OneXSugar Sugar 1 Review – Dual-Screen Android Console cover

OneXSugar Sugar 1 Review – Dual-Screen Android Console

Mon Sep 15 2025 00:00:00 GMT+0000 (Coordinated Universal Time) · 9 min read · onexplayer, handheld, android, emulation, review

The OneXSugar Sugar 1 is a highly unusual handheld that tries to merge the best of the Nintendo Switch with the Nintendo DS into one Android-based device. It's a transformable dual-screen console, packed with moving parts and hinges that allow multiple configurations. With high-end specifications (Snapdragon G3 Gen 3, 16GB RAM, dual AMOLED screens, etc.), it promises outstanding performance in Android gaming and emulation.

For this review I tested a prototype unit with 12GB of RAM and 256GB of storage, so some of the issues or limitations I mention may be specific to this early version.

But at a launch price of around $600, it enters the premium handheld category. So, is this "overengineered" machine worth it? Let's dive into a detailed, technical but honest review.


Design and Build

The Sugar 1 immediately stands out for its dual-screen modular design. It features a 6.01-inch OLED main display (2160×1080, 144Hz) and a 3.92-inch OLED secondary display (1240×1080, 60Hz). Both are touch-enabled and connected by a strong hinge that allows clamshell (DS-style), single-screen, and tent-like configurations.

In practice, this means you can use it like a Nintendo DS/3DS clone, fold the smaller screen behind the main one for a single-screen Switch-style mode, or place it in tent mode using the small screen as a quick stand. This last option may seem trivial, but it's incredibly convenient for watching content or quick setups.

Build quality feels solid, with reinforced plastics and a sturdy hinge. However, the device is heavy -- about 486g -- and not very ergonomic. Fully open (180°), it feels unstable when left on the table, like a little swing that doesn't balance well on a table. In single-screen mode, the issue is that the left joystick sits below the D-Pad, which forces you to lower your hand more than usual and makes it uncomfortable. For those cases, I actually prefer flipping it into “3DS/DS mode” where the joystick ends up above the D-Pad and feels much better to use. Of course, if you’re playing D-Pad heavy games, you might prefer the opposite orientation.

Controls

  • Hall Effect joysticks (no drift, precise), with RGB rings.
  • Magnetic D-Pad module: essentially just a cross-shaped cap that you place on top of the ABXY buttons or on top of the directional buttons, similar to how Joy-Con buttons work on the Switch. Personally, this feels more like a workaround than a real D-Pad solution. It doesn’t convince me, since it tends to register false inputs (for example, pressing down and also triggering a side direction). Because of that, I actually prefer not to use it and instead rely on the four separate buttons, just like the Joy-Con layout on the Switch.
  • Shoulder buttons: L1/L2 and R1/R2 are digital only, meaning they work in simple on/off mode with no analog range.
  • Start/Select: a bit confusing, because whenever I flip the device around I always end up mixing them up and never really get used to which one is which.

The modular idea is clever, but in practice it’s not very comfortable for long sessions. For me, the most comfortable way to play over longer periods is actually in 3DS/DS mode, since I often like to have a video or something else running on the secondary screen while I play. That setup works well for me, but if you don’t plan on using the second screen, it would have been better if the single-screen mode were a bit more comfortable to hold.

Screens

  • Main: 6.01″ AMOLED, 2160×1080, 144Hz.
  • Secondary: 3.92″ AMOLED, 1240×1080, 60Hz.

Both look excellent: vivid colors, deep blacks, and up to ~450 nits brightness. On my prototype unit, however, the extra dimming feature doesn’t work properly. When you enable it, the screen stays too dim and the toggle to turn it off doesn’t respond, so the only way to get back to normal brightness is to fully restart the device.

Other Hardware Notes

  • Dual front-facing stereo speakers that sound quite good, though in my case I usually rely on Bluetooth headphones.
  • Dual-fan cooling system.
  • The device barely gets warm, even when running demanding titles like Switch emulation, and the heat never becomes uncomfortable since the controls are separated from the main body.

Software and Features

The Sugar 1 runs Android 14 with OneXPlayer's Sugar Console overlay. This hub provides:

  • Screen mode switching (dual/single).
  • Key mapping for touch controls.
  • RGB joystick customization.
  • Fan control profiles (quiet, custom, or max).
  • Bypass charging (play plugged in without charging the battery).

Issues we found

Since I tested a prototype unit, I expect some of these issues to be fixed in the final release.

  • Key mapping UI doesn’t scale properly on the secondary screen. When you open the mapping menu, it doesn’t display correctly and the close button is literally cut in half, making it hard to find and exit.
  • No per-app screen orientation lock, unlike the Lenovo Y700. For example, when you exit a YouTube video from fullscreen on the main screen, the app defaults back to vertical mode unless you minimize the video first. It’s quite annoying, and I’d really like to see a simple “force orientation per app” option in the settings, similar to what Lenovo includes.
  • No “Close all apps” button in the multitasking view.
  • RGB joystick configuration is frustrating — the color picker is too small to use accurately. It would help to have either a joystick-controlled cursor or the ability to enter RGB values manually.
  • Fortnite cannot be installed because the device is marked as not compatible (I think it does not detect the Android version properly).
  • In Genshin Impact I ran into a graphical issue where some ground textures didn’t load correctly.

On the positive side, multitasking is excellent. You can run different apps on each screen (for example, play a retro game on the bottom while watching YouTube on the top). It’s also great for DS/3DS emulation.


Performance and Emulation

Hardware

  • Chipset: Snapdragon G3 Gen 3.
  • RAM: 16GB LPDDR5X (my prototype unit comes with 12GB).
  • Storage: up to 512GB UFS 4.0 (my prototype unit includes 256GB).

This is essentially flagship smartphone performance.

Android Games

  • Genshin Impact: runs at high settings around ~60fps, but I did encounter some graphical glitches, such as ground textures not loading correctly.
  • Fortnite: cannot be installed through official sources, since the device is flagged as not compatible.
  • Zenless Zone Zero (ZZZ): runs perfectly at maximum graphics settings.
  • Destiny Rising (new Android title): also runs smoothly at max settings.

Overall, most Android games can be played at their highest graphical settings without much trouble.

Emulation

In general, emulation runs extremely well on the Sugar 1, especially if you use Turnip drivers, which can further improve performance.

  • Nintendo Switch (Eden): most titles run at around ~30fps stable in docked mode, which is impressive for an Android handheld.
  • PSP, PS1, PS2, N64, etc.: flawless, no issues at all.
  • DS/3DS: works great, but you do need to spend some time configuring the emulators so both screens scale and align properly.

Up until Nintendo Switch, performance is basically perfect. For DS and 3DS, once set up correctly, it’s a fantastic experience. If you’re interested in the specific emulator configurations I used, feel free to reach out to me (for example via Reddit) and I’ll be happy to share the details.

Benchmarks

  • 3DMark Wild Life Extreme Stress Test:

    • Max score: 4981
    • Min score: 4390
    • Stability: 88.1%
  • AnTuTu Benchmark:

    • Total score: 1.971.952
    • CPU: 678.241
    • GPU: 461.769
    • Memory: 353.947
    • UX: 477.995
    • Battery: -16%

Battery Life

The battery feels a bit small for the size of the device. If you push the CPU and GPU to their limits, you can expect around 2 hours of runtime, although that’s not something you’ll be doing all the time. In Nintendo Switch emulation I’d say you get roughly 3 hours, and for much less demanding systems like GBA you can easily get many more hours of playtime. Still, given the overall size of the product, I would have liked to see a larger battery.


Conclusion

The OneXSugar Sugar 1 is one of the most innovative and entertaining handhelds in years. It's:

  • Fun to use in multiple modes.
  • Extremely powerful for Android gaming and emulation.
  • Packed with customization options.

But it's also:

  • A bit heavy and not too ergonomic.
  • Short battery life under heavy load.
  • Expensive ($599) compared to rivals.

Competitors

  • Ayaneo Pocket DS: dual-screen Android handheld, same chipset from $399 up to $599.
  • AYN Thor: clamshell Android handheld, Snapdragon 865 or 8 Gen 2, from $249 up to $429.

Compared to these, the Sugar 1 feels like a first-generation experiment: impressive but flawed. It's a fun gadget for enthusiasts and early adopters, but difficult to recommend to average players given the price and quirks. Still, it shows there's room for crazy creativity in handheld design -- and that alone makes it worth following.


Pros:

  • Unique dual-screen design.
  • Dual AMOLED panels, excellent quality.
  • Flagship performance in Android games and emulation.
  • Real multitasking (two apps at once).
  • Strong build quality, modular controls.

Cons:

  • Very high price.
  • Heavy, not very ergonomic.
  • Software bugs (rotation, mapping, dimming, RGB).
  • Short battery under demanding use.
  • Competition is cheaper and catching up fast.

Review prepared for EmuHub.dev with focus on Android gaming and emulation.