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.
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
A nice VG controller "family tree": http://www.axess.com/twilight/console/
/ 1559252/ 068200
Previous Slashdot blurbs on the subject of controller evolution:
http://games.slashdot.org/article.pl?sid=06/01/09
http://games.slashdot.org/article.pl?sid=05/09/14
rooooar
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.
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!