The Rumble Pack

Games that make you appreciate the rumble feature

One of rumble's earliest progenitors, the cabinet had a force-feedback system that responded to how you moved the bike.
Honorary mention for being the game the game that introduced the Rumble Pak.
A Japan-only rerelease of the game added rumble pak support, simulating the revs of your jetski’s engine and giving the waves noticeable heft and weight when driving across them.

(Available on the Japanese version of the N64 Nintendo Switch Online app)
The only other “shindou edition” of an N64 game besides Wave Race.

(Available on the Japanese version of the N64 Nintendo Switch Online app)
The first first-person shooter to use rumble.

Rare wanted to use the Rumble Pak as a way to reload in-game, but the idea was eventually scrapped because Nintendo expressed concerns that repeatedly removing the Rumble Pak might damage it or the controller’s connectors.
Made extensive use of rumble as a feedback device, and notably included an in-game item that allowed the rumble pak to be used as a dowsing rod for hidden items.
Psycho Mantis uses the power of rumble to psychically move your controller across the table.
The Director's Cut was re-released in 1998, titled Resident Evil: Director's Cut DualShock ver. The main gameplay change is the addition of a vibration function for Sony's DualShock controllers
Perhaps the most famous example of a Game Boy cartridge with a rumble pak attachment.
A fishing game for the Game Boy Color that requires use of the attached rumble pak in order to determine when fish are biting and ready to reel in.
The flagship title for Sega's Dreamcast Fishing Controller, a fishing rod peripheral with built-in rumble.

See also: Rumble Rod
The only Game Boy Color shooter to make use of the rumble pak.

Rez

Came with a “trance vibrator” attachment that pulsed in sync with the music and certain in-game events.

Infamous for setting the internet on fire in the early 2000s when a games blogger wrote about how she and her boyfriend had used the device for mutual masturbation.
Inventor of the rumble feedback feature in lockpicking minigames.
The AP Sensor item can be used to sense nearby enemies using rumble.

Ico

Rumble is used to simulate the tug of Yorda's hand as you guide her.
Allowed players on the same team to secretly communicate with each other by triggering patterns of rumble on their partner's controller.
Gives players feedback on their shots as they line them up, warning against too much power or a dangerous angle.
Combines rumble with gyro-sensing in a number of amusing ways.
The only GBA game aside from WarioWare to use rumble. Gives the feel of the drill some considerable force.
Perhaps the most famous DS game to feature rumble. Despite producing the rumble pak themselves, Nintendo only added support for it to eight of their games.
Psycho Mantis was humiliated in his rematch with Solid Snake when he attempted to make the rumbleless Sixaxis controller move across the table.
Perhaps the most famous use of the Xbox One's "rumble trigger" functionality.
Localised rumble to the controller’s triggers in an attempt to simulate the feedback felt from car pedals, a system that has been adopted by a number of driving games since.
When hiding from the killer, players have to keep their controller perfectly still. The game eventually fucks with this mechanic by adding vibration "jump scares" and heartbeat effects to try and throw you off.
Has a number of minigames that show off the precision of the Switch’s HD rumble, e.g. simulating the feel of marbles rolling around inside the joycon
HD Rumble is used to simulate the feel of shaking dice in a cup.
The Nintendo Switch port sees the return of Mizuguchi’s infamous “trance vibration”, with a special mode that encourages you to put a pair of joycons in your pockets while you play.
The console ports of DOOM, DOOM II and Quake have HD rumble, which is something I never realised that I needed until I the first time I tried the super shotgun.
Like all Mizuguchi games, features an incredibly refined vibration system that synchronises with the pace of play.
Uses rumble to play the Green Greens theme.
The rumble syncs with the bass of the credits song.
Rumble is used to simulate the feel of a cat purring.
HD Rumble added so much precision to the lockpicking minigame that players complained the lockpicking skill stat was now essentially useless.
Uses rumble to create resistance in the peripherals and notify you about your physical form and attack timings when you can’t look at the screen (e.g. during a plank)
Simulates rainfall with small bursts of haptic feedback.

3 Comments


1 year ago

Surprised to see the GBC Star Wars Episode I: Racer get snubbed (also Ape Escape and Resident Evil: Director's Cut - Dual Shock Version)

1 year ago



Kirby star allies uses the HD rumble to play the Kirby green greens theme

1 year ago

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