The History of the Game Controller
1up.com has up a feature going through the history of the game controller. Starting in the dark ages of the PDP-1, the article moves all the way up to Nintendo's mysterious Revolution controller. From the article: "And when will Nintendo tip its hand? All we know at this point is that the Revolution will be backwards compatible with GameCube controllers, so at the very least the system will support all the functionality you're used to. But apart from that, will the controller feature a built-in touch screen and microphone, like the Nintendo DS? Is it just a box of brain-wave-reading goo? One thing is for sure: if history is any indication, there's no telling what the game controller we use twenty years from now will look like. And just as long as there's no numeric keypad, we should be okay."
... at the Tokyo Game Show, according to Spong: http://spong.com/detail/news.asp?mode=news&type=n& cid=&pid=&vid=&prid=9130&n=Revolution+Controller+s howing+confirmed+%96+Iwata+keynote+to+reveal+all
Random rants about technology: http://technorants.blogspot.com
The Dual Shock on the PS2. I've owned several consoles, including the Atari 5200 and Dreamcast. There's just something much more comfortable about the Dual Shock than the XBox controllers (why have the analog sticks in different positions?) and the GameCube controller. IMHO, the only way the Dual Shock controller could have been improved is if they included two more buttons in addition to X, 0, the box & the triangle.
Taking guns away from the 99% gives the 1% 100% of the power.
...the Saitek P880 with two more shoulder buttons. And vibration.
Dunno about you guys, but said P880 is the only controller I use (my old Sidewinder gamepad and joystick both catch dust now).
TFA put that in the side column, first page, as if companies don't steal now...
You can hold down the "B" button for continuous firing.
There are some bad-ass controllers on some pneumatic spinning lathes and milling machines made in the 1950s and even earlier... I'm not just talking a joystick and a couple buttons either. These things had knobs, switches, slides, etc... All things that could make for interesting input on modern controllers, or have been experimented with on game controllers in the past.
as I found it to be one of the best methods of playing FPS games, especially Descent. While not perfer for other games it had a level of control and ease of control that was hard to match.
T U/Agetec-ASCII-Sphere-360.html
3 60.html (product information from former seller)
The ASCIISphere was a version which existed for the PS2 playstation
http://playstation.video-game-store.info/B00001ZU
Some information on this controller,
http://www.mindflux.com.au/products/spacetec/sorb
Old review.
http://www.joy-stick.net/reviews/other/orb360.htm
Closest to current support you can get, as in enthusiast who moved it to XP/2000
http://www.planethardware.com/spaceorb/
* Winners compare their achievements to their goals, losers compare theirs to that of others.
...who noticed the "original Sega Saturn pad" has the Playstation logo? (Here's what seems to be the actual one.)
You can hold down the "B" button for continuous firing.
This is an interesting read, rather shallow and missing a lot of information, but interesting. Being born at the start of the 70's, I grew up with all this stuff.
Dispite what they say, the D-pad is retarded. Tell me how many arcade games had D-pads? Why do you think that is? Joysticks still rule.
I friggin hate thumb controls. Yeah, lets take the most clumsy, one directional (ie. weak in all other directions) finger and control everything with it! Pfffft... this is why I haven't gotten into and played console games since the mid-eighties when I switched totally to computer and arcade games. That's still mostly all I play. I do have recent consoles but they all suck (save a few games like DDR that don't use the ass controller).
The ratio of people to cake is too big
http://www.google.com/search?q=%22game+controllers
Also, starting with the dual shock, adding the two buttons mentioned by another poster, adding the center xy-axis control and z button from the N64 controller for alternate hand grip. (I liked the N64 controller for race games like Crus'n USA), buttons for the lower three fingers of both hands with the standard grip, controller tilt sensors, removal of the 'analog' button that switches the controller between digital compatability mode for old games and analog mode for new games (which should be handled automatically by software on the console, btw).
Some other features that I don't feel adds as much as the ones above and may be more expensive are:
Leds that change from red, yellow, green, for each button in response to pressure applied to buttons or software commands.
Color-lit lcd touchscreen. Any lit color screen would be an improvement, but why not make it a touchscreen
looks a bit nicer...
At least this article gave credit where credit was due (unlike IGN's recent controller article). Nintendo came up with almost every controller idea and was subsequently ripped off by everybody else. I'm sure the Revolution controller will be just like all their other ones... Revolutionary!
DxBlog - It's where you want to be
That is much nicer. Thank you.
N64 also gets credit for bringing back 4 controller ports on the system, something lost since the Atari 8-bits...every intermediate system neeeded a multitap, external hardware that never gets as much support as the base unit. DC and Xbox got the idea; Sony remains steadfast against it, and is the poor sister when it comes to party and splitscreen games.
As for
Say what you will about the Sega Dreamcast, but can we at least admit that its standard control pad was a carnival of screwups?
I think that's a huge stretch. Maybe for fighters it could've used more buttons (though I hate 6 similar buttons), and possibly a second analog controller, it brought in good analog triggers, and the VMU was really really nifty...I wouldn't be shocked if future controllers get little screens builtin at somepoint.
SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
When the MIT guys were doing that fancy Spacewar controller, less well-financed colleges were making them out of spice tins. Poke a couple holes for a rheostat and a trigger button, and voila! That was the first game controller I ever saw.
Although the article gets the company right, they've messed up on which system introduced analog triggers. It wasn't the Dreamcast that first featured them, rather it was the Saturn's 3D control pad (released in response to Nintendo's unveiling of the N64 controller) that first did.
Actually, that's one thing I always find odd. No one ever seems to remember that beast, prefering to talk about the Dreamcast's controller (which was essentially the same thing with 2 fewer face buttons and the VMU slots) instead.
(And, as a note: I, for one, liked the Dreamcast's controller. Well, except for the D-pad, which I'll still complain about whenever I dig the system out.)
The D-pad was pretty popular. I've seen one on just about every major console controller since the NES. The same goes with shoulder buttons that were added on the SNES controller. And then they reinvented the analog stick for the N64. That one also seems popular now days.
Consider this part from the article: Nintendo had long shrouded the controller for its upcoming Nintendo 64 hardware in secrecy. Developers working on games told stories of having to put the controller
As is now widely known, the controller that Nintendo revealed at its Japanese trade show featured an analog thumbstick. After the failure of the Atari 5200 controller, analog joysticks were basically taboo in the video game industry. But Nintendo's thumbstick differed from previous designs in two important ways. First, it wasn't actually analog. Analog joysticks like the 5200's had too many moving parts and were prone to breaking. Nintendo's stick was digital, but provided enough levels of sensitivity that the distinction was moot. Second, Nintendo's stick worked just like a D-pad: you weren't gripping the handle but pushing it with your thumb.
And by showing off the new controller with a polished (but not complete) version of Mario 64, Nintendo showed the killer app that made the thumbstick more than a gimmick. Sony and Sega saw the writing on the wall: next generation meant 3D, and 3D meant analog. They immediately set out to create analog joysticks for their consoles. Sega actually moved so quickly on their design that they beat Nintendo to market in the US (though not worldwide).
Perhaps now you'll get over the paranoia that Nintendo has been displaying towards their controller. While the controller for the Xbox 360 is more or less set in stone, Sony might still have enough time between now and the launch of the PS3 to "borrow" Nintendo's designs.
Nintendo has been doing a lot of innovation with respect to controllers. So far they really haven't let me down. I'll trust whatever it is they're doing with the Revolution controller given the past record they've had.
For something that can be summarized as "Nolan Bushnell is the idiot savant that created video games, and Nintendo is the group that saved gamers from their creator."
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Open Source Sysadmin
Okay, so Atari didn't get out of the hardware business entirely after the XE. With the PlayStation and Saturn launches two years away, Atari took another stab at the US market with the ill-conceived Jaguar, which was 64-bit in the same way that the TurboGrafx-16 was 16-bit (it wasn't).
*sigh*
It's been over a decade, yet game journalists KEEP REPEATING THIS %*$#ING LIE. Yes, it was 64-bit. Multiple chips were 64-bit, along with some system busses. They called it 64-bit BECAUSE IT IS.
"You know your god is man-made when he hates all the same people you do."
I think we are about to get a great controller upgrade from Nintendo (once again). They recently bought these guys: http://www.gyration.com/ . This could also explain why Nintendo said that twilight princess was the last of "this type" of Zelda game. I expect the next one to actually let you swing the controller to swing your sword.
r man.wmv">http://www.gyration.com/files/demos/Remot e_web_German.wmv
Kinda neet:
http://www.gyration.com/files/demos/Remote_web_Ge
Go here for teh [sic] funny.
There seems to be a factual error in their article at the end... they say that the first wireless RF controller was the Wavebird.
E LESS-JOYSTICKS-W-BOX-NR_W0QQitemZ8216690613QQcateg oryZ41009QQcmdZViewItem
Not true.
http://cgi.ebay.com/ATARI-2600-REMOTE-CONTROL-WIR
So, another "history-of" article that fails to get everything right. Research, people, research!
So am I the only one here that thinks the Game Cube controllers suck? The big honkin' X-box controller isn't that much better IMHO. Sure, they both looked cool, and had all the necessary controls, but there should be more time/R&D put on the long term usability and ergnomics of controllers instead of just making them look cool.
I think the controllers of the future need to have better tactile feedback as well. The vibrate function is cool, but I think an analog trigger needs to have controllable bounce to it. So when I'm using it for a brake in a racing sim it can feel like the brakes are grabing, and on the other hand when playing an FPS, it can feel like a gun trigger instead of a floppy springloaded piece of plastic. Not to say that triggers haven't come a long way since the NES Zapper (with it's instantly recognizable click), but there is still room for improvement.
Another idea would be to make the controller out of a different material than "make your hand sweat" plastic. I know they have controllers with fans in them to keep them cool, but if the materal was different that would help prolong gameplay.
Thoughts?
-=JML=-
This article's gripe about numeric keypads on console controllers is reasonable, I guess. But the keypad has done much good service as a video game controller.
Back in the days when PC XTs roamed the earth, the numeric keypad, in its arrow-key form, was the standard way to control direction using a keyboard.
The 'wasd' layout for directions came much later, around the time of first-person shooters. I don't remember whether it was Doom or Quake.
Does anyone else feel like the controller interface has gotten out of hand? With all the buttons and pads and triggers and whatnots the things are hard to make sense of. And I imagine you folks are completely used to them after logging your thousands of hours of consoletime, but try watching somebody new figure it out. I guess the funky controller design we have stems from the idea that one controller should work for all types of games. It used to be that you'd plug in different controllers depending on the type of game you wanted to play, i.e. plug in the paddle controller (analog, left-to-right) for a game of Yar's Revenge. This sounds silly except that each controller had a specialized, uncompromised design. See that lovely black joystick in the top righthand corner of the webpage? It was a lot more satisfying to grip it with your fist than the weak thumb-twiddling we do with modern controllers.
You can't mention the Saturn 3D controller on a nerd site without mentioning the fact that the cord is removable and it looks like the Reliant from Star Trek II.
I feel so dirty.
The standard means of controlling your "guy" in PC games (no mouse) was to use the arrow keys on the number pad. If you wanted to play a 2-player game that allowed both players to play at the same time, the WASD configuration was often the player 2 control set. Of course, back then it was WAXD, and S was used for jump or fire. Sadly, I don't remember which games specifically used this. Hell, it might have been on my C-64 for that matter.
Once the arrow keys came into their own, I began using those for movement and never looked back.
Oh well, it's a dead system anyways, I'll just keep my two around and be glad we finally get consoles with decent texture filtering. (Yes, I mean you Playstation.)
Khhhhhhhhhhhhhhhhhhhhaaaaaaaaaaaaaaaaaaaaaaaaaannn nnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnn!!!!!!!!!!111111!o ne
Now I feel dirty...
Deja Vu
n. 1. The sensation that you've read this very article before.
My Intellivision is teh r0xx0rz! http://www.ntrautanen.fi/computers/other/images/ma ttel_intellivision.jpg
Well, controllers are learly a very subjective matter, but since you so nonchalantly hand out awards, I'll do the same myself and thus officially give you my "most insane person on slashdot" award. The PS2 controllers are extremely unergonomic. They give me the cramps. Weird shape, no actual, real, usable analog shoulder buttons (which are great for racing games), stupid symmetric analog sticks which makes using the left analog stick even more cramped, all the buttons look the same (so no primary/secondary/back button) and are placed awkwardly and to top it all, no letters to name the buttons, but geometric shapes. Bad controller.
In terms of the future, you might want to check out the GameRunner. It's a treadmill controller designed to work with the computer, xbox, and playstation.
Black Sky
2D Elite Inspired Game
Here's a link to a fairly comprehensive video game controller family tree (complete with thumbnails).
http://www.axess.com/twilight/console/
The article just seemed a little too verbal when a good summary graphic could have guided readers that might not have a clue about some of those systems.
Nintendo just doesn't have the weight, at this point, to get 3rd party support from the likes of Electronic Arts. They also lack the money or savy to piece a game lineup together....one that covers all the bases (kind of like Microsoft did when it launched the XBOX).
I'd like to think they have some magic beans (like a super-innovative-controller) to make this next console a real revolution, but even if they have the innovation it could still fail on brand.
Correction the 3DO released in 1993 allowed 8 players to connect to one system without a multitap.The 3DO system had only one controller port.You daisy-chain additional controllers to the first one for multiplayer games.
The most I connected was 6 for some awesome fifa soccer matches.I think only one game supported 8 players and that was a japanese soccer game but the name eludes me.
Heh, I had forgotten about that...
Also I heard the N64 controller was a variant of a remake prototype 3D0 controller.
I'll have to modify my line about the N64 then, though could I say "succesful"? 3D0 was kind of a flop.
Wish 3D0 had made a proper sequel to Battle Tanx on a nextgen platform before folding...
SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
Heh, also having everyone daisychained to each other like prisioners in a chain gang is kind of funny, but I suppose it's useful that only one person has to be near the console...could lead to cheating though :-)
SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
"And just as long as there's no numeric keypad, we should be okay."
I hope they do include a numeric keypad. I'm an accountant -- I could treat it as a business expense and save some money on my taxes!
Now, if only Nintendo put out a green see-through visor as an accessory...
"Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
In fact, whatever happened to the NeGcon? It was hands down the best controller for driving games. Gran Turismo just wasn't the same after mine broke.