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Evolution of Video Game Controllers

Ant writes "This Revolution Advanced article takes a look at the evolution of controllers from the days of Atari 2600 to Nintendo Revolution." Tragically the Intellivision controller is missing. But oh the nostalgia.

185 comments

  1. blasphemers! by mickyflynn · · Score: 4, Funny

    game controllers really WERE intelligently designed!

    1. Re:blasphemers! by ceeam · · Score: 3, Funny

      Are you sure certain game controllers have not just had sex with TV remotes?

    2. Re:blasphemers! by Guano_Jim · · Score: 2, Insightful

      Indeed they were.

      Because they were Intelligently Designed, you see features appearing de novo with no ancestral features.

      If controllers had evolved by natural selection, you'd expect to see incremental change in features that indicated common ancestry.

      Ramen.

    3. Re:blasphemers! by Jeremy+Erwin · · Score: 2, Funny

      I think that this is a case of the inadequacy of the fossil record. If the intellivison, colecovision, and various outher game controllers were added, as well as the species adapted for computer use, the so-caled gaps would not be apparent. Pure Sophistry, in my view. But then, ID is sophistry.

    4. Re:blasphemers! by genner · · Score: 1

      No they evolved over millions of years of random occurrences.
      The idea that there was an engineer designing them takes science back
      to the dark ages.

    5. Re:blasphemers! by 3.14159265 · · Score: 3, Funny

      Intelligently designed? Well, there's at least one fact against your "theory": the original XBox controller :)

    6. Re:blasphemers! by AKAImBatman · · Score: 1

      Who modded this "funny"? It should be +5 insightful!

      The Intellivision control disk was the predecessor to the DPad. Do you see that in the article? No?

      The Atari Joypad was a partial ancestor to the modern thumbstick. (The analog part was first pioneered by the 5200 and the PC/C64 joysticks.) Do you see THAT in the article? No?

      The players of the 2600 had no idea what a pause button was because it hadn't been invented yet. Do you see that in the article? Yes? What the hell is a complaint about the lack of a pause button doing in this article?

      The number pad seen on the Power Glove and new Revolution controllers was first Pioneered by the Intellivision and Colecovision. The 5200 was a late comer. Do you see THAT in the article? No?

      This article is missing all the important details on how controllers evolved the way they did. As the parent said, the fossil record is incomplete. That's why there seems to be a sudden jump in technology.

    7. Re:blasphemers! by sehryan · · Score: 1, Funny

      Controllers were designed by the Flying Spaghetti Monster, which is why they have so many buttons. Only the FSM could use any of the current gen controllers to their full potential.

      --
      The world moves for love. It kneels before it in awe.
    8. Re:blasphemers! by manthrax3 · · Score: 1

      You see both!

      Controllers certainly gain from their ancestors. Things are copied, left out. (Remember the three pronged 64 controller? Talk about blasphemous.)

      So, just as intelligent, intelligent design theorists believe: you can have ID and evolution together.

    9. Re:blasphemers! by BinaryOpty · · Score: 1

      You've found the missing link! *ba-na-na-naaa!*

  2. Relations by suso · · Score: 1

    Is it just me or does the Nintendo Revolution controller kinda resemble the Atari 5200 controller, at least in concept. We've come a long way indeed.

    1. Re:Relations by Anonymous Coward · · Score: 0

      Is it just me or does the Nintendo Revolution controller kinda resemble the Atari 5200 controller, at least in concept.

      Nope. I don't need to explain why it is just you because it isn't worth it.

    2. Re:Relations by AKAImBatman · · Score: 4, Interesting

      How do you figure? The Revolution controller is a remote gamepad with positional sensors and an optional self-centering thumbstick that can be plugged in. The 5200 controller was a non-centering joystick with a clunky keypad attached.

      The Revolution controller is really more like a combination of the NES Gamepad, the Powerglove, and the N64 thumbstick all stuck together in a blazingly white plastic package. (Fruity colors are on their way, I'm sure.)

      Actually, it's quite amazing that so many games were played with the Atari controllers. A joystick just wasn't a very good choice for a non-fixed controller, and the microswitches wore out easily. (Try opening up a 7800 Proline controller sometime. That sucker is CHEAP.) The Nintendo gamepad was a serious revolution in gaming for several reasons:

      1. You weren't constantly ripping the controller out of your own hand.
      2. The switches were replaced with long-lasting circuit switches. Any wear and tear could easily be repaired with new rubber parts.
      3. The lack of protrusions made it easier to store and less likely to break.
      4. Nintendo could give us a quality controller at a very low price. (I don't even want to think about what the 5200 controller cost per unit.)

    3. Re:Relations by AKAImBatman · · Score: 3, Informative

      I forgot to mention. A lot of players mod their Genesis or Nintendo controllers to work with their old 7800 systems. I guess they get tired of playing with the Painline^W Proline joysticks. :-)

      The Genesis controller seems to be the most popular as it uses the pins in a similar 1 Pin == 1 Button type of arrangement that the Proline controllers use. The NES uses a serial protocol, making the controller more flexible but much less easy to convert.

    4. Re:Relations by Steve525 · · Score: 1

      I already posted a comment below, but I'll respond here, too. I really like joystick controllers better. It is much easier to control something precisely when you are moving your whole hand, instead of a thumb. However, you do bring up some good points. It is difficult to make a non-fixed joystick contoller, unless you limit yourself to a few buttons. The 2600 contollers are an example of a non-fixed joystick that worked pretty well, but they only had one button. Also, they didn't last - It is certainly more expensive to make a joystick that will last, but there's no reason it can't be done. And, yes, a joystick is bigger and shaped funny, which makes them harder to store. (And also makes them impracticle for a portable device). Still, as far as actual game experience goes, I think the joystick is superior.

      As far as the 5200 controllers go, the fact that joystick was non-centering was pretty bone-headed.

    5. Re:Relations by Hurricane78 · · Score: 1

      You forgot the main feature:

      The internal 3d-space movement detector. I don't think that any other feature - except the additional nunchak - come even close to the relevance of this feature.

      The only thing that sucks is that it's like aremote control. But i can't find a better combination of something like a handle of a stick/sword/whatever and a traditionad gamepad.

      So i really hope this movement detectors will be the next big thing in controllers. Think of it inside a handheld console....
      So much else could evolve.... *schweeeet* ;)

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    6. Re:Relations by Yer+Mom · · Score: 1
      European and Australian 7800s saved people the hassle by shipping with a pad as standard.

      Mind you, the Megadrive one would have been much more comfortable to use...

      --
      Never mind Spamassassin. When's Spammerassassin coming out?
    7. Re:Relations by AKAImBatman · · Score: 1

      Mmm... yes, I did mention those in other posts. I've been trying to get my hands on one (they're a bit harder for us yanks to find), but I've heard that many players are upset over the poor quality of the devices. Supposedly, even players who have the joypads often get a Genesis controller simply because they don't want to bother nursing their joypad along.

      That's what I've heard, anyway. Feel free to refute it if you've got more info. :-)

    8. Re:Relations by AKAImBatman · · Score: 1

      I really like joystick controllers better. It is much easier to control something precisely when you are moving your whole hand, instead of a thumb.

      I'm not quite sure what you're getting at. All the joysticks except the 5200 were digital, thus giving them no real advantage over a thumbpad. Putting that aside, the biggest problem with the joysticks was that you were fighting yourself. With one hand you'd be moving the joystick (and consequently, trying to remove it from your own hand) while with the other hand you'd be trying to brace the device as best as you can. The Proline design at least allowed you to wrap your hand around the device, but the final result was that your hands just got tired faster.

      Now if you're talking about the PC/C64 joysticks, or the NES Joystick, you need to remember that those were in a very different class. The early computer joysticks were very weak (a thin metal bar), but at least were easy to move without pressing the device out of your hand. The later joysticks & the Nintendo joystick all had heavy bases or suction cups that kept the controller from moving while you pressed the correct direction.

    9. Re:Relations by Anonymous Coward · · Score: 0

      "The Revolution controller is really more like a combination of the NES Gamepad, the Powerglove, and the N64 thumbstick all stuck together in a blazingly white plastic package. (Fruity colors are on their way, I'm sure.)"

      Which is why it's going to fail dismally. People don't like holding their arms in odd positions and waving them about. For your average gamer, such a task quickly gets rather tiring and painful. Nintendo: Providing Cheap Gimmicks Since the 80's!
    10. Re:Relations by Steve525 · · Score: 1

      I really like joystick controllers better. It is much easier to control something precisely when you are moving your whole hand, instead of a thumb.

      I'm not quite sure what you're getting at. All the joysticks except the 5200 were digital, thus giving them no real advantage over a thumbpad


      You are right that all the controllers we're talking about are digital. I just find it a lot easier to move a whole limb a certain direction (and rapidly), then a single digit. It's like the difference between a mouse and a laptop pointing device. It's a lot easier to control big motions than little ones.

      It's a personal preference thing, and I seem to be in the minority around here. However, every time I fire up one of the classics (Pac Man, Berzerk, heck even Donkey Kong) and try to control it with a gamepad, I quit in frustration after a couple minutes. Some of it is surely do to my experience with a joystick vs. gamepad. However, when I first played emulated games, I used a keyboard and I found that worked pretty well, despite not using a keyboard to control games before. However, the gamepad never worked for me. (I will admit that I do have a PS2 with the standard controller, and that works pretty well for me for the games designed for it. However these games don't require the fast twitching of the classics).

      Putting that aside, the biggest problem with the joysticks was that you were fighting yourself. With one hand you'd be moving the joystick (and consequently, trying to remove it from your own hand) while with the other hand you'd be trying to brace the device as best as you can.

      In your earlier post you mentioned this, too, and I didn't understand what you meant. Thanks for the better explanation. I can see what you mean, but it never bothered me back in the day. There were a lot of different aftermarket joysticks available for the Atari, and although I thought Atari's were OK they weren't my favorite. The Atari ones did require some force, and I could see how that might tire someone. I don't think that's an inherent problem with a joystick, it's just something that Atari didn't get quite right.

      My favorite joystick was one that required a very short throw and not too much force, but was stiff enough to bounce back quickly. I forget who made it, but it was a pretty cool and simple piece of engineering. Instead of microswitches, leaf switches, or those lousy blister switches that Atari used, there were no switches at all in this joystick. Instead, the joystick handle connected directly to a rod with a metal ball. As you moved the joystick, the rod would pivot, pushing the ball into contact with one (or two for diaganol motion) of four metal plates. That thing never broke no matter how much abuse it took, and it was cheap, too. The only downside was that after long time the ball and plates needed to be cleaned to improve contact.

    11. Re:Relations by AKAImBatman · · Score: 1

      My favorite joystick was one that required a very short throw and not too much force, but was stiff enough to bounce back quickly. I forget who made it, but it was a pretty cool and simple piece of engineering.

      Wico! They made arcade joysticks, and just happened to put out a few good ones for the Atari 2600. I've never seen one IRL, but I hear they're quite good. :-)

      It's a personal preference thing, and I seem to be in the minority around here. However, every time I fire up one of the classics (Pac Man, Berzerk, heck even Donkey Kong) and try to control it with a gamepad, I quit in frustration after a couple minutes. Some of it is surely do to my experience with a joystick vs. gamepad.

      It's possible too that it's your memories of the games. Galaga, for example, is best played on a proper standup machine where you can *SLAM* that controller back and forth. Not so good for the machine, but a lot of fun. :-)

    12. Re:Relations by Steve525 · · Score: 1

      Wico! They made arcade joysticks, and just happened to put out a few good ones for the Atari 2600. I've never seen one IRL, but I hear they're quite good. :-)

      Yes, I remember the Wico, but that wasn't it. However, the one I liked is on that page- it's the "Starfighter". Thanks for the link! (I think $12 is also what I paid for mine, originally). The Wico bat joysticks were popular, but I thought they had tool large of a dead zone. Other than that, they were very nice.

      It's possible too that it's your memories of the games. Galaga, for example, is best played on a proper standup machine where you can *SLAM* that controller back and forth. Not so good for the machine, but a lot of fun. :-)

      No doubt, that's the best way to play those games. But if I play those games at home now with a joystick (home build from arcade parts), or even a keyboard (for most games), I'm pretty happy. It's only when I try to play with a gamepad, I get frustrated. Why do I even try, then? Because I have a PVR computer hooked up to a TV, and nothing beats the gamepad when it comes to convenience.

    13. Re:Relations by Hardin · · Score: 1

      I swear Nintendo gave up on the whole originality thing. The DS isn't original, its just a redesigned Game and Watch.

    14. Re:Relations by Anonymous Coward · · Score: 0

      Beep wrong. Nintendo didn't make the power glove for one thing therefor it was NOT their gimick and second it didn't fail because people didn't want to hold their arms out. It failed because it was a pile of junk that hardly worked right and not many games that supported it well. When it did work it was fun to use.

      The Revolution controller is really nothing like the PowerGlove except maybe in concept.

      You don't have to hold your arm out to use it and you don't have to wave it around wildly to make it work.

      It's super sensative so only the slightest wrist movements are needed and you can easily rest your arm on your leg while using it just like you already do with a normal game pad. You might think your wrist will get tired but I honestly don't think so. Does your wrist get tired using a mouse? Have you ever actually paid attention to your hand movements while using a normal game pad? You move your wrists around alot more than you think.

      Nintendo maker of cheap gimicks? Like what? Rob the Robot which helped them get the NES off the ground in the US? It was used to help get the NES into stores that otherwise wouldn't have stocked the NES. The only REAL gimick failure of Nintendo's was the Virtual Boy (and maybe that really big gun thing they had for a while). Gee whoopty freaking doo. Is the DS a gimick? A gimick that's sold 14.4 million units world wide and it's #1 selling game has sold more than the top 3 or 4 selling PSP games in the US and averages 8 of the top 10 games in Japan?

    15. Re:Relations by Anonymous Coward · · Score: 0

      >As far as the 5200 controllers go, the fact that joystick was non-centering was pretty bone-headed.

      You mean like the NES MAX? That controller made me sad for what it could have been.

  3. Hrm... by lonasindi · · Score: 2, Interesting

    The controllers went, in my mind, from joystick to gamepad... is this an incorrect viewpoint?

    1. Re:Hrm... by AKAImBatman · · Score: 4, Interesting

      That's pretty much correct. The article seems highly critical of the joystick controllers, but when Atari was king the joystick was all that anyone had envisioned. The few arcade games that didn't use joysticks (Space Invaders, Asteroids, Galaxian, etc.) used simple cherry-switch buttons instead.

      Nintendo was ahead of its time when it developed the NES controller. Instead of a joystick, their extension of the buttons concept to a D-Pad created a huge boon in home gaming. Atari was still using their joysticks at the time (since they'd delayed the release of the 7800 by two years), but they quickly designed a joypad for the 7800 to compete. The joypad replaced the Proline as the standard controller for the European edition of the 7800.

      Pretty much all controllers that followed the NES included a DPad. (Including Atari's own Jaguar.) The controller didn't change significantly until Nintendo again changed the landscape with the analog thumbstick. While an analog stick had been tried before on the 5200, it had suffered from two major issues:

      1. It didn't center. At all. You had to move it back into place if you wanted to stop your character.

      2. It was designed to be held in your hand. This meant that you were applying force across the entire controller, making it hard to hold onto. The thumbstick corrected this problem by using only your thumb for control while the rest of your hand maintained a solid grip on the rest of the controller.

      The other issue with the 5200 controller, of course, was that it was simply ahead of its time. When the 5200 was released, analog sensor and ADCs weren't that cheap. By the time Nintendo released the N64, Analog to Digital converters were so cheap that one had to wonder why not to use them.

      That being said, I'm glossing over the ADC on the Paddle Contollers, but that's another story all togther. :-)

    2. Re:Hrm... by maddskillz · · Score: 1

      I miss the square corners on the NES controller. They let you know when you played too much, because not just your thumbs would hurt from the buttons, but they would actually hurt the rest of your hand too. A good way to let you know it's time to go outside

    3. Re:Hrm... by Urchlay · · Score: 1
      Good post, one minor nitpick:

      > 1. It didn't center. At all. You had to move it back into place if you wanted to stop your character.

      This isn't 100% true. While there were no springs to center the stick, the rubber "boot" that surrounded the stick was intended to serve the same purpose. If you ever manage to score a brand-new 5200 stick, you'll see what I mean. Unfortunately, the design has a couple of problems:

      The cheap rubber part wears out quickly. It's possible to replace, but not so easy to find an affordable replacement part (even back then, it cost almost as much as replacing the controller). As the rubber boot wears, the stick gets so it only returns part of the way to the center. Eventually, the rubber gets so stretched that it has no effect at all, and you have a completely non-centering stick.

      Another major problem is that (for whatever reason) the pot values drift over time (actually, the cheap pots they used had a lot of variance in the first place). Even when the rubber boot is still able to physically center the stick, you get a situation where the pots are out of calibration, so the physical center will actually mean "slightly down and to the left" or similar. This is *especially* frustrating when combined with a dead rubber boot: you have to manually center the stick, but you have to remember that the "center" is actually slightly up and to the right (or whatever) instead of being the actual center position. It's also annoying when the boot still works, but at least its pseudo-centering action will get you close.

      Most 5200 games were ported from the Atari 800 series computers, which used 2600-style digital directional sticks, so the "analogness" of the 5200 stick was usually completely ignored: most games read the analog value and converted it to a digital direction. Different games have different amounts of "dead zone", so the effect can vary from game to game.

      Atari should have put routines in the 5200 BIOS to read the pots and convert to a digital value. That way all the games could have treated the controller the same way... but then, they should have scrapped the 5200 stick before it ever got past the prototype stage :)

      My guess is that, on paper anyway, the 5200 stick design appeared to combine the best aspects of the 2600 joysticks and paddles. Lots of 2600 gamers (myself included) find it highly annoying to have to switch controllers, so combining the two must have looked like a win.

    4. Re:Hrm... by AKAImBatman · · Score: 1

      This isn't 100% true. While there were no springs to center the stick, the rubber "boot" that surrounded the stick was intended to serve the same purpose. If you ever manage to score a brand-new 5200 stick, you'll see what I mean.

      True. But my understanding was that the initial boots weren't springy enough, and that they tore apart within hours of use. Supposedly Atari continued to improve the controller manufacturing with each run, so some are better than others.

      Another major problem is that (for whatever reason) the pot values drift over time (actually, the cheap pots they used had a lot of variance in the first place).

      Yep. This is the same problem that PC users always had with their joysticks. That's why PC Joysticks always had to be calibrated. Potentiometer as a psuedo-analog device == BAD IDEA.

      My guess is that, on paper anyway, the 5200 stick design appeared to combine the best aspects of the 2600 joysticks and paddles. Lots of 2600 gamers (myself included) find it highly annoying to have to switch controllers, so combining the two must have looked like a win.

      I always wondered why a potentiometer wasn't stuck underneath the 7800 Proline. I mean, here you have a joystick that already free-rotates. (Mostly due to cheap design.) If you tack a potentiometer below it, you'd have a perfect Joystick/Paddle combination! Considering how much fun it is to use the rotating joystick for Pole Position on the Ms. Pacman PnP, such a joystick could have made the Pole Position II pack-in actually WORTH something. :-)

      IIRC, a special Japanese version of the 2600 (2800?) was released with that sort of feature in the joystick. Too bad Atari didn't learn from itself. But then again it was neither Bushnell Atari nor Warner Atari at that point. *cough*Tramiel*cough*

  4. /.'d already by big_groo · · Score: 1

    Is it too much to ask to use the Coral Cache in article links?? .nyud.net:8090 isn't that complicated...

    1. Re:/.'d already by Freexe · · Score: 4, Informative

      Evolution of Controllers

      January 30, 2006

      by: Sud Koushik

      We take a look at the evolution of controllers from the days of Atari to Revolution.
      If you approach any avid gamer, and ask him or her what they like best about video games in this time and age, there is a fairly good chance they will respond with something relating to either graphics, or gameplay. While those two criterias are very important to the creation of good video games, we often ignore, and neglect the main aspect that changed the way video games were played. I am of course referring to the main method of input in video games, the controller.

      Since the dawn of video games, weve seen controllers ranging from numeric pads, to wireless, rumble emitting, ergonomic controllers. Some have been utter failures, while others have seen runaway success. However, with any successful product, its features and design will be mimicked in the hope of similar success. Thus through countless of variations of previous controllers we have arrived at what we hold and use today.

      To show you how video game controllers have evolved from its primitive state, to their modern form, we have compiled an interactive chart of controllers ranging from the days of Atari, to the newest innovation in controllers, the Nintendo Revolution controller.

      Atari 2600 Controller

      The Atari 2600 had one of the first well known digital joysticks to ever be introduced. Long before Nintendo arrived with the Nintendo 64 and made analog sticks mandatory on a controller, Atari experimented with the 2600 joystick. Unfortunately for Atari, and any of those who tried playing with this controller, it was too bulky and difficult for anyone with small hands to hold. In addition to its large base, the joystick was stiff and often didnt work, and when it did, it was barely useable. The joystick only had eight directions, so in technicality it wasnt an analog joystick. Lastly with all the problems that plagued the controller, the absence of a pause button only made it worse, when the joystick stopped working, you couldnt even pause the game.

      Atari 5200 Controller

      With the Atari 5200, the joystick method of input returned. However it was accompanied by a numeric keypad positioned underneath the joystick. This joystick turned out to be slightly better then its predecessor, by sporting 360 degrees of complete motion, unlike the 2600s simplistic eight direction joystick. Atari also addressed the complaints of a pause button, and it was included with the 5200. Unfortunately the button placements on the controller were awkward, and lead to frequent hand cramps. There are buttons place in front of the joystick, causing you to have to literally have your hands upside down to press them.

      NES Controller

      The NES (Nintendo Entertainment System) and Famicom (as it was referred to in Japan) had a rectangular shaped controller with a total of four buttons. There were two circle buttons, A and B along with a Start and Select button. The last feature the controller had was a four way directional D-Pad, which was designed by Gunpei Yokoi, as a superior alternative to the joysticks from Atari. The D-Pad revolutionized the gaming industry forever. It was Nintendos way to revitalize the slowly dying gaming industry and put it on its feet again.

      SEGA Genesis Controller

      With the release of the Sega Genesis, we see controllers start to have curved handles and a more sleek design. The original controllers that were packaged with the Sega Genesis included the typical A and B buttons that the NES featured, but added on a C button. The D-Pad itself was more of else like Nintendos design with a few alternations to get around the patent. Sega soon changed the Genesis controller to feature a total of six face buttons to coincide with the release of Street Fighter II: Special Championship Edition. Even to this day some fans consider the six button Genesis controller to be one of the best for fighting games.

      SNES Controller

      The SNES control

      --
      "In a time of universal deceit - telling the truth is a revolutionary act." - George Orwell
    2. Re:/.'d already by kyouteki · · Score: 1

      Our corporate firewall doesn't allow Coral Cache'd links (probably the irregular port).

      --
      A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
    3. Re:/.'d already by Gothmolly · · Score: 1

      whats the point of bitching about coral cache, except to be an elitist slashbot? Half the people reading this are at work and can't hit 8090 anyway.

      --
      I want to delete my account but Slashdot doesn't allow it.
    4. Re:/.'d already by Anonymous Coward · · Score: 0

      It's amazing how much Nintendo invented:

      - The D-Pad
      - Trigger buttons on gamepads
      - Analog sticks on gamepads

      These were all crazy innovations that became the standard. Maybe the Revolution isn't so crazy after all.

    5. Re:/.'d already by xt0rt187 · · Score: 1
      "Lastly with all the problems that plagued the controller, the absence of a pause button only made it worse, when the joystick stopped working, you couldnt even pause the game."

      So wait... if the joystick were to have a pause button, but then stop working, you would be able to pause the game using the non-functional joystick?

    6. Re:/.'d already by Anonymous Coward · · Score: 0

      But still you couldn't be bothered to actually link to the Coral Cache? Pot. Kettle. Stuff.

    7. Re:/.'d already by smackjer · · Score: 1

      I think he means that if only the actual stick were broken, it would be nice to have the option to press a button to pause the game and plug in a new joystick. A lot of Atari joysticks have bad sticks, but the buttons still work.

      --

      This is my sig. There are many like it, but this one is mine.
  5. Evolution?? by poeidon1 · · Score: 1

    I cannot really say that its eveolution, to me its probably just a hotch potch, with the same atari controller with more buttons on the same controller.

    --
    They called me mad, and I called them mad, and damn them, they outvoted me. -Nathaniel Lee
  6. sure it's dupe-a-licious by B00yah · · Score: 2, Informative

    but I missed the first one. This actually reminded me of my genesis six-button controller, which was one of my favorite pads before analog got big. The only issue I had with it was the edges on the d-pad would irritate the callouses that my thumbs had formed from the nes pad (overall winner in my book). I'm hoping that when they start coming out with revolution controller add-ons (to do fighters, etc), it's similar to either the genesis pad, or the Dreamcast controller...the grip just seemed right on that.

  7. Colecovision by Baby+Duck · · Score: 1

    The Intellivision controller was this stupid little disk. Why are you crying over its exclusion, ffs?! Now Colecovision's Super Action Controllers were wonders to behold!

    --

    "Love heals scars love left." -- Henry Rollins

    1. Re:Colecovision by AKAImBatman · · Score: 1

      The Intellivision controller was this stupid little disk. Why are you crying over its exclusion, ffs?!

      Because it was the predecessor to the Nintendo DPad? If you think about it, it was pretty much the same thing. The primary differences were:

      1) It was a 12 direction controller rather than an 8-way. (Video game companies had this stupid idea that More Features == Better, and damn the consequences.)

      2) The use of a disk rather than a four way overlay meant that you couldn't visually tell which direction you were pressing.

      The Intellivision disk made a comeback with the Genesis controller. Rather than the standard DPad, the Genesis controller used an 8-way disk with a raised DPad on top. The result was that you got both the visual cues of a regular DPad, plus the smooth control of a disk. (Raise your hand if your thumb hurt after a long Nintendo session!)

    2. Re:Colecovision by robgamble · · Score: 1

      So true!!! I almost suffered permanent nerve damage to my thumb tip using those stupid round disc controllers. One hour of Sea Battle and I could barely feel my thumb!

      --
      No sig for you!
  8. I miss my intellivision by Xaoswolf · · Score: 1
    I don't have a cable to connect it to my TV anymore...

    I have the PS2 port of some games, but it just isn't the same

    1. Re:I miss my intellivision by operagost · · Score: 1

      It outputs RF, so you just need an RF to composite video adapter (available in Radio Shack, Target, Wal-mart, Gamestop, etc.) or (if you don't mind hooking it up to the antenna inputs) one of the old-school TV/Game switches, which is still sold at Radio Shack.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    2. Re:I miss my intellivision by Ken+Hall · · Score: 1

      I still have mine, hidden away in a padded case in a closet. Far as I know, it still works, and I still have most of the games.

      When Intellivision first came out, I worked for the company that repaired them. (We also repaired the Colecovision.) Those controllers were a NIGHTMARE, always failing, although mine behaved perfectly.

    3. Re:I miss my intellivision by Xaoswolf · · Score: 1

      if memory serves me correctly, I need the entire cord. It's been a while, so I may be wrong, but I also believe that it has a different type of plug on the back.

  9. the best controller in my opinion by beta-guy · · Score: 4, Insightful

    I've played lots of gaming platforms and I have to say that, I perfer the original Nintendo controller it was very simple to use, almost an extension of my body while I as playing very little thought had to be done reguarding what buttons to push, also it had alot of control. nowadays you have 1 joy stick that control the camera view and another that control the direction your character is heading, then you have and about 8 - 12 more button for more control but you have to consentrate more on what button you pushing... a big differant from the day is arrow keys, start select, and those great A and B buttons

    1. Re:the best controller in my opinion by angrist · · Score: 1

      The learning curve is just a little bit steeper.

      I grew up on the NES, and due to an incredible cheapness on my parents' parts, my brothers and I played NES until the time of the N64. It was a great system, and a great controller yes. The controller was very easy to use (impossible to break,I have holes in my wall to prove it), and once you develope the right hand sideways grip, a natural extension of the body.

      But newer systems (with decently designed games) can have the same feel on natural extension. I play a lot of Halo2 on the xBox, after a couple of hours control becomes very narural, and after a couple of days the control becomes totally unconscious. I no longer have to think about buttons, I just think the actions (which can be a real pain when explaining to someone how to play).

      Good game design, and a little bit of play time, and current consoles can be just as easy to use. (But don't get me started on that abortion of a control scheme in the Gamecube MegaMan Anniversary collection ::glare:: )

    2. Re:the best controller in my opinion by tralfamador · · Score: 1

      but you have to remember that games have changed. yes, in a 2d having one directional pad works fine, but now that every game is 3d you need to be able to change your view independent of the direction you're heading and vice versa. any of the 2d games you can get for modern consoles don't use all the buttons and joysticks.

      so i'll agree with you that new controllers suck for old games, and it would be neat to be able to get a stripped down controller for that type of situation, but really controllers have just evolved to what the games currently require. which is a lot of shit.

    3. Re:the best controller in my opinion by Nerdfest · · Score: 1

      Are you serious? Man, that thing was painful to use ... not the general layout, but those silly indented arrows on the movemend pad. I think I can still see an arrow shaped callous on my left thumb.

    4. Re:the best controller in my opinion by bcattwoo · · Score: 1

      Part of the problem may be that you have gotten older as well and your reflexes just ain't what they used to be. Set a 10 year old up with a 10 button controller and they will probably learn it almost as quick as you learned the 2 button one. At least that's what I tell myself when my 8 years younger brother owns me over and over again at mario kart,etc.

  10. Not just Intellivision... by Psykechan · · Score: 3, Insightful

    There are many systems' controllers missing from that list; no Colecovision, Jaquar, Tubografx 16, or any handheld.

    For something that talks about the "evolution" of controllers, they could of at least listed paddles and light guns; two staples of controllers from yesteryear.

    This isn't complete by a long shot and it certainly isn't front page worthy.

    1. Re:Not just Intellivision... by meringuoid · · Score: 1
      For something that talks about the "evolution" of controllers, they could of at least listed paddles and light guns; two staples of controllers from yesteryear.

      Oh, come off it. The only thing anyone will tell you about light gun games of yesteryear is 'I always wished I could shoot that damn dog.' I've seen some reasonable arcade games using light guns, and I'll grant that I've had good times with a Dreamcast, a copy of House of the Dead and playing both players at once with a light gun in each hand, going all John Woo... but really, light guns were always a gimmick, a toy used for a few oddball games.

      --
      Real Daleks don't climb stairs - they level the building.
    2. Re:Not just Intellivision... by Junks+Jerzey · · Score: 1

      Oh, come off it.

      He's right about paddles though. From arcades, to the Apple II, to the Atari 2600, paddle controllers were a staple. And look at all the classic games tied to paddles--Pong and Breakout for starters--and that paddles served as steering wheels for home driving games (like Night Driver).

    3. Re:Not just Intellivision... by trogdor8667 · · Score: 1

      Not to mention the fact that it leaves off Sony's use of two paddle buttons (R1, R2, L1, L2) which hadn't been done. They also left off the Dreamcast Analog joystick (which was truly horrible). I would also think that the DS's touch-screen would be worth mentioning, since its definately an evolution of the gamepad aspect of gaming, even if the DS is a portable device.

  11. Old consoles lacking, new ones only mainstream by mendaliv · · Score: 3, Informative

    This article skips an awful lot of consoles. Where the heck is the Atari Jaguar controller? Or the Atari 7800 for that matter? Colecovision and Intellivision are also MIA, though their controllers don't look all that different from other systems of their era.

    We're missing the TurboGrafx 16, the Neo-Geo, the Sega Master System... and quite a few others.

    1. Re:Old consoles lacking, new ones only mainstream by Echnin · · Score: 1

      None of the systems you linked had innovative controllers, and can therefore be ignored. Of course, some of the newer consoles that were mentioned (Xbox... Playstation...) don't have innovative controllers either, and could also have been left out.

      --
      Lalala
    2. Re:Old consoles lacking, new ones only mainstream by cafard · · Score: 3, Interesting

      No innovative controller???

      The Intellivision controller comes neutral towards the player being left or right handed, as the control disc (which recognizes 16 directions, unlike the later 'crosses' of nintendo) is in the middle of the controller, and the two side buttons are present on both sides. It also comes with a numeric pad on top of the disc, which is designed so that you can insert a game-provided plastic card over it. Hence, games can use up to 12 additional buttons, and provide graphical icons to the player so that he doesn't have to remember which button controls which functionality.

      That was back in 1980, and modern console controllers are still far from that...

      --
      This post is awesome.
    3. Re:Old consoles lacking, new ones only mainstream by 706GL · · Score: 1

      There is a lot wrong with this article. The original PS controller was innovative in the fact that it was the first to use the oh so comfortable PS controller shape. The innovation in the DualShock2 was the analog buttons, not the analog stick which was the whole point of the DualShock 1. And a lot of less notable favorites were skipped.

      Though not really innovative, I liked my 3DO controller a lot, it was the perfect combination of SNES and Genesis controllers. Genesis shape, and ABC buttons, the SNES's shoulder buttons and start/select pair. And some weird features like the daisy chaining and headphone jack with volume control.

      --
      ...
    4. Re:Old consoles lacking, new ones only mainstream by cosam · · Score: 2
      This article skips an awful lot of consoles. Where the heck is the Atari Jaguar controller?


      The author obviously counldn't find enough information on the Atari Jaguar. I guess both of the owners were unavailable for comment.

    5. Re:Old consoles lacking, new ones only mainstream by Bustbang · · Score: 1

      I say the 3DO controller was very innovative for the reasons you mentioned.

      I used the daisy chain function & headphone jack extensively. It was the best way to play fifa soccer.

  12. 3 Best Contollers ever...IMHO by jzarling · · Score: 2, Informative

    The original Playstation controller, it fit my hand, and I found it intuitive. I found it so nice I bought a PC version from Gravis

    SNES controller - again I liked the fit of the unit.

    --
    It is better to be the hammer than the anvil.
    1. Re:3 Best Contollers ever...IMHO by THESuperShawn · · Score: 1

      3 Best controllers? You only listed 2 you big silly!

      --
      Repant. Thy end is sheer.
    2. Re:3 Best Contollers ever...IMHO by Internet+Ronin · · Score: 1

      Homer says: There are 3 types of people in this world... those who can count, and those who can't....

  13. Semi dupe by Evro · · Score: 4, Informative

    A nice VG controller "family tree": http://www.axess.com/twilight/console/

    Previous Slashdot blurbs on the subject of controller evolution:

    http://games.slashdot.org/article.pl?sid=06/01/09/ 1559252
    http://games.slashdot.org/article.pl?sid=05/09/14/ 068200

    --
    rooooar
    1. Re:Semi dupe by shoptroll · · Score: 1

      One of my professors pointed this one out to me once:

      http://www.gifford.co.uk/~coredump/gpad.htm

      --
      Insert Sig Here
  14. Aren't we forgetting by shoolz · · Score: 2, Informative

    The article sure does a time-warp and goes directly from Atari to NES. What about the multiple variations of Colecovision controllers and Intellivision controllers?

    1. Re:Aren't we forgetting by LouisZepher · · Score: 1

      The SG2000 was also absent from the list...

  15. Atari 5200? by PFI_Optix · · Score: 1

    The ColecoVision came out the same year, was much more successful, and its controllers were far better than the 5200 imo. The ability to template cards made those 12 buttons a lot less imposing. http://en.wikipedia.org/wiki/Colecovision

    --
    120 characters for a sig? That's bloody useless.
    1. Re:Atari 5200? by b1t+r0t · · Score: 1

      The problem with the CV controllers was that 1) the stumpy stick was hard to use and 2) the side fire buttons were just as un-ergonomic as the 5200 side fire buttons. Except instead of having no give whatsoever, they had springs that required too much force to be comfortable. The switches were somewhat unreliable, too, which was impressive considering that they weren't cheap dome or carbon dot switches. But the CV keypads were really quite nice.

      --

      --
      "Open source is good." - Steve Jobs
      "Open source is evil." - Microsoft
    2. Re:Atari 5200? by PFI_Optix · · Score: 1

      I do recall the short stick being all little annoying at times (but comfortable enough once you got used to it). The side buttons on our Adam controllers worked great, though, and the controllers never had a problem, even with my (older) brother throwing tantrums every time he thought the game was unfair or cheating...

      In other words, every time he died. Which was frequently.

      --
      120 characters for a sig? That's bloody useless.
  16. Commodore 64 joystick... by THESuperShawn · · Score: 2, Informative

    Remember the Commodore 64 joystick? It was basically the Atari 2600 joystick but with a triangular "stick". The button was mouted in the center (instead of off to the side) making you reach around further to push it. This thing had carpal tunnel written all over it! My hands would ache after just a few minutes of playing. I think I have permanant scars from that thing- or maybe those are from that other hand/eye coordination building technique I learned a year or two later.... Image available at http://www.geocities.com/big_al_1401/c64joy.jpg

    --
    Repant. Thy end is sheer.
    1. Re:Commodore 64 joystick... by edremy · · Score: 4, Funny

      I think I have permanant scars from that thing- or maybe those are from that other hand/eye coordination building technique I learned a year or two later.... Image available at http://www.geocities.com/big_al_1401/c64joy.jpg

      I don't know about anyone else, but there's no way I'm clicking on that link

      --
      "Seven Deadly Sins? I thought it was a to-do list!"
    2. Re:Commodore 64 joystick... by CelticWhisper · · Score: 1

      It's alright. I clicked it and it really is a picture of the C64 joystick. Doesn't change the fact that it's ugly as hell, as well as being a pain to use (I had all but forgotten that thing), but it's not pr0n.

      --
      Help protect civil rights from abuse by the TSA - visit TSA News Blog.
      http://www.tsanewsblog.com
    3. Re:Commodore 64 joystick... by elrous0 · · Score: 1
      If I recall correctly, The C64 used the same kind of joystick port as the 2600. So you could actually use Atari 2600 style joysticks on a C64.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    4. Re:Commodore 64 joystick... by THESuperShawn · · Score: 2, Funny

      oops..I guess I worded that a litle weird. The link is juat a Commodore joystick picture I googled...it's not me googling my joystick.

      --
      Repant. Thy end is sheer.
    5. Re:Commodore 64 joystick... by lxs · · Score: 1

      Yup I remember that thing. Thankfully after 15 minutes of playing Decathlon it would invariably break, saving your hands further injury and forcing you to buy a decent joystick. David Crane saved a generation by writing that game.

    6. Re:Commodore 64 joystick... by xtieburn · · Score: 1

      The C64 joysticks that came with the one we owned were totally white, analogue I think and so loose that the stick didnt feel attached when you held it. If you let it go it would flop around like it was drunk.
      I remeber trying to play those games where you had to do rapid side to side movements by picking it up by its base and shaking it.

      I.e. worst joystick ever.

      Bring back clunky microswitch joysticks. Best one I ever used (on the mighty spectrum) clicked like anything but I never once missed a move in fighting games. Come to think of it I dont see why they never made a hybrid. analogue thingy me doodahs to control simulators and the like, microswitches for the games where thats counter intuitive (The amount of times ive had controllers that consider diagonally down to be just plain down.)

    7. Re:Commodore 64 joystick... by Urchlay · · Score: 1
      Bring back clunky microswitch joysticks.

      Ugh. I'll go one better: Bring back leaf springs.

      No article on console controllers is (in my very biased opinion!) complete without mention of the almighty Wico Command Control, the Cadillac of joysticks.

      They don't make 'em like that any more :(

      (I have no affiliation with the site I linked to; they're just the first google result with a decent picture)

  17. It's just a human interface device by Opportunist · · Score: 0, Troll

    Not a "revolution". A revolution would maybe be a HID you plug into your brain. But as long as controller means "take it into your hand and manipulate it with your fingers", it's still the same old thing.

    Keyboard, mouse, joystick, gamepad, whatever. The idea is to make the machine do what I want it to do. How this is accomplished, and which way is "best" is determined by the application, not the input device. The input device is the necessary evil to make the machine do my bidding.

    In fact, how is the revolution controller REALLY going to be used? Let's be reasonable here, how many games can you see that will really take advantage (and make good use) of that cool "three dimensional movement" gadget? Can you see yourself aiming your gun this way? Can you see yourself guiding Mario through the levels by waving the controller like Harry Potter flicks his wand?

    In fact, it looks a little like an oversized NES stick, and I fear it might be limited to that use.

    And I hope and pray that I'm wrong, 'cause ... well, what other console do you want to buy, hmm?

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:It's just a human interface device by Mullinator · · Score: 2, Interesting

      You obviously know very little about the controller. Perhaps these mock up videos will calm your fears? First one is an example showing how Half-Life 2 could be played with it along with the nun-chuk attachement. Second shows simple little tech demos with a 3d representation of the controller being used, also note the F-Zero demo:
      http://video.google.com/videoplay?docid=6797958196 289648405&q=nintendo+revolution/
      http://video.google.com/videoplay?docid=2063821498 385606325&q=nintendo+revolution/

    2. Re:It's just a human interface device by Anonymous Coward · · Score: 0

      > Can you see yourself aiming your gun this way?

      Well actually, yeah. Remember Doom? How hard it was to play an FPS without using a mouse. This will quite possibly make fps's playable on consoles.

      > guiding Mario through the levels by waving the controller

      I'm sure that you will be able to adjust the sensitivity to your liking, you won't have to "wave" it, but probably most of the time just move it a small amount to get the desired effect. Man, I can really picture myself blowing up some space pirates (http://mdb.classicgaming.gamespy.com/m1/index.htm ) with this thing.

    3. Re:It's just a human interface device by (A)*(B)!0_- · · Score: 1
      First of all, the Revolution moniker is just a marketing name. Arguments about whether or not the Revolution actually qualifies as a Revolution are silly.

      I expect most of the games created by Nintendo will make use of the unique attributes of the controller. If 3rd party developers want to compete against Nintendo on the Revolution, they'll follow suit.

      And as for it being an oversized NES controller - that's just silly. The latest XBox controller has more in common with the NES controller than the Revolution controller does. The NES controller did not detect movement and use that data for movement within the game.

    4. Re:It's just a human interface device by PFI_Optix · · Score: 1

      I'm curious whether this will introduce a new gamers malady similar to Nintendo Thumb. Should we just go ahead and name it Revolution Wrist?

      -----

      Hope you never get an itch while using that thing.

      current gamepad: take one hand off controller and hold it with other hand.

      Revolution: Put down one half of controller.

      It substantially increases the time it takes to take a hand off the controller. And as we all know, that 1.3 seconds is crucial when you want to grab a sip of your soda during a deathmatch.

      --
      120 characters for a sig? That's bloody useless.
    5. Re:It's just a human interface device by poot_rootbeer · · Score: 1

      Revolution: Put down one half of controller.

      I'm not even convinced that the second half of the Revolution controller should ever be used.

      The spatial movement features of the "remote" already give you 5 axes of motion (up/down, left/right, forward/back, plus pitch and yaw) -- is there a need for the additional 2 axes provided by the thumbstick add-on?

    6. Re:It's just a human interface device by Strap · · Score: 1

      Are you kidding? I remember distinctly the jerking the NES controller around made Mario jump and dodge faster. It even helped create the EYEToy. Dodging along with Mario was the ONLY way to make him jump. The A and B buttons were simply for show.

      Seriously, i can't believe you forgot your roots like that.

      "when I die, I'm just gonna keep hitting and . I figure I'll wake up at age 25 on level 3-1."

    7. Re:It's just a human interface device by kastberg · · Score: 1

      "nd as for it being an oversized NES controller - that's just silly. The latest XBox controller has more in common with the NES controller than the Revolution controller does. The NES controller did not detect movement and use that data for movement within the game.

      Nonsense, my controls have always been detecting me jolting my entire body sideways to just manage that curve when I would obviously have crashed otherwise

    8. Re:It's just a human interface device by Anonymous Coward · · Score: 0

      A revolution would maybe be a HID you plug into your brain. But as long as controller means "take it into your hand and manipulate it with your fingers", it's still the same old thing.

      And then...

      The input device is the necessary evil to make the machine do my bidding.

      So let me guess, Evil Professor, that you can't make use of your hands because of the straight jacket?

    9. Re:It's just a human interface device by Anonymous Coward · · Score: 0

      It doesn't measure "roll"?!? USELESS!

  18. Poorly researched. by operagost · · Score: 3, Insightful

    This article could have been slapped together in a day. "The joystick only had eight directions, so in technicality [sic] it wasnt an analog joystick." Yes-- because it was a DIGITAL joystick as the author pointed out earlier! Then he says the 5200 joystick had 360 degrees of motion! So did the 2600, it just output in only eight directions by using four switches. The 5200 joystick may have been a 16-direction model, at best, but it certainly was not a 360. And the NES controller was also 8-way, not 4-way as described in the model or diagonal movement would have been impossible. Overall, the level of writing in this article is childish and chaotic.

    --

    Gamingmuseum.com: Give your 3D accelerator a rest.
    1. Re:Poorly researched. by Anonymous Coward · · Score: 0

      everyone here has already played all the games worth playing for all the systems -1 Redundant >:(

      after this it's just a nostalgia circle-jerk.

      Fap-Fap-Fap!
      Splat-Splat-Splat!

    2. Re:Poorly researched. by Anonymous Coward · · Score: 0

      Thank god someone else noticed how poor TFA is.

      "[...]when the joystick stopped working, you couldn't even pause the game."
      Pause?!

      "With the Atari 5200, the joystick method of input returned."
      It left?

      [From PS2 dual shock:] "The two analog sticks now also feature touch sensitivity."
      Not really... "Essentially it allowed for two new control options for developers while retaining the same amount of buttons."
      No, it's really just two new buttons.

      Ugh.

    3. Re:Poorly researched. by Anonymous Coward · · Score: 0

      The NES was 4-way, diagonals are two directions pressed at once.

    4. Re:Poorly researched. by poot_rootbeer · · Score: 2, Informative

      The 5200 joystick may have been a 16-direction model, at best, but it certainly was not a 360.

      The 5200 had an analog stick (with no centering and poorly-designed potentiometer rails that made diagonal movements irregular). Are you thinking of the Intellivision's 8-switch, 16-directional digital stick?

      The console bias means that all the analog controllers of home computers are ignored by this article. The original IBM PC joystick interface, the one that musicians hung their MIDI interfaces off of in the days before USB and Firewire, was designed to have 2 joysticks attached to it, each with 2 digital buttons and 2 axes of analog joystick control.

      Even my trusty CoCo's joysticks were analog -- CoCo BASIC even had functions for reading them.

  19. Megadrive/Genesis is best by Anonymous Coward · · Score: 0

    Plus you could do the diagonals properly, in comparison with the cross shaped nintendo controllers.

    I used them on my Amiga as well! (B button is fire)

    PS: the offical 6 button controller is actually much lighter than the 3 button standard controllers.

  20. I'm not reading this shit. by Anonymous Coward · · Score: 0

    Maybe if OUR CHILDREN weren't playing video games ALL DAY LONG we wouldn't be getting offshored left and right to hard working brown people who don't play video games.

    Instead they work-work-work and develop skills while OUR CHILDREN will be scabbing along at $7 an hour at walmart for the rest of their lives while americas's brain trust falls to shit.

    1. Re:I'm not reading this shit. by Freexe · · Score: 0, Offtopic

      I was having alittle chat with a friend (or i read it on-line) about there not being any motivation for people to work hard anymore. That a generation of lazy people are sponging and making babies. The harder you work the less time you have, and the less likely you are to have kids.

      It means that we are going to have more kids who think it's good OK to sponge, and less kids who want to work hard do something good with their lives.

      Comparing it to china where the harder you work the more likely you are to get a good job and afford to buy your family out of the single child poverty.

      --
      "In a time of universal deceit - telling the truth is a revolutionary act." - George Orwell
  21. Missing the best part. by hal2814 · · Score: 1

    The most intersting part of the evolution of video game controllers is what they came up with just before and during the 2600 era. Paddles used to be the standard controller design back when all home systems had some derivation of Pong on them. The Fairchild system had a very interesting controller with a directional stick on top and a stick as the base. The Astrocade also had a similar controller layout. The Telstar arcade was also pretty unique with the Steering Wheel, gun, and paddles all on one unit.

  22. Thumbpad vs. Joystick by Steve525 · · Score: 2, Insightful

    I can't say much about the article, do to a slashdotting. I will take this opportunity to spot off on how much I really think thumbpads are a step backwards from the joystick. I pretty much stop playing console games once the Nintendo became king, because I found the gamepad so frustratingly hard to control. You might think is was lack of experience. However, once computer games came along, I picked up controlling with a keyboard (or the keyboard mouse combination) just fine.

    Of course this is just one person's view, and commercial success has proved me wrong. I'm sure many people like the thumbpad controllers better, but I'm not one of them (and I'm not sure I understand why). I will point out that thumbpad controllers do have some pratical advantages. They are certainly cheaper and more compact.

  23. It's like the Seventies and Eighties didn't happen by Dzimas · · Score: 4, Informative
    [As an aside...] My retro tech book includes chapter on vintage videogaming from the 1970s and 1980s. You can download the chapter free from here: http://tinyurl.com/8bqdy/ [retrothing.com]

    The list should start with Ralph Baer's dual-knob analog design for the original Magnavox Odyssey (one for controlling the paddle, one for the ball's English). It'd be fun to include Atari Pong and a Coleco Telstar unit, too. Anyone remember the triangular Telstar Arcade with the steering wheel, light gun, and paddles? Now that was cool.

    Other nifty stuff from the Seventies... the slightly odd Magnavox 2 and Fairchild Channel F. And from the Eighties, what about the famed Tac 2 controller that accompanied so many Commodore 64s? Or the Intellivision/Colecovision/Vectrex. Almost like the list was written by a teenager who doesn't know how to Google.

  24. N64 was/is the best by m50d · · Score: 1

    Sure, the left prong was useless, but the asymmetry of holding the middle and right ones actually felt a lot more comfortable than a normal controller. I was sad to see only two prongs on every controller since.

    --
    I am trolling
    1. Re:N64 was/is the best by Anonymous Coward · · Score: 0

      I've never thought about that but I think you're right. The first time I held one I remember it feeling way cooler than anything else because of that. On later systems I got readjusted and forgot. I don't think you could duplicate that now though. It was a one time deal.

  25. A Little Weak by dxtx · · Score: 1

    I know I'm not supposed to say anything if I have nothing nice to say ... ... but man, that list is weak. I could have thrown that together in an hour from memory and google image search. Paddles and light guns are painfully missing. What about Nintendo's Power Glove and UForce controllers? Nintendo's Power Pad and how it evolved into DDR dance surfaces? I'm not even getting into the platforms it missed - Sega Master System, TurboGrafx/PCE, ColecoVision, Intellivision, NeoGeo home arcade sticks. They show the 6 button Genesis pad but not the original 3 button one that shipped with the system at launch? It boggles my mind. I won't even get started on the actual copy. I'm fairly certain that I'm missing some big swathes of history myself, right now. A little harsh I know, but if I had to write a paper on the history of game controllers for a school paper when I was twelve, that would have been what I wrote on the school bus the morning of the day it was due, after a night of not writing it because I was playing Temple of Apshai Trilogy waaaay past my bedtime. (ignore glaring temporal issues)

  26. They were wrong about the Dual Shock 1 & 2. by Caspian · · Score: 2, Informative

    The article made it sound like the Dual Shock 2 was when they first standardized on having the 'rumble'/vibration feature. This is untrue. The original Dual Shock was that (hence the name-- it had two different vibrating motors. (Commence jokes here.))

    Also, the "you can push down on the sticks for another two buttons" feature, I believe, first appeared in Dual Shock 1, not 2.

    Furthermore, they left out the fact that on the Dual Shock 2, the four buttons (triangle, square, circle, X) are velocity/pressure-sensitive. In other words, games can (if they are programmed to do so) tell how hard you pushed the buttons. This feature isn't used in too many games, but oddly, my copy of Kingdom Hearts seems to NOT BOOT without a Dual Shock 2 (a Dual Shock 1 will not do), and I believe some games in the "fighting" genre use the velocity sensitivity...

    --
    With spending like this, exactly what are "conservatives" conserving?
    1. Re:They were wrong about the Dual Shock 1 & 2. by Anonymous Coward · · Score: 0

      When a game loads, the code can query the controller for its capabilities. For instance, a DDR pad will report that it has no analog sticks, no vibration etc. An original PS1 controller will report the lack of analog sticks. A DualShock 2 (DualShock is one word, btw) will report pressure sensitivity.

      I'm not sure what you mean by "velocity sensitive." The console could probably extract some sort of information regarding "velocity" by taking the derivative of the pressure values, but the controller only reports pressure values to the console.

    2. Re:They were wrong about the Dual Shock 1 & 2. by Aero · · Score: 1

      Metal Gear Solid 3 uses the "analog" function of the pushbuttons for CQC. The problem is that to do anything interesting, you need to tap the circle button and hold it down to grab the enemy...but mash it too hard, and instead of grabbing the enemy, you slit his throat straight away. I still have trouble with the distinction, which is why I just tranq the bad guys and get it over with...

      --
      We can believe in you for 3 minutes, but beyond that, even the King of All Cosmos can't be expected to wait.
    3. Re:They were wrong about the Dual Shock 1 & 2. by poot_rootbeer · · Score: 1

      on the Dual Shock 2, the four buttons (triangle, square, circle, X) are velocity/pressure-sensitive

      Is it velocity-sensitive, or pressure-sensitive? The two are not equivalent.

      A velocity-sensitive button has two switches at the ends of its travel range. By measuring the time between state changes of the two switches, it can be calculated how fast the button was pressed (or released), but once pressed, no pressure fluctuation is available.

      Pressure-sensitive buttons use a single switch barrier that varies in conductivity depending on how much pressure is applied to it. A light touch might allow 0.1V through, for example, and a firm press might allow 1.0V.

      In the world of MIDI musical instruments, this is the difference between note velocity (which is almost universally implemented, 'cos it's cheap and easy) and note aftertouch (which is more rare, because it requires each of the usually 50+ keys to have its own pressure-sensitive switch).

      For console controllers, which may have 10 buttons per unit, pressure sensitivity is not unreasonable.

    4. Re:They were wrong about the Dual Shock 1 & 2. by Darren+Winsper · · Score: 1

      Some experimenting with GT4 shows the buttons are pressure sensitive rather than velocity sensitive.

    5. Re:They were wrong about the Dual Shock 1 & 2. by Brett+Buck · · Score: 1

      >Furthermore, they left out the fact that on the Dual Shock 2,
      > the four buttons (triangle, square, circle, X) are
      >velocity/pressure-sensitive. In other words, games can (if they are programmed to
      > do so) tell how hard you pushed the buttons. This feature isn't used
      > in too many games,

          The arrow pad is also pressure-sensitive.

      All these are definitely used in GT3/GT4. In fact, using the pressure sensitivity on the throttle is vital in some parts of the game. If you don't use it you will burn the tires off in half a lap and/or crash into every available stationary object. Of course, it's tricky to use since the range of pressures is super-tiny from barely on to full blast. Steering with the arrow pad is borderline hopeless in GT4 and just functional in GT 3.

            Brett

    6. Re:They were wrong about the Dual Shock 1 & 2. by xtieburn · · Score: 1

      Having a dual shock 1 controller myself I agree.

      Wikipedia provides a more accurate description of the enhancements. They are mainly, more vibration and more analogue buttons.
      http://en.wikipedia.org/wiki/Dual_Shock

      The article doesnt actually mention any improvement that the dual shock 2 provided over the dual shock 1 and implies that all the improvements the dual shock 1 had over the original pad were invented for the dual shock 2. (Accept the analogue sticks.)

      Youd think the writer could have spent maybe 10 seconds checking the facts for the already rather poorly written and sparse list. (Coming from me thats a heck of a criticism.)

    7. Re:They were wrong about the Dual Shock 1 & 2. by Anonymous Coward · · Score: 0

      I find that the pressure sensitivity of the buttons make them less suitable for 2D fighters as they have a higher tendency for causing accidental negative edge (in particular the shoulder buttons).

      Just a note, Star Ocean: Til the End of Time, used the pressure sensitivity of the shoulder buttons for a dungeon puzzle.

  27. Playstation 2 Controller by glassjaw+rocks · · Score: 1

    They missed a major point about the PS2 controller: the fact that it had analog sensitivity on every button. That's how Gran Turismo 3 tells you how hard you're pressing the gas or brake. Also I'm not positive but I'm pretty sure the original Dual Analog controller featured L3 and R3 buttons (by pushing down on the analog sticks).

    --
    -gjr
    1. Re:Playstation 2 Controller by DeadCatX2 · · Score: 1

      Not every button has analog sensitivity.

      L3, R3, Start, Select, and Analog are digital-only. The controller doesn't report the state of the Analog button, though; it's used to force the internal circuit to change state, which will cause the PS2 to query it for why it changed.

      --
      :(){ :|:& };:
    2. Re:Playstation 2 Controller by glassjaw+rocks · · Score: 1

      Um... The Analog sticks are analog. That's why they're called "Analog sticks".

      --
      -gjr
    3. Re:Playstation 2 Controller by EvilFrog · · Score: 1

      He was talking about the button that switches between analog and digital mode on the controller.

      The button that almost never gets used considering most games boot with the controller in the correct mode, and there's rarely a reason to turn analog off in a game that supports it. The only game I can think of where it's necessary is Chrono Cross, where analog mode is off by default for some reason.

    4. Re:Playstation 2 Controller by Anonymous Coward · · Score: 0

      The other reason is to turn off the ridiculously bright red light. Which I wish were on when it was not in anlaog...but alas is also on by default when playing old PS1 games that have no use use for it.

    5. Re:Playstation 2 Controller by DeadCatX2 · · Score: 1

      Indeed, the analog sticks are analog. The DualShock 2's analog sticks suck, in fact. They don't return to center very well when compared to the analog sticks on a Mad Catz controller. Each analog stick reports two 8-bit values, one for each axis. 0x7F is supposed to be center, but I've seen center go from 0x70 to 0x90. Mad Catz are dead on 0x7F. But I wasn't talking about the analog sticks, I was talking about the Analog button, as the guy who replied to your post earlier stated.

      --
      :(){ :|:& };:
  28. Re:Evolution of Slashdot dupes by AKAImBatman · · Score: 1

    I wouldn't worry about it. This story sucks the big one. The reviewer unhelpfully skips over huge swaths of history (Hello? Intellivision? Colecovision? Oddessy 2? Where do they think Nintendo got their idea for the DPad?), attributes nonsensical statements to antique hardware (Users complained about the lack of a pause button on the 2600? WTF?), and yet manages to include the Playstation controller as if it had something notable about it.

    I'm not really sure why this article exists. The reviewer is probably familar with modern systems, but really doesn't know that much about the history of video games. He needs to find something to write about that's more in his area of expertise. Either that, or do a bit more research next time. I can get him a 2600, 5200, 7800, Colecovision, and Intellivision no problem. I can even get him a Famicom floppy disk system, though it wouldn't come cheap. ;-)

  29. Article is wrong by Tebriel · · Score: 1

    Turbo-button controllers came out WAY before the SNES. I specifically remember the NES Max and the NES Advantage, and there were probably ones before that too.

    --
    The Blaster Master Fighting for Truth, Justice, and Evil Pie since 1979
    1. Re:Article is wrong by saboola · · Score: 1

      I do remember that the TurboGrafx-16/PC-Engine had turbo controllers out of the box. They were very similiar in layout to the NES controllers, but slightly better sized for larger hands. They had three different turbo settings (which came in really handy in any Bonk game). I loved that controller.

  30. Heh, Such a Bias by kisrael · · Score: 1

    First off, I do think Nintendo HAS historically been at the forefront of meainstreaming new controller design, from D-pads to Shoulder buttons to crosspad-aranged regular buttons to analog sticks and analog triggers.

    But the bias here is funny, Atari gets bashed for not being "really analog" (duh) in the first generation and only having 8 directions, but Nintendo gets praised for bringing, which while probably an improvement in comfort and some responsiveness, really has about 4 directions, not even 8...

    --
    SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
  31. Article is almost completely garbage by Junior+J.+Junior+III · · Score: 4, Informative

    I only read through the 8-bit NES controller before I gave up.

    The Atari 2600 joysticks were actually damn good joysticks. There were plenty of knockoff and lookalike joysticks in the aftermarket that sucked, but the actual Atari-manufactured joysticks were of superb quality. They were durable and lasted through years and years of heavy use and abuse. The reviewer probably took some 30 year old worn out third-party sticks and tried them out for 10 minutes before determining that they were inferior.

    The NES cross pad was hardly looked at as an improvement at the time. Gamers accepted it because it worked well enough, and it did grant a master very fine control over his game character, but it was less comfortable for long playing than holding a joystick. It was cheaper to manufacture, and due to the lesser stresses involved in the design (the joystick is a lever which magnifies the force applied to the sensors the longer the stick is) and it was smaller and lighter and could be manufactured more cheaply.

    The article confuses "analog" and "digital", claiming that the Atari 2600 joystick was not "analog" "because it only had 8 directions". Analog has nothing to do with how many directions, and everything to do with whether you have discrete states or a continuum of potential states in the joystick's range. On a digital stick, you're either applying force in a direction or you're not. On an analog stick, the degree to which your stick is pushed toward the extreme end of the stick's range of motion determines just how "hard" or "fast" you're pushing in that direction.

    Modern analog sticks are horrible compared to true joysticks of days gone by. Give me something I can wrap my entire hand around, not some wimpy little "hat" stick controller that I have to diddle with my thumb. The current generation consoles largely suck to play in their standard configuration because they don't give the user a flightstick type control, and the button layouts on flightstick type controls are not well laid out for most types of games outside of flight simulation.

    --
    You see? You see? Your stupid minds! Stupid! Stupid!
    1. Re:Article is almost completely garbage by Gargish+Dragon · · Score: 1

      I loved my 2600 controllers. They lasted through the Commodore C64 era (Decathlon abuse) and then the Amiga era before PC-DOS gaming with mice made joysticks somewhat obsolete. They were perfect to hold in my big hand.

      The design was simple but completely adequate to control 2d scrolling games. New controllers need to let you navigate through 3d space and it is more a matter of game design how existing controller features are used than the actual design of the controller.

      The article is superficial and I missed mentioning of games which benefited from the new controller designs.

    2. Re:Article is almost completely garbage by Clueless+Moron · · Score: 1
      Behold the mighty Saitek X52 joystick system.

      As well as looking really cool, it's also a really high quality input device. I mostly use it for flight simulators; the difference between it and my previous Logitech Wingman was like night and day.

      The most notable difference is that the X52 uses optoelectronic position sensors. These are stunningly accurate, never jitter, and provide perfectly linear response.

    3. Re:Article is almost completely garbage by yet+another+coward · · Score: 1

      The author of that review does not understand the fundamental geometry of movement. In 3 dimensions, motion can be decomposed into 3 translational directions and 3 rotational ones. The attempted comparisons involving 360 degrees versus 8 directions are stupid.

    4. Re:Article is almost completely garbage by Anonymous Coward · · Score: 0

      Well you obviously didn't have a mother like mine. That poor joystick would creak as mum used to try and physically push pacman around the screen as if the bloody thing was analogue. We went through quite a few of those things but it was worth it to see the faces she pulled under pressure :-)

    5. Re:Article is almost completely garbage by east+coast · · Score: 1

      The Atari 2600 joysticks were actually damn good joysticks.

      Hell yeah! I used Atari joysticks up thru my Amiga years. They may not have been fancy but they were durable and a design of joystick I was use to. I still have one that's never been used in an original Atari package with a pricetag from K-Mart on it. It sits on one of my book shelves in respect to a great gaming controller.

      Infact, the Atari joystick was probably the only control I used to any great length. I seen tons of the "fighter jet" type of joysticks but they all sucked and as for pads? Damn, I'd simply rather not play than to have to use a pad.

      --
      Dedicated Cthulhu Cultist since 4523 BC.
    6. Re:Article is almost completely garbage by ginbot462 · · Score: 1

      Hat's are just as wimpy as the manufacturer. A trim stick hat or cursor hat on a modern aircraft is no less acurate because it hat as oppose to the cyclic itself. It's also part muscle memory. People have a accepted response for a flight stick when it comes to flight, otherwise it's is probably just going to have to do what a hat or d-pad does. It also much less akward to sit on a couch with a gamepad than with a flight stick.

      --
      Atlas Shrugged : Thematic Story :: Battlefield Earth : Organized Religion
    7. Re:Article is almost completely garbage by ginbot462 · · Score: 1

      Helicopters always get shafted (so to speak). Where is my collective option!?

      --
      Atlas Shrugged : Thematic Story :: Battlefield Earth : Organized Religion
    8. Re:Article is almost completely garbage by Anonymous Coward · · Score: 0

      Lord, thought I was the only one that missed the old Atari controller. Could get the whole hand into the action. I don't know about others, but I could jerk the thing back and forth a lot faster than I could the little miniscule thumb controllers that have become popular since, especially since the newer controllers though small seem to all have really long travels.

    9. Re:Article is almost completely garbage by gid · · Score: 1

      This is one thing that always bugged me. I first started out on Atari, then got an NES, and I never did like gamepad controls. So I bought an NES advantage. It was an awesome, very durable arcade stick. Once I outgrew my NES, and bought an Amiga 600 in high school, I took apart the NES Advantage and soldered on an Amiga joystick wire to it, I still have it to this day, and use it every once in a great while when I pull out my A600 or NES.

      I never have found such an Arcade stick for the PC, I've been looking for awhile for a fairly compact USB 6-8 button arcade stick. Sure you can buy flight sticks all you want, but not a simple arcade stick. You can buy huge behemoth 2 - 4 stick mame consoles designed to fit into a cabinet, but I really don't have room for something that huge on my desk. :) Maybe what I want exists, but I certainly haven't been able to find it after searching the web every 6 months or so for something that will fit the bill.

      From what I hear XBox 360 controllers are USB 2.0 compliant, so I have high hopes there will hopefully be a nice arcade stick produced someday that will work on a PC. Right now, all I can find is an overpriced, hideous, Dead or Alive 4 stick for the 360.

    10. Re:Article is almost completely garbage by Clueless+Moron · · Score: 1
      There are lots of extra analogue controls on the throttle; look at the website.

      For collective, you could either use the thumb slider, or either of those two round rotary buttons. Those are all analogue controls. The thumb slider is probably your best bet since it's the easiest to adjust.

      That joystick has a total of 11 axes and 34 buttons.

    11. Re:Article is almost completely garbage by mshurpik · · Score: 1

      >The article confuses "analog" and "digital",
      >claiming that the Atari 2600 joystick was not "analog" "because it only had 8 directions".

      So was the atari joystick analog or not? I doubt it. I know it was right-handed though.

      > The NES cross pad was hardly looked at as an improvement at the time.

      For some reason it's on the left side.

      As far as I can tell from browsing arcade images, most arcades prior to 1985 had two sets of buttons on each side of the joystick. Look at the the Atari 2600 joystick, the red button is on the upper LEFT. Intellivision and Coleco controllers both had pads up top, allowing ambidextrous use, and Coleco had fire buttons on *both* sides.

      I was only 10 when NES came out, but I remember being shocked at the TV commercials. The only parallel I can think of for playing with the left hand is driving a car.

      My favorite controller:

      * Coleco Action Controller - Big joystick with *4* color-coded fire buttons, 12-button keypad, a comfy hand grip AND scroll wheel! Playing baseball with a throw button for each base was....a revelation.

  32. Re:Evolution of Slashdot dupes by networkBoy · · Score: 1

    I'll supply the Odyssey^2 :-)
    -nB

    --
    whois gawk date unzip strip find touch finger mount join nice man top fsck grep eject more yes exit umount sleep dump
  33. The benefit of dupes by Anonymous Coward · · Score: 0

    Look on the bright side; once the server gets slashdotted, the dupe will still be available.

  34. Bah! by Anonymous Coward · · Score: 0

    Yes, the Intellivision controller was tragic, indeed. Every catalog I saw selling Intellivisions also sold little snap-on sticks that converted the disc to a joystick. People swore by the things.

    Now, if you want to see an ergonomic controller from the 80s, you want the Epyx 500XJ controller, which was Atari 2600 and Commodore 64 compatible. That thing was comfortable to use and lasted forever.

    It looks funny, but it works by putting the button under your left index finger, giving your ring and pinky fingers a case-cutout to rest in (so the thing didn't pop out like a bar of soap when your hand got sweaty from holding it in a deathgrip for hours), and there were grooves in the case for each finger.

    The stick itself had a steel rod in it that was balanced on a ball bearing on the bottom of the controller, so it had only about 3/4 inch of throw at the top; it was like the Mazda Miata shifter, before there was a Mazda Miata. The switches were Cherry switches, which made a clicking noise when activated. You could also feel the switches activating. No more wondering if you were really doing a diagonal or not. It was the joystick equivalent of a buckling-spring Dvorak keyboard.

    And did I mention that it was built tough? ABS plastic, 1/8 inch thick, with plenty of reinforcing ribs. Between that and the steel joystick, you had a controller that, if thrown at the wall, would easily defeat drywall.

    I miss that thing.

  35. The whole review is garbage by cbreaker · · Score: 0

    The author of this review/article/whatever puts in a LOT of unfounded, incorrect, or just plain stupid claims about each controller.

    The article is hack and I'm embarrassed that it's on the front page of Slashdot. I can see it being on Digg, since Digg is just a bunch of blog crap all the time.. but come on.

    --
    - It's not the Macs I hate. It's Digg users. -
  36. Playstation one controller is a thumb shredder. by Anonymous Coward · · Score: 0

    Awful ergonomics for the ps1 controller. After a few hours of play my thumb would be shredded. Not to mention it was too easy to push up and have it register up and slightly left or right (not enough dead zone?).

    Best controller I've ever owned NES Advantage. Excellent weight, good size. Perfect for any nes game.

  37. Rumble by scolby · · Score: 1

    I do not think that the rumble feature deserves to be listed with the analog stick and shoulder buttons as an important advance in controller design. How does a shaking controller enhance the gaming experience? Until they make a controller that vibrates strongly enough to shake itself out of my hands, thus increasing the skill needed to play a game, I will continue to turn it off.

  38. Missing key controllers..... by I-am-a-Banana · · Score: 1

    Like the Intellivision. It was a controller that you either hated, or you loved. No matter your view you need to admit that many controllers today owe a lot to it. Look at the XBox controller, it either has a direction thumb pad or mini stick for directional control with your left thumb. Looking at the three major game systems way back in the day, Atari, Coleco and Intellivision, the Intellivision was the only one that was not a joy stick. It was a disc that was used the same way as modern thumb pads. The numerous buttons allowed for more interactive and intimate game play. Using the thumb pad for moving and the key pad for shooting enabled gamers to move in one direction, yet shoot in a completly different direction. The interchangable sleeves also allowed the game pad to be customized for looks and ease of finding buttons. You don't need to remember buttun 6 is for selecting X, because there was a picture of that item right on the controller. This is a predecessor for all those "configurable" gaming keyboards for games like Doom, Quake etc. And as for Wireless, Intellivision 3 which was never released was designed to have up to four wireless controllers.

    1. Re:Missing key controllers..... by poot_rootbeer · · Score: 1

      The interchangable sleeves also allowed the game pad to be customized for looks and ease of finding buttons. You don't need to remember buttun 6 is for selecting X, because there was a picture of that item right on the controller.

      Unless you lost or destroyed the keypad overlay for the game. Not like keypads are for looking at, anyway. The gamer's eyes, not unlike a touch typist's eyes, should stay on the screen almost all the time.

      I think the Gamecube controller is well-designed from a usability standpoint, because despite the large number of buttons and gizmos available, pressing the correct one is often a simple matter of intuition -- it's probably the biggest button, the one that's directly under your thumb in its natural position.

    2. Re:Missing key controllers..... by mshurpik · · Score: 1

      >pressing the correct one is often a simple matter of intuition --
      >it's probably the biggest button, the one that's directly under your thumb in its natural position.

      Since the GameCube buttons are all different sizes, only ONE of the buttons is the "biggest button," meaning that all the others are basically vestigal (useless).

  39. Alternative controllers by Phreakiture · · Score: 2, Interesting

    Also missing from this discussion is any non-stock, third party controller.

    Yes, the Atari joystick sucked, and was the same stick also used on several computers (Commodore Vic-20, 64, 128, Amiga, and, of course, all Atari computers) and some other game systems (could be used with ColecoVision, for instance) and was a de facto standard at the time.

    That said, you could buy third-party controllers from a number of sources. I liked the SunCom TAC-2 joystick, because it was super-reliable, and it had some swing to it. It also had dual fire buttons, so you could give it to a lefty and they could play pretty well with it.

    Then there was the prize of all, the Wico stick. Wico made the josticks found in many arcade consoles, and they used the same design for their game controller, complete with cherry switch buttons. It was mounted in a broad, heavy base, which would sit nicely on a table and give you a pretty realistic feel of an arcade console.

    Point is, this analysis is missing a lot.

    --
    www.wavefront-av.com
    1. Re:Alternative controllers by soft_guy · · Score: 1

      Actually Wico made a whole line of controllers. There were several versions of their joystick, a keypad controller, etc.

      Also, I have to disagree about the Atari joystick. I love the Atari joystick. I would rather use it than any other controller ever made.

      --
      Avoid Missing Ball for High Score
    2. Re:Alternative controllers by Phreakiture · · Score: 1

      Actually Wico made a whole line of controllers. There were several versions of their joystick, a keypad controller, etc.

      Yes, they sure did. The one I mentioned was the top of the top, the best of the best, yada yada yada. I actually didn't like their smaller sticks because they had too much swing for their size. The SunCom TAC-2 was just flat-out predictable and dependable. It also rocked for speed games like Track and Field. (I never had an Atary 2600, BTW, I did all of my gaming on C-64, C-128 and Amiga platforms. I did, however, once have a pair of Atari sticks for them.)

      I guess the Atari sticks were okay once broken in a bit. Fresh out of the box, they were really bad, at least from my POV. As with all things, there's a lot of personal preference involved.

      RadioShack also had an interesting stick. It had suction cups on the bottom so you could mount it to a table, and a thumb-button on the top of the stick to fire with. Not quite as short of a throw as the Atari stick, but still used the bubble-button mechanism that I really didn't like.

      Wico used cherry switches throughout. Expensive, but sweet.

      Suncom used hard contacts. On the underside of the stick was a ball that was connected to Vcc, and four metal plates, connected to each directional signal. The fire buttons had a copper plate on the underside that connected to a pair of contacts at the bottom of the button well. Cheap, but effective.

      All of these were more reliable over time than the keyboard on my C-64 :-/

      --
      www.wavefront-av.com
  40. Turbografx-16/PCE by TheZorch · · Score: 2, Interesting

    The TG-16/PCE is such an underrated game system. I personally believe it was released too late to make a difference in the market. The system dethroned the Famicom (Japanese NES) from its top spot in Japan with its improved graphics, sound and CD-ROM capabilties. It was the first console that did anti-aliasing.

    The controller wasn't revolutionary in the least. It was a two button NES/Famicom look-a-like with a D-Pad, but it was the first controller bundled with a console to have dual turbo-fire selectors. This isn't a major advance, I believe the most significent advancement in game controller design is analog joysticks, as well as button velocity sensors, button presseure sensors, and motion sensors (I've heard the Dual Shock 2 has this feature, and the Revolution's controller will definitely have it). The other major innovation is reliable RF style (non-IR) wireless controllers. Logitech's PS2 wireless controller isn't IR like other wireless game controllers. It works via an RF frequency so if somebody moves in front of the console you don't loose control of the game and you have a longer range than IR permits. The 40 hour battery life is significent also because RF wireless devices, especially wireless mice, have a notoriously short battery life.

    Reducing the number of cords and cables used to clutter your living room up is a major plus for the next-gen systems, in my honest opinion.

    --
    Michael "TheZorch" Haney
    thezorch@gmail.com
    http://thezorch.googlepages.com/home
  41. Another US-centric game history article by FromWithin · · Score: 1

    Terrible article. It says about the Playstation pad:
    "Nothing was truly different with the controller from its predecessors" when in fact the playstation pad was a revolution in pad design. There was a definite "what the hell is that?" in your mind when you first saw it and the chunky palm grips have been copied by pretty much all other pads since.

    Anyway,from the mid-80s to the mid-90s, the C64, Amiga, and other home computers were the breeding ground of controller design. Consoles came with pads because they were cheap to manufacture, not because they were any good. Joysticks from the 8/16-bit era came in all sorts of weird and wonderful shapes and sizes. The Konix Speedking has been mentioned (as the Epyx), but there were many more: The Bug, Quickshot II, and The Boss are just three other notable designs.

    Have a look at Syntax Error's Joystick and Controller archive for a much better overview of controllers through history.

    1. Re:Another US-centric game history article by Thud457 · · Score: 1

      What, no trackball?!!! You lamer. How am I supposed to play Centipede?!!!

      --

      the preceding comment is my own and in no way reflects the opinion of the Joint Chiefs of Staff

    2. Re:Another US-centric game history article by mshurpik · · Score: 1

      >the chunky palm grips have been copied by pretty much all other pads since.

      Yep. The Playstation controller was the same as the SNES controller except for the palm grips, which have become standard issue since then.

  42. Inexplicably is better word by us7892 · · Score: 1

    Tragically the Intellivision controller is missing.

    How about "inexplicably"? That is a better choice of words.

  43. A much better controller family tree by extrarice · · Score: 1

    A much better examination of the evoltuion of the controller is Sock Master's Video Game Controller Family Tree (http://www.axess.com/twilight/console/). Instead of just hilighting the heavyweights like the story article does (what, no Master System controllers? What about the original Genesis controller?), Sock Master's chart is more diverse, showing who borrowed what from who.

    --
    "Jesus saves, but everyone else in a 10 foot radius takes full damage from the fireball."
  44. Not much evolution. by MaWeiTao · · Score: 1

    I think it's pointless to have an article covering the evolution of game controllers then including a controller we don't know much about and know even less about how it's really going to be used.

    And that's not to mention that this article talks about "evolution" but then presents controllers which are all essentially the same exact thing but merely molded to different shapes and sizes. The most different controllers are the Atari 2600 and 5200 designs and whether those are evolutionary designs is questionable.

    The Revolution controller is basically a NES controller reformatted to look like a standard remotre control. The internal functionality, of course, allows for far more, but the external design, despite being attractive and minimalist is fairly mundane.

    I think it's the games that need to evolve to properly exploit any innovative controller designs. I think designing a different controller is insufficient to spur most developers to try anything. I don't doubt Nintendo will exploit that controller to it's fullest extent, but whether anyone else will bother is questionable. I'm still not convinced that the Revolution controller will inherently spark some innovation in gaming.

    1. Re:Not much evolution. by Anonymous Coward · · Score: 0

      "I think it's the games that need to evolve to properly exploit any innovative controller designs. I think designing a different controller is insufficient to spur most developers to try anything. I don't doubt Nintendo will exploit that controller to it's fullest extent, but whether anyone else will bother is questionable. I'm still not convinced that the Revolution controller will inherently spark some innovation in gaming."

      I disagree; I think Nintendo's different design WILL spur game developers to try new stuff. And it will take a while; probably at least a year or two after the thing is released before developers really get the hang of it and come up with some good ideas.

  45. Re:It's like the Seventies and Eighties didn't hap by jacoplane · · Score: 1

    The wikipedia article also has some good general info, and some decent external links.

  46. Issues by HunterZ · · Score: 1

    Aside from the controllers not mentioned, I have several other issues with the article:
    - I don't think the Sega Genesis controller pictured is the original one included with the Genesis, nor is it even the original 6 button one. Also, the original Genesis controller had only four buttons (Start, A, B and C).
    - They failed to mention how absolutely crappy the N64 controller is. I've never met ANYONE who found it comfortable. Unless you have three hands, you can't reach all the controls. The ones I could reach would cause strain (and pain) in my hands. I found this omission in the article especially aggrivating in light of their mention of user displeasure over the size of the original XBox controller (which, while unweildy, still let me reach all the buttons without causing pain in my hands!).
    - I don't buy the speculation about why the second analog stick was added to the original PSX Dual Shock, mostly because the two sticks register independently with the system.
    - I believe the info on the PS2 controller is also incorrect. The original PSX Dual Shock could register pushing down on the analog sticks as L3 and R3 buttons, but few games supported it. I'm pretty sure the PS2 controller actually has touch-sensitive X, O, Square and Triangle buttons, as I recall playing a PS2 launch title beat-em-up by Squaresoft that took advantage of this.

    In my opinion (as someone who isn't very interested in any modern consoles to begin with), the article smacks somewhat of pro-Nintendo bias.

    --
    Arguing about vi versus Emacs is like arguing whether it's better to make fire by rubbing sticks or banging rocks.
    1. Re:Issues by mshurpik · · Score: 1

      >They failed to mention how absolutely crappy the N64 controller is. I've never met ANYONE who found it comfortable.

      The N64 controller started making the buttons different shapes and sizes, for example the small yellow camera buttons that would have been full-sized on anyone else's system. Thereby making the controller perfect for Mario64 and useless for SF/MK/KI (did N64 even release any fighting games?) The next step was the GameCube controller, which made so little sense that I put it down after 20 minutes and never returned.

      I see Nintendo's logic that different button shapes would be easier to remember, but it's actually not.

  47. Re:It's like the Seventies and Eighties didn't hap by Dzimas · · Score: 1

    Someone just sent me a fantastic link to Syntax Error's Joystick and Control Pad Archive. It's filled to the brim with dozens of wickedly funky controllers, including personal faves like the TAC 2.

  48. Poor Intellivision... *sniff* by Yoweigh116 · · Score: 1

    I had an old Mattel Intellivision that was one of my earliest childhood friends. My parents (gamers?!) bought it before I was born in early '83. You know how kids have their 'security blanket' or whatever? I had my little green pillow named Po. Mom and Dad tried pretty hard to get me to dispense of it for a long time, until they made the offer of a copy of Commando for the Intellivision. Po was gone in under a second.

    The Intellivision was one of my most treasured pieces of historic gaming hardware. Sadly, it was sucked by Katrina's storm surge (along with the rest of the house that contained it) in Pass Christian, Mississippi.

    1. Re:Poor Intellivision... *sniff* by AKAImBatman · · Score: 1

      The Intellivision was one of my most treasured pieces of historic gaming hardware. Sadly, it was sucked by Katrina's storm surge (along with the rest of the house that contained it) in Pass Christian, Mississippi.

      They're not that hard to come by. I could probably set you up with one if you wanted to replace it. I might even be able to get you some games. (I've got a VERY cool retro store near me. ;-))

  49. Nes max and the theft of Nintendo's Legacy by Strap · · Score: 1

    Two notes, one, the NES Max deffinetly belongs in there after the regular NES controller, but before the Sega Genesis...assuming that my memory serves well. The NES Max is the genetic patriarch of the N64, the SNES, the Dual Shock series, and the XBox controller. It featured lightweight design, contoured handles, and turbo. http://images.google.com/imgres?imgurl=http://atar iace.com/nintendo/images/nes_max_controller.jpg&im grefurl=http://atariace.com/nintendo/joysticks.php &h=579&w=640&sz=109&tbnid=BkBUYTaNt8XQaM:&tbnh=122 &tbnw=135&hl=en&start=2&prev=/images%3Fq%3DNES%2BM AX%2Bcontroller%26svnum%3D10%26hl%3Den%26lr%3D%26s a%3DG Second note, am I the only person who feels that Nintendo, after a certain point, has constantly inovated on the industry and yet they haven't come in first since the SNES in the Home console market? I fear, sadly, that the Revolution's controller will be the first in a long line of similar controllers that will be quickly adopted by many systems. Nintendo, however, will continue to be 2nd fiddle while there technology is the mainstay of their competitors.

    1. Re:Nes max and the theft of Nintendo's Legacy by Anonymous Coward · · Score: 0

      Genesis owned the SNES...

    2. Re:Nes max and the theft of Nintendo's Legacy by gid · · Score: 1

      My fav is the NES Advantage, but yeah, the NES Max was a great controller as well, most controllers of today still have that general shape, with a few buttons and analog sticks added.

      I never really got the attraction of the D-pad.

  50. Am I just remembering these wrong? by itscolduphere · · Score: 1

    Playstation 2 Dual Shock 2

    The Playstation 2 Dual Shock controller was more or less an exact copy of the original Playstation model except with few minor alterations. After the Nintendo 64 introduced a rumble pack peripheral, Sony went ahead and made rumble standard in all of its controllers. The two analog sticks now also feature touch sensitivity. This allowed you to press down on the analog stick to make it perform a different move. Essentially it allowed for two new control options for developers while retaining the same amount of buttons.


    I could swear that the original Dual Shock (for the PlayStation) allowed use of both sticks as additional buttons...it was just a horribly underused feature, as PlayStation developers couldn't count on players having a Dual Shock controller (due to the large number of original controllers out there). The PS2 saw much more use of them, because Dual Shock (or even Dual Shock 2) controllers were a prerequisite for pretty much any PS2 game.

    Also, no mention of the fact that (again, if I remember correctly) the Dual Shock 2 had pressure sensitive buttons, allowing for "analog" input from every button on the controller. This ended up being the underused feature of this controller, as a majority of players were still using the old Dual Shocks as backups (after all, the main selling point of the PS2 was backwards compatibility, and not just for games!)...so not too many games required the Dual Shock 2. Some did, however (I seem to remember couple sports games that required Dual Shock 2 controllers and made heavy use of the "analog" buttons).

    I put analog in quotes, because I'm pretty sure the buttons didn't have all that many postions...but definitely more than just "pressed" and "not." If I didn't have class in about 10 minutes I'd actually go look this stuff up.

  51. Stop beating us over the head! by sudog · · Score: 1

    Cripes.. how many times do we have to hear about the Revolution being an evolution of a game controller?!

    Cut it out already! We get it, okay?!

  52. Screw Pretendo by SnowDog74 · · Score: 1

    Give me a good ol' CH Products Mach series joystick for the Apple II. Those things were indestructible... even the Flightstick Pro, with its user-configurable buttons (and, get this, customizable acceleration curve)... runs circles around the just-adequate crap Nintendo and these other "game console" makers have put out.

  53. Am I the only one? by gentlemen_loser · · Score: 2, Insightful

    Under the Atari 2600 section: Lastly with all the problems that plagued the controller, the absence of a pause button only made it worse, when the joystick stopped working, you couldnt even pause the game.

    WHAT pause button? As I recall, there was no pause button on the console either. Good grief - we're talking about a 2600 here. There was no pausing PERIOD back then.

    Its a shame that fact checking is SOOOO expensive these days.

  54. Xbox Controller Mods by blackest_k · · Score: 2, Informative

    The XBox Controller is a very moddable piece of kit.
    basically its a USB Hub with a built in joystick
    The controller Cable is 5 wire however the yellow wire is only used for a light gun and can be safely ignored.
    generally standard usb colours are used so.
    here's a hint of what to do.

    take the extension cable and split this in half (theres a big ferrite core in the middle which you may be able to dig out the plastic) and take a usb extension cable and split this in half solder the female half to the xbox half and you now have an adapter to allow std usb devices to be connected (keyboard mouse anything else supported by debian). google xbox xebian for details.

    The other half of the extension join the male half of the usb connector to it and plug into pc. the xbox controller identifies as a microsoft usb hub in XP drivers are available to make the xbox controller as a std game controller. Xbox Memory cards can be read plugged ino an xbox controller using drivers used by action replay with a modification to the inf file. use USBinfo.exe to find the pid and vid numbers for the particular card.

    incidently this hack should work to get a usb stick to be readable on a Pc in Xbox format.

    so lets see for one controller extension and one usb extender cable you get std usb port on xbox ability to use usb stick on xbox as a memory card. maybe other types of card too.) a great controller for the PC and a dongle to connect an xbox memory card to the pc.

  55. God, no. by Anonymous Coward · · Score: 0

    "Dreamcast Controller

    The Dreamcast controller shared a resemblance to the 3D controller released late in the Sega Saturns lifetime. The controller was rather large, but comfortable to hold. It had a D-Pad, one analog stick, X, Y, A, and B buttons. However the true unique feature was the controllers VMU (Visual Memory Unit). It was essentially a memory card but had an LCD screen that provided information for the player while he was playing. It also could hold mini-games that you could play while not inserted into the Dreamcast controller."

    Comfortable? The sides of the controller curved inward, which was NOT comfortable by any means for any serious length of play! There's a reason that every other controller curves outward!

    The VMU was nothing more than a cheesy, expensive gimmick. The so-called minigames weren't even worth playing, and if you did play them, killed the batteries of the VMU quicker than you could say 'First Post!' on Slashdot. Of course, being flash-based, this did not affect storage... Aside from the problem that the stock batteries had a very bad habit of leaking and thus destroying the $25 VMU.

  56. Actually... by ro_coyote · · Score: 1

    1) It was a 12 direction controller rather than an 8-way. (Video game companies had this stupid idea that More Features == Better, and damn the consequences.)

    Actually, the Intellivision disc had a total of 16 directions to move in, as it had a total of 8 different sensors to play with (as opposed to a traditional digital pad's/joystick's 4 for 8 different directions). =)

    And though it wasn't there by default, a separate plastic joystick attachment was sold separately, which when mounted to the disc would convert it into a traditional joystick.

  57. Mirror by ziggyzig · · Score: 1
  58. One word; eXistenZ by quibbler · · Score: 1

    If you haven't see it; see it. This is David Cronenberg's statement on video games, reality, and, yes, video game controllers... The movie, (and game in the movie) is eXistenZ.

  59. nintendo, sony by lubricated · · Score: 1

    The article is very biased towards nintendo. I found the n64 controller very awckward and bought a playstation instead. Having to hold your two wrists at different angles pointed funny really made my hands sore if I played for any amount of time.

    They were wrong about the dual shock controllers. The first version had vibration. The second version had preasure sensitive buttons. That was very usefull in the metal gear games, gt4 etc..

    Personally looking forward to their next controller. The nunchuck thing is what I think is the most exciting since you can position your hands in whatever orientation you want.

    I thought the gamecube controller felt too small, too light and had a cheap plastic feel to it. I've only bought one console each generation, the next time it's going to be the nintendo.

    --
    It has been statistically shown that helmets increase the risk of head injury.
  60. arcade stick solution by Anonymous Coward · · Score: 0

    Get one of these: [o]

    and then get one of these: [o]

  61. Atari 2600 joysticks by SETIGuy · · Score: 1
    The Atari 2600 joysticks were actually damn good joysticks. There were plenty of knockoff and lookalike joysticks in the aftermarket that sucked, but the actual Atari-manufactured joysticks were of superb quality. They were durable and lasted through years and years of heavy use and abuse. The reviewer probably took some 30 year old worn out third-party sticks and tried them out for 10 minutes before determining that they were inferior.

    The design of the Atari 2600 joysticks changed dramatically in about 1980, so it's difficult to directly compare. You can tell an early model joystick (on the off chance you can find one intact) because the button makes a distict click when pressed and has significantly more travel than the late model joystick. There is also more play in the stick itself, with as much as 25 degrees of travel.

    The primary distinction is that early model joystick used a spring mechanism for return to center with plastic actuators to press the on the PC board. (Actually I'm trying unsucessfully to recall whether there was a PC board in the early model and whether it used mylar buttons like the late model.) The early model also used a soft rubber D connector. The late model used a semi-rigid plastic ring for both actuation and return to center. By necessity the later version had far less travel. The ring on the late model was stronger than the actuators on the early model. The early models really didn't stand up to more than a year of playing tank plus. The late model was much more sturdy, but they were still susceptible to breakage of the actuating ring.

    The other main problem was wear on the rubber D connectors. It was common to jam a couple cartridges under the connectors to improve the connection.

    I've got a couple broken early model sticks in a box somewhere. I'll need to pull the out and look at them.

    But all in all, the 2600 controllers are far superior to the pads every console since (except colecovision) has had. Little tiny joysticks suck, too. The only thing that makes modern controllers usable is that the games require the multitude of controls that they provide. Nothing on new controllers really provides the precision of large scale digital joystick.

  62. indiana jones for the revolution by Anonymous Coward · · Score: 0

    Nintendo should have Indiana Jones made for the Revolution. You could use the analog stick to move around and use the wand to control how and where you swing your whip. That would be fun.

  63. How about rising costs! by Anonymous Coward · · Score: 0

    This article doesn't mention how much more expensive today's gamepads are than the old ones were. The NES gamepad cost just $10. The Xbox 360 corded gamepad is $40, and the wireless one is $50 plus the burden of limited battery life and recharge time. Why are we paying so much? The whole point of handheld gamepads is that they're supposed to be cheap! If we're paying $40 and up for an input device, we deserve a lot more than a mere gamepad. A large joystick or steering wheel would be more like it. A gamepad should cost $20 at most, simplified if necessary to keep cost low.

  64. Fundamentalist! by Anonymous Coward · · Score: 0

    > If controllers had evolved by natural selection, you'd expect to see
    > incremental change in features that indicated common ancestry.
    >
    > Ramen.

    Don't be naive, you Pastafarian fundamentalist, you!

    You can clearly see evolution within families of game controllers and a simple progression as to how new features evolved. How else do you explain the survival of that nearly-useless "select" button from the NES controller to the SNES controller? What kind of "intelligent" design is that!?

    Where there might seem to be "gaps" in the record, that is only because you have an insufficient understanding of the technological record and have ignored all the evidence of beta versions and unreleased models that show precursors of the modern, successful gaming technology.

  65. Writer is a complete moron by melcrose · · Score: 0

    If you can't see how much of an idiot he is, you are one as well. He / She / it obviously has no idea what analog is, and pulls stuff from deep inside his / her / its anus. Complete idiot.

  66. Errors from the fist paragraph by md04 · · Score: 1
    Dear god, who wrote this??

    Regarding the Atari 2600 joystick.

    The joystick only had eight directions, so in technicality it wasn't an analog joystick.


    You moron, yes technically it wasn't an analog joystick because it was a fricken digital joystick!

    I got as far as that and gave up. If the author can't get his facts right on something that basic the article is not worth a damn..
  67. the red button is on the upper LEFT by way2trivial · · Score: 1
    Oh My God!..

    rotate the fucking thing, it's square ooh, looky, the button is on the top right!

    my sister is a southpaw, that was her solution.

    --
    every day http://en.wikipedia.org/wiki/Special:Random
  68. paddles on a //e, Not just for pong by way2trivial · · Score: 1


    We played choplifter with paddles, required real teamwork with one person controlling altitude and another controlling speed & direction.....

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    every day http://en.wikipedia.org/wiki/Special:Random