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."
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.
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
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.
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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.
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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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.
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.
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.
Sometimes I think I'm the only person who absolutely loved the gamecube controller. It fits my hands so perfectly and the trigger shoulder buttons have always been a pleasure to have around. As a matter of fact, if I could take the gamecube controller and somehow merge it with the N64 controller I'd be in heaven. On another note I have total faith in Nintendo to reveal something completely new. Even if it does seem gimmicky at first they will support it and show the masses why it is so great. When it comes to innovation Nintendo never disappoints.
You're complaining about the ergonomics of the Cube controller? The only controller to put the A,B and X buttons on the same axis as the arc of your thumb movement? The only controller to make the buttons different shapes so you could FEEL your way around the controller instead of having to "hunt and peck" for the right buttons? The only controller with analog shoulder buttons, which, by the way, exhibit the kind of resistance you were talking about - it actually feels like you're pulling a trigger when you push the button down. And while we're on the subject of those shoulder buttons, notice how they're dropped down to be exactly where your index fingers naturally land when you grip the controller? On a dual shock the L&R buttons are on stilts above the controller that force you to extend your fingers, and that hurts. (When you strain your index finger, it affects muscles all the way up your arm too.)
When I hold the GC controller, it's designed so that I only need to press together with my palms to hold it firmly, leaving the rest of my hand free to move. Try doing that with a dual shock - doesn't work, your hand only contacts at one point so the whole thing feels unbalanced. The Cube controller can also rest prefectly balanced on my middle fingers - again, the dual shock can't. The drops for the L&R 2 buttons get in the way of me curling my fingers up to meet the bottom of the controller; It will balance if I straighten my fingers, but that requires me to let go of the controls. The only option is to grip the dual shock tightly with your fingers already extended across the controls. The Cube controller actually allows you to relax your grip without feeling out of control. (I would compare with an Xbox controller, but I don't have one.) I've seen a lot of people say, "My hands are too big for the cube", and I'll give em that...but bad ergonomics, or unplanned ergonomics?? Surely you jest, sir. The ergonomics on the Cube controller are a work of art.
A strain of paranoid prevention can be worse than the disease, whate'er the intention.
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.
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.
"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