Boy Micro launched in 2005 as Nintendo’s most polarizing hardware decision. It was tiny, it was beautiful, it only played GBA games, and it was discontinued within a year. Design historians were kinder to it than the market was. The AYANEO Pocket Micro Classic is clearly in conversation with that history. It removes the analog joysticks, uses a CNC-machined aluminum alloy frame with a seamless all-glass front, and produces something that slides into a front jeans pocket without catching on anything.

Designer: AYANEO

The 3.5-inch borderless IPS display at 960×640 in a 3:2 ratio is built for GBA emulation, with 4x pixel-perfect upscaling. Available in Obsidian Black, Charm Red, Vintage Grey, and Gold, each colorway has a different character. The Gold skips “gaming device” and lands somewhere closer to “considered object.” The MediaTek Helio G99 handles everything up through PS1 confidently. If your retro library is 8-bit and 16-bit with a strong GBA presence, the Pocket Micro Classic is probably the most beautiful way to play it.

What we liked

  • CNC aluminum and all-glass build is genuinely premium for the category
  • No joysticks make it notably slimmer and more pocketable
  • Android 13 with Play Store access expands utility beyond emulation

What we disliked

  • No joysticks limit N64, Dreamcast, and PSP playability

TrimUI Brick Hammer: Budget price, luxury aluminum shell

The original TrimUI Brick arrived in 2024 with an unusually sharp 3.2-inch IPS screen at 1024×768, giving it a pixel density of 405 PPI, a number that belongs on a premium smartphone, not a $55 device. The Brick Hammer edition, launched in 2025, replaces the plastic shell with a full CNC-machined aluminum alloy in Gunmetal Gray, Rose Gold, and Fluorescent Green. The metal shell doubles as a heatsink, dropping operating temperatures noticeably. Three interchangeable shoulder button sets ship in the box.

Designer: TRIMUI

The software runs CrossMix OS on a Linux base: clean, fast, minimal overhead. Load your ROMs, pick a game, and play. Battery life lands around four to six hours. The processor handles Game Boy through PS1 without complaint; N64 gets through most titles; Dreamcast is inconsistent. The CNC backplate can be engraved, which no other device at this price point offers. The Rose Gold aluminum version sitting next to a MacBook on a desk looks less out of place than it has any right to, and that’s a strange and interesting thing to say about a $99 handheld.

What we liked

  • CNC aluminum Hammer shell runs noticeably cooler than the original plastic
  • Swappable shoulder buttons and engravable backplate are genuinely rare customization options
  • Rose Gold and Gunmetal colorways punch well above the budget tier

What we disliked

  • No analog joysticks, which limits 3D game compatibility
  • Dreamcast and demanding N64 titles run inconsistently

Miyoo Mini Plus (and Mini Flip): The one that started the whole obsession

If there’s a single device responsible for bringing this category to mainstream attention, the Miyoo Mini Plus is probably it. It weighs 200 grams, fits in a jeans pocket, has a 3.5-inch IPS screen at 640×480, and runs OnionOS, a community-built firmware that turns a modest Cortex-A7 processor into a near-perfect front end for everything from the NES to the original PlayStation. The interface is clean, the emulator library covers over a hundred platforms, and save states work the way save states should.

Designer: Miyoo

The Miyoo Mini Flip takes the same hardware and wraps it in a GBA SP-style clamshell, adding screen protection and an extra wave of nostalgia. Early production runs had hinge concerns, though those appear to have been addressed in more recent batches. At $69-99, this is the gateway to the category that doesn’t feel like a compromise. The honest question isn’t whether this device is worth the money, since it clearly is. It’s whether starting here will satisfy the itch, or simply make you want to own the other six devices on this list as well.

What we liked

  • Genuinely pocketable at 200g, fits in a jeans pocket without bulk
  • Covers NES through PS1 with confident performance
  • Mini Flip clamshell adds nostalgic GBA SP energy and screen protection

What we disliked

  • Not powerful enough for N64, Dreamcast, or PS2
  • 640×480 screen resolution shows its age

The post 7 Retro Handhelds So Good They Actually Beat Consoles first appeared on Yanko Design.

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