The Joy of Sticks - Part 2

Game controllers have evolved over time by changing shapes and names depending on the consoles they were used with. Here is a brief look at their history.

Nintendo Entertainment System & Sega Master System by Nintendo and SegaFinnish Museum of Games

Nintendo Entertainment System & Sega Master System

While the controllers are similar, Nintendo’s directional pad shows the influence of the handheld Game & Watch machines more clearly. Furthermore, Sega’s version only has two buttons, so the game needs to be paused using a separate Pause button on the console.

IMG_6792 (2)Finnish Museum of Games

Technically, both controllers employ a similar switch design: There is a rubber mat inside the controller with a contact surface on the lower side to connect the signals on the circuit board. This is a fairly precise and reliable design.

Super Famicom controller (1990) by NintendoFinnish Museum of Games

Super Famicom controller

Similarly to how the Super Famicom (1990) was a further development of the Famicom, its controller is a further development of Nintendo’s familiar “D-pad and function buttons” approach. As games needed even more functions, the familiar A and B buttons were joined by X and Y.

Super Famicom controller (1990) by NintendoFinnish Museum of Games

Nintendo patented the button layout, preventing others from copying it directly, but a similar group of four buttons can currently be found in practically all console controllers. The symbols and their order may vary, of course.

Sony PlayStation 1 controller, Dual Analog and Dualshock by SonyFinnish Museum of Games

Sony PlayStation 1 controller, Dual Analog & Dualshock

The Sony PlayStation (1994) was originally designed as a CD expansion to the Super Famicom, not a standalone console. When Nintendo withdrew from the project, Sony decided to release the console themselves. Due to this, the console resembles Nintendo's layout.

Sony PlayStation 1 controller, Dual Analog and Dualshock by SonyFinnish Museum of Games

The digital directional pad turned out to be too imprecise for adventures in 3D worlds, however, and so Sony introduced the Dual Analog controller in 1997.  Adding a vibration effect gave rise to the Dualshock which was introduced later the same year.

Sony PlayStation 1 controller, Dual Analog and Dualshock by SonyFinnish Museum of Games

In addition to the traditional controls, the Dualshock features two analogue joysticks, each with two analogue potentiometers (for the X and Y directions). They can be used to, say, guide the camera in a 3D environment or turn a car’s steering wheel precisely.

IMG_6768 (4)Finnish Museum of Games

Nintendo 64 & Sega 3D Control Pad

Nintendo updated its controller entirely for the release of the Nintendo 64 (1996) that heavily focused on 3D graphics. The controller offers three different positions for playing. The yellow C buttons are designed for rotating the camera, while the joystick moves the character.

Nintendo 64, Sega 3D Control Pad, Sega Dreamcast, Microsoft Xbox by Sega, Microsoft, and NintendoFinnish Museum of Games

Sega had designed its Saturn console as a 2D graphics powerhouse, and it also quickly found out that the standard controller, which was derived from the Mega Drive pad, was insufficient for precise 3D control. The solution was the optional 3D Control Pad.

IMG_6768 (3)Finnish Museum of Games

Sega Dreamcast & Microsoft Xbox

The 3D Control Pad was a major contributor to the controller design of the Sega Dreamcast, which in turn was clear inspiration for the Microsoft Xbox controller. The important distinction between them is that the Xbox has a second analogue joystick.

Steam Controller (2015) by ValveFinnish Museum of Games

Steam Controller

The controller is reminiscent of the Xbox controller, but it lacks a digital directional pad or a second analogue joystick. They are replaced by touchpads that provide the user with haptic  feedback, a type of precise vibration.

The Steam Controller was not the breakthrough that was anticipated; this was largely because Microsoft’s wireless controller became a de facto standard of sorts for playing on Windows and the haptic touchpad turned out to be less easy to use than an analogue joystick with action.

Microsoft Xbox 360 Wireless Controller (2005) by MicrosoftFinnish Museum of Games

Microsoft Xbox 360 Wireless Controller

The controller shows us the developments over the years. It still includes a directional pad as in the Game & Watches, the placement of the function buttons is reminiscent of the Super Famicom, and it comes with two analogue joysticks as in the Dualshock.

Microsoft Xbox 360 Wireless Controller (2005) by MicrosoftFinnish Museum of Games

The Xbox controller became the de facto standard for a human-machine interface. In addition to games, it has been used to control various other things – such as military drones operated over a remote connection.

IMG_6751 (2)Finnish Museum of Games

Nintendo Wiimote & Nunchuk & Classic Controller Pro

By definition, the controller on the Nintendo Wii should be excluded as it does not include motion controllers. However, horizontal positioning reveals Nintendo's roots the way the console resembles the NES controller. With Nunchuk joy stick, player can control 3D.

IMG_6747 (2)Finnish Museum of Games

The optional Classic Controller Pro offers a similar dual analogue stick experience as the competition with more precise control. The interesting part is that, even here, the Wiimote operates as a sort of a central processing unit, transmitting data to Wii console wirelessly.

Nintendo Wiimote + Nunchuk + Classic Controller Pro by NintendoFinnish Museum of Games

Conclusion

The controllers have evolved over time and bear parts of the past versions of themselves with them. Many have their own favourite consoles among them. Which one is yours?

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The story featured may in some cases have been created by an independent third party and may not always represent the views of the institutions, listed below, who have supplied the content.
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