Revision as of 15:58, 7 January 2017 editInternetArchiveBot (talk | contribs)Bots, Pending changes reviewers5,386,254 edits Rescuing 2 sources and tagging 0 as dead. #IABot (v1.2.7.1)← Previous edit | Latest revision as of 02:22, 7 January 2025 edit undoBumm13 (talk | contribs)Administrators78,462 editsm formatting fix | ||
(149 intermediate revisions by more than 100 users not shown) | |||
Line 1: | Line 1: | ||
{{short description|Type of video game controller}} | |||
{{About|the class of video game input devices|the TV show|Gamepad (TV series)|primary input device for Nintendo's ] console|Wii U GamePad|the Android device|Archos GamePad}} | |||
{{About|the type of video game controller|the TV show|Gamepad (TV series)|the primary controller for Nintendo's Wii U console|Wii U GamePad|the Android device|Archos GamePad}}{{Redirects here|Action button|the game development studio founded by ]|Action Button Entertainment}}{{Distinguish|Gaming keypad|Joystick}} | |||
{{distinguish|gaming keypad|joystick}} | |||
{{lead too short|date=February 2012}} | |||
], a typical modern gamepad]]A '''gamepad''' is a type of video ] held in two hands, where the fingers (especially thumbs) are used to provide input. They are typically the main ] for ]s. | |||
{{multiple issues| | |||
{{original research | date = August 2010}} | |||
{{refimprove | date = December 2009}} | |||
{{lead too short | date = February 2012}} | |||
}} | |||
] gamepad (Japanese Super Famicom version shown), which popularized the layout used by most modern gamepads]] | |||
A '''gamepad''' (also called '''joypad'''), is a type of ] held in two hands, where the fingers (especially thumbs) are used to provide input. They are typically the main method of input for ]. | |||
== Features == | == Features == | ||
] controller]] | |||
Some common additions to the standard pad include shoulder buttons (also called "bumpers") and triggers placed along the edges of the pad (shoulder buttons are usually digital, i.e. merely on/off; while triggers are usually ]); centrally placed ''start'', ''select'', and ''home'' buttons{{what|date=February 2024}}, and an internal motor to provide ]. Analog triggers, like that of the ], are pressure-sensitive and games can read in the amount of pressure applied to one to control the intensity of a certain action, such as how forceful water is to be sprayed in '']''.{{fact|date=January 2022}} | |||
There are programmable joysticks that can emulate ] input. Generally they have been made to circumvent the lack of joystick support in some computer games, e.g. the ] ]. There are several programs that emulate keyboard and mouse input with a gamepad such as the ] ] software antimicro,<ref>{{cite magazine|last=Schaaf|first=Tobiasa|title=Gamestation Turbo|url=https://magazine.odroid.com/wp-content/uploads/ODROID-Magazine-201407.pdf|magazine=ODROID Magazine|issue=7|date=July 2014|page=17|archive-url=https://web.archive.org/web/20160326041358/https://magazine.odroid.com/wp-content/uploads/ODROID-Magazine-201407.pdf|archive-date=March 26, 2016|url-status=live}}</ref><ref>{{cite web|url=https://github.com/AntiMicro/antimicro/releases|title=Graphical program used to map keyboard keys and mouse controls to a gamepad|author=Ryochan7|website=] |access-date=July 6, 2016}}</ref> Enjoy2,<ref>{{citation|url=http://nongraphical.com/2013/05/enjoy2-v12-released-control-games-with-your-gamepad-on-osx/|title=Enjoy2 v1.2 released: control games with your gamepad on OSX|author=Yifeng Huang|date=May 6, 2013|access-date=May 19, 2017}}</ref> or proprietary commercial solutions such as JoyToKey, Xpadder, and Pinnacle Game Profiler.{{citation needed|date=July 2016}} | |||
] | |||
Gamepads generally feature a set of ] handled with the right thumb and a direction controller handled with the left. The ] has traditionally been a four-way digital cross (also named a joypad, or alternatively a ]), but most modern controllers additionally (or as a substitute) feature one or more ]s. | |||
Some common additions to the standard pad include shoulder buttons placed along the edges of the pad, centrally placed start, select, and mode buttons, and an internal motor to provide ]. | |||
] B and A face buttons.]] | |||
Gamepads are the primary means of input on all recent ]s except for the ] (though the ] can also function as a gamepad). Gamepads are also available for ]s. | |||
There are programmable joysticks that can emulate keyboard input. Generally they have been made to circumvent the lack of joystick support in some computer games, i.e. the ] ]. There are several programs that emulate keyboard and mouse input with a gamepad such as the ] ] software antimicro,<ref>{{citation|title=Gamestation Turbo|last=Schaaf|first=Tobiasa|work=ODROID Magazine|issue=July 2014|p=17}}</ref><ref>{{cite web|url=https://github.com/AntiMicro/antimicro/releases|title=Graphical program used to map keyboard keys and mouse controls to a gamepad|author=Ryochan7|accessdate=July 6, 2016}}</ref> , or proprietary commercial solutions such as JoyToKey, ], and Pinnacle Game Profiler.{{citation needed|date=July 2016}} | |||
== History == | == History == | ||
===Analog joysticks=== | |||
The 1962 video game '']'' initially used toggle switches built into the computer readout display to control the game. These switches were awkward and uncomfortable to use, so ] and Bob Saunders built and wired in a detached control device for the game. This device has been called the earliest gamepad.<ref name="NGen17">{{cite magazine|date=May 1996|title=Get a Grip!!!: Joysticks Past, Present & Future|url=https://archive.org/details/Next-Generation-1996-05/page/n39|format=]|magazine=]|publisher=]|issue=17|pages=34–42|access-date=November 20, 2019}}</ref> | |||
=== |
===Entry into the mass market=== | ||
]]]It would take many years for the gamepad to rise to prominence, as during the 1970s and the early 1980s ]s and ]s were the dominant video game controllers,<ref name="NGen17"/> though several ]-compatible pushbutton controllers were also available.<ref>{{Citation | first1 = David H. | last1 = Ahl | author-link = David H. Ahl | first2 = Randi J. | last2 = Rost | author2-link = Randi J. Rost | title = Blisters And Frustration: Joysticks, Paddles, Buttons and Game Port Extenders for Apple, Atari and VIC | journal = Creative Computing Video & Arcade Games | volume = 1 | issue = 1 | pages = 106ff | year = 1983 | url = http://www.atarimagazines.com/cva/v1n1/joysticks.php }}</ref> The ] saw many major changes, and the eminence of gamepads in the video game market.{{Citation needed|date=October 2024}} | |||
].]] | |||
] developed a gamepad device for directional inputs, a D-pad with a "cross" design for their '']'' handheld game. This design would be incorporated into their "]" series and console controllers such as the standard ]. Though developed because they were more compact than joysticks, and thus more appropriate for handheld games, D-pads were soon found by developers to be more comfortable to use than joysticks.<ref name="NGen17"/> The D-pad soon became a ubiquitous element on console gamepads, though to avoid infringing on Nintendo's patent, most controller manufacturers use a cross in a circle shape for the D-pad instead of a simple cross.<ref>{{cite magazine|date=March 1996|title=The Next Generation 1996 Lexicon A to Z: Joypad|url=https://archive.org/details/nextgen-issue-015/page/n35|format=]|magazine=]|publisher=]|issue=15|page=35|access-date=November 20, 2019}}</ref> | |||
The ] saw many major changes, and the eminence of gamepads in the video game market. Nintendo launched the NES controller, and was followed soon by Sega's Master System controller in 1986. | |||
===Continued refinements=== | |||
The ] (NES, known as the Family Computer, or "Famicom" in most of Asia) controller used Nintendo's patented cross-shaped joypad, which was used by their "]" series of games as the standard for their home console controllers. The ]s both featured a brick-like design with a simple, four button layout: two ]s labeled "A" and "B", a "start" button and a "select" button. Near the end of the NES's lifespan, upon the release of the AV Famicom and the NES 2, the design of the game controller was modified slightly, abandoning the "brick" shell in favor of a "dog bone" shape, reminiscent of the controllers of its successor the Super Nintendo Entertainment System/Super Famicom. The original Famicom controllers were different from the NES ones in the sense that, besides their cosmetic design and being hardwired into the console, the second controller lacked Select and Start buttons. In their place was a microphone, although very few games supported it. Initially, Famicom controllers were manufactured with square-shaped A and B buttons, but these were discontinued and recalled in 1984 due to being prone to heavy wear.<ref></ref> The Famicom was also the first home system to put the directional control on the left. While many arcade systems had the directional control joystick on the left of the buttons, most home systems of the era used joysticks designed for right-handed operation. The division has continued to this day, with computer joysticks typically being designed for use in the right hand with gamepads and arcade joysticks favoring the left hand. | |||
]The original ] control pad has three face buttons,<ref name="playstation's explained">{{cite web |title=face buttons |url=https://www.gematsu.com/2010/08/playstations-iconic-face-buttons-explained |website=Gematsu |date=26 August 2010 |publisher=sal romano |access-date=26 August 2010}}</ref> but a six-button pad was later released.<ref>{{cite web|url=http://www.segagagadomain.com/hardware-mega/megadrive-6button.htm|title=6 Button Controller|publisher=segagagadomain.com|url-status=dead|archive-url=https://web.archive.org/web/20160303170435/http://www.segagagadomain.com/hardware-mega/megadrive-6button.htm|archive-date=March 3, 2016|access-date=1 August 2010}}</ref> The ] also featured six action buttons, with four face buttons arranged in a diamond formation, and two shoulder buttons positioned to be used with the index fingers, a design which has been imitated by most controllers since. The inclusion of six action buttons was influenced by the popularity of the '']'' arcade series, which utilized six buttons.<ref>{{cite book| last=Ashcraft| first=Brian|title=Arcade Mania!: The Turbo-Charged World of Japan's Game Centers|publisher=]|year=2008|page=192|isbn=978-4-7700-3078-8}}</ref>] gamepad (Japanese Super Famicom version is shown), which popularized the layout used by most modern gamepads]]For most of the 1980s and early 1990s, ] were the predominant form of gaming controller for PCs, while console gaming controllers were mostly digital.<ref name="NGen17"/> This changed in 1996 when all three major consoles introduced an optional analog control. The Sony ] had twin convex analog thumbsticks, the ] 3D Control Pad had a single analog thumbstick, and the ] combined digital and analog controllers in a single body, starting a trend to have both an analog stick and a d-pad. | |||
Despite these changes, gamepads essentially continued to follow the template set by the NES controller (a horizontally-oriented controller with two or more action buttons positioned for use with the right thumb, and a directional pad positioned for use with the left thumb).<ref name="NGen17"/> | |||
] controllers.]] | |||
The ] controller has a similar brick-shaped appearance to the NES controller, but the d-pad (named the "D button") is square-shaped instead of cross-shaped, and there are no distinct "select" and "start" buttons. The two ]s were labeled "1" and "2", with the "1" button doubling as a "Start" button. Master System games were pausable only by accessing a button on the console itself. Some early models of the pad featured a hole in the center of the joypad into which a small attachment could be screwed to make the pad function more like a joystick. A proper joystick was later released for the machine. Unlike the Nintendo machines of the time, the Sega machines used a common ] and standard protocol, enabling their pads to be used on different systems. | |||
===Three-dimensional control=== | |||
In response to criticism over ergonomic issues in the Pro-ddLine controllers, Atari later released joypad controllers with European ]s, which were similar in style to controllers found on Nintendo and Sega systems.{{clear}} | |||
] can also be played with two hands like a gamepad controller.]]Though three-dimensional games rose to prominence in the mid-1990s, controllers continued to mostly operate on two-dimensional principles. Players would have to hold down a button to change the axes along which the controls operate rather than being able to control movement along all three axes at once. One of the first gaming consoles, the ], did have a controller which provided ], but the processing limitations of the console itself prevented there from being any software to take advantage of this ability.<ref name="NGen17" /> In 1994, ] introduced the CyberMan, the first practical six-degrees-of-freedom controller; however, it sold poorly due to its high price, poor build quality, and limited software support. Industry insiders blame the CyberMan's high profile and costly failure for the gaming industry's lack of interest in developing 3D control over the next several years.<ref name="NGen17" /> | |||
=== Fourth generation === | |||
] | |||
The ] is shaped like a ] ] and contains ]s and three-]al pointing which the system uses to understand all ] and rotation (back and forth around the ]). The controller is also multifunctional and has an expansion port which can be used for a variety of peripherals. An analog stick peripheral, called "Nunchuk," also contains an ]<ref>{{Cite web|url=http://revolution.advancedmn.com/article.php?artid=6601|title=Nintendo Revolution ::: Advanced Media Network - Mario, Zelda, Revolution Controller, Innovation|last=Levin|first=Phillip|date=April 25, 2006|website=Revolution Advanced|url-status=dead|archive-url=https://web.archive.org/web/20060427212400/http://revolution.advancedmn.com/article.php?artid=6601|archive-date=April 27, 2006|access-date=2019-11-20}}</ref> but unlike the Wii Remote, it lacks any pointer functionality.{{clear}} | |||
The ] control pad has an eight-direction d-pad (referred to by Sega as the "D Button", short for directional button), a start button and three ]s. The three buttons were enough for early arcade ports such as '']'' but as fighting games evolved (specifically the release of fighting games such as Street Fighter II and Mortal Kombat which required more than three ]s to play effectively), a six-button pad was released. Noticeably smaller, it features 3 more buttons placed over the original three (traditionally called the "Street Fighter" layout). Some games were not natively compatible with the new controller (such as '']'' and '']'') so a "mode" button was placed in the right shoulder position to allow compatibility with these titles.<ref name="6button">{{cite web|title=6 Button Controller|url=http://www.segagagadomain.com/hardware-mega/megadrive-6button.htm|publisher=segagagadomain.com|accessdate=1 August 2010}}</ref> In order to work with these games, this button had to be pressed during the console power-on sequence, until the SEGA logo appeared. Both versions of the Mega Drive/Genesis pad used a DE9 connection and were compatible with most Master System games, as well as other systems such as the Atari 2600. | |||
== Usage across platforms == | |||
] controller.]] | |||
Gamepads are also available for ]s. Examples of PC gamepads include the ], the ], the ] and ] range, and the ]. Third-party USB adapters and software can be employed to utilize console gamepads on PCs; the ], DualShock 4, ], Wii Remote and ] can be used with third-party software on systems with ] functionality, with ] additionally usable on DualShock 3, DualShock 4 and DualSense. ] and ] controllers are officially supported on ] with Microsoft-supplied drivers; a ] can be used to connect them wirelessly, or the controller can be connected directly to the computer over USB (wired versions of Xbox 360 controllers were marketed by Microsoft as PC gamepads, while the Xbox One controller can be connected to a PC via its Micro USB slot).<ref name="RemoteHomebrew">Jamin Brophy-Warren, , '']'', April 28, 2007</ref><ref name="tc-ds4win">{{cite web|url=https://www.techradar.com/how-to/gaming/how-to-use-the-ps4-dualshock-4-controller-on-a-pc-1309014|title=How to use the PS4 DualShock 4 controller on a PC|last=Hanson|first=Matt|website=]|url-status=live|archive-url=https://web.archive.org/web/20160119100213/http://www.techradar.com/us/how-to/gaming/how-to-use-the-ps4-dualshock-4-controller-on-a-pc-1309014|archive-date=January 19, 2016|access-date=4 June 2016}}</ref><ref name="kotaku-howtouse">{{cite web|url=http://kotaku.com/how-to-use-a-console-controller-on-your-pc-889800353|title=How To Use A Console Controller On Your PC|last=Plunkett|first=Luke|date=July 23, 2013|website=]|access-date=4 June 2016}}</ref> | |||
The ] controller was similar to Nintendo's NES controllers, in that it had a D-pad, Start and Select buttons, and two face buttons, labeled "I" & "II". The system was launched for Japan (where it is known as PC Engine), America and Europe (on a limited basis) from 1987 to 1993, and games were produced for it until 1999. A unique feature of the controller was the built in Turbo buttons, which had 3 settings for the I & II buttons. | |||
== Non-gaming use == | |||
The ] (SNES) featured a controller with a more rounded dog-bone like design than that of the NES and added two more face buttons, "X" and "Y", arranging the four in a diamond formation. Another addition to the ] was the "L" and "R" shoulder buttons, which have been imitated by most controllers since. This gave the controller a total of 8 buttons. The inclusion of six active buttons was influenced by the popularity of the ] arcade series, which utilized six buttons.<ref>{{cite book| last=Ashcraft| first=Brian|title=Arcade Mania!: The Turbo-Charged World of Japan's Game Centers|publisher=]|year=2008|page=192|isbn=978-4-7700-3078-8}}</ref> | |||
] ''Cyclops 1'' using a modified ].]] | |||
There is a slight variation in the North American version of the controller. In the original design (used by the Japanese Super Famicom and ] SNES) the A, B, Y and X buttons are all convex-curved and each one has a distinct color (A was red, B was yellow, X was blue, and Y was green). For the North American market, the A and B buttons were colored purple and the Y and X buttons were lavender and concave-curved.{{clear}} | |||
Gamepads or devices closely modelled on them are sometimes used for controlling real machinery and vehicles, as they are familiar to users and (in the case of actual gamepads) provide an off-the-shelf solution. The ] and ] use Xbox controllers<ref> | |||
{{cite web | |||
=== Fifth generation === | |||
| title= From Joysticks to Warfare: Military's Rising Use of Video Game Controllers in Submarines, Tanks | |||
] | |||
| date= 20 June 2023 | |||
| url= https://themessenger.com/news/from-joysticks-to-warfare-militarys-rising-use-of-video-game-controllers-in-submarines-tanks | |||
The ] was the first and last ] console to employ the modern gamepad (rather than the older Pro-Line controller) as the standard controller shipping with consoles. The ] gamepad featured a keypad of 12 buttons (considerably more than other gamepads) in order to suit the predicted needs of future games, however this was criticized by gamers as unnecessarily complex. Beside the keypad, the controller also had three ]s (A, B, and C), a Pause and an Option button, making the total number 17. The later-released Pro Controller featured an extra three ]s (X, Y, and Z) as well as two shoulder buttons (L and R) at the top of the unit, bringing the total to 22.<ref>''''. ]. Retrieved 9 December 2008.</ref> | |||
| url-status= dead | |||
| archive-url= https://web.archive.org/web/20230620230215/https://themessenger.com/news/from-joysticks-to-warfare-militarys-rising-use-of-video-game-controllers-in-submarines-tanks | |||
] controller.]] | |||
| archive-date= June 20, 2023 | |||
The ] controller is similar in shape and size to Sega Genesis/Mega Drive and Saturn gamepads and features 6 digital buttons and a d-pad/thumbstick. In the center of the controller are two "Start" and "Select" buttons and in the right thumb position are four colored ]s labeled "A", "B", "C" & "D", arranged in a diamond formation. Movement is controlled via an unusual d-pad/thumbstick hybrid, which is used similarly to modern ]s, but technologically is closer to an 8-way digital d-pad (directional pad), '''POV-hat''' ('''POV''' stands for "Point of View" because traditional flight simulations used it to look around, "'''hat'''" because it's on top i.e. on the "head" of the joystick) or arcade stick.<ref>{{cite web|url=https://www.youtube.com/watch?v=DfEDgdwcm90&feature=related|title=Classic Game Room HD NEO-GEO CD Controller review}}</ref> | |||
}} | |||
</ref> | |||
The Japanese ] control pad was based on the Mega Drive (Genesis) 6-button controller and has a d-pad and nine buttons: six ]s (A, B, C, X, Y & Z), a start button and two shoulder buttons. The original North American and European variant is bigger and shaped differently. This version features a different d-pad and different face and shoulder buttons. It was replaced by the Japanese controller in 1996/1997 with the introduction of the model 2 Saturn. The ''3D Control Pad'' (also known as the Multi Controller or NiGHTS Controller),<ref name="3DPad">{{cite web|title=Multi Controller (analog Pad)|url=http://www.segagagadomain.com/hardware-sat/hard-analoguepad.htm|publisher=segagagadomain.com|accessdate=1 August 2010}}</ref> released in 1996, introduced an analog stick and analog triggers. It was included with the breakthrough game, '']'', as well as being available separately for other games that supported analog control such as ], ], ], ] and ].<ref name="3DPad"/> Sega has since re-released the Japanese version of the Sega Saturn gamepad as a ] version compatible with ], ] and ].<ref></ref><ref name="SaturnUSB"></ref> The Japanese version was also released (in two, slightly different forms) for the ]; these versions replaced the single start button with a pair of PlayStation-style ''start'' and ''select'' buttons and connected to the console via PlayStation Controller ports.<ref name="SaturnPS2Controller">{{cite web|url=http://www.joystiq.com/2005/02/26/play-sonic-in-style-sega-bringing-the-saturn-controller-to-ps2/|title=Play Sonic in style: Sega bringing the Saturn controller to PS2|date=2005-02-26|accessdate=2010-09-15|publisher=Joystiq}}</ref><ref name="SaturnPS2Controller2">{{cite web|url=http://uk.ps2.ign.com/articles/610/610618p1.html|title=SEGA Saturn Controller Coming to PS2|date=2005-05-05|accessdate=2010-09-15|publisher=IGN}}</ref> | |||
for operating devices, and the ] uses a device modelled on gamepads to operate systems on the ] ].<ref> | |||
{{cite web | |||
] Dualshock controller.]] | |||
| title= Real life gaming: How the British Army modelled tank controls on a gamepad | |||
Sony's original ] featured a four direction d-pad, four ]s (referred not by color or letter/number like most pads until then, but by four colored shapes: Triangle, Circle, Cross and Square), four shoulder buttons (R1, R2, L1, and L2, standing for ''right'' and ''left'') and start and select buttons. The basic design and layout was based on that of Nintendo's SNES controller,{{citation needed|date=September 2012}} as the PlayStation was originally developed as a CD add-on for the SNES, before becoming a console in its own right.{{citation needed|date=September 2012}} It was the default pad for the first year of the PlayStation, until the release of the Dual Analog. It is often cloned for PC gamepads. | |||
| date= 14 October 2016 | |||
| url= https://www.techradar.com/news/real-life-gaming-how-the-british-army-modelled-tank-simulation-on-a-games-controller#:~:text=The%20firing%20controls%20inside%20the,grown%20up%20playing%20video%20games | |||
The ] was a short-lived console designed by ] and produced by ]. Fewer than 100,000 were manufactured. Its controller, the AppleJack controller, featured four colored primary ]s (labeled with a number of raised (button 1) or indented (other buttons) dots), two shoulder buttons, three secondary ]s (labeled with shapes: square, circle and diamond) and a circular d-pad. Unlike other gamepads of the era, it also featured a ] in the center of the controller. | |||
}} | |||
</ref> | |||
The ] controller was a controller which utilized dual d-pads similar to how analog sticks functioned in later "dual control" sixth-generation systems. The presence of two pads was an effort to control objects in a 3D environment (one pad controlling pitch and turning while the other controlling forward movement and strafing). | |||
The ] notoriously used a gamepad for control.<ref> | |||
{{cite web | |||
First announced in a press release in late 1995, the Sony ] was shown to the public at the PlayStation expo in November 1996. It was similar to the original PlayStation Controller, with several key differences. The Dual Analog's handles were longer and more tapered, the "L2 and R2" buttons were altered slightly, the first Japanese revisions had rumble capability and there were twin concave analog thumbsticks placed in the lower center of the controller, below a tri-function "mode" button. Apparently due to lack of interest, later models of Japanese Dual Analog controllers had the rumble feature removed. The next revision saw the introduction of Sony's ]. This device brought back rumble (hence the name), cosmetically changed the handles (to the same shape as the original controller), analog sticks and "L2 and R2" buttons, removed the third "mode" option and added "L3 and R3" buttons, which were incorporated into the sticks themselves (accessed by pushing down on the stick). The controller was released as a secondary peripheral in late 1997 in Japan, and in May 1998 in North America. Its popularity dictated the end of the Dual Analog, and the DualShock was selected as the new standard controller during a large part of the console's life. | |||
| url= https://edition.cnn.com/2023/06/21/us/inside-missing-titan-submersible-titanic-tour/index.html | |||
| title= What it was like inside the lost Titanic-touring submersible | |||
] controller.]] | |||
| date= 22 June 2023 | |||
The ] started a trend to have both an ] (referred to by Nintendo as a 'Control Stick') and a d-pad. It has the traditional A, B, L, and R buttons, along with a Z trigger button on its underside. Four "C" buttons were originally intended to control the camera in games, but were later used for a wide variety of functions, such as using assigned items in '']'' and '']''. In addition to the ], the controller also can house a Controller Pak for saving games, and a microphone add-on. The ] controller's design has a trident shape, making for three ways to hold the controller. The most used way in games to hold the controller was for the left hand to hold the center grip, so the thumb could move the analog stick and the index finger could press the Z trigger. The right hand would be on the right grip of the controller and have access to all the main face buttons, and the R button. A few games (such as '']'') allowed the player the choice of using either the d-pad or Control stick. Also, a few games (such as '']'') used the d-pad instead of the Control Stick. In addition to the standard grey, Nintendo 64 controllers were available in seven different semi-transparent colors, with consoles to match: Blue, Green, Orange, Purple, Red, Black and Clear Blue. There were also several opaque controllers available, such as green, yellow, red and blue. Accessories for the N64 controller included a Rumble Pak that contained a force-feedback vibration motor (which has since become a standard feature for most Nintendo controllers) and a Transfer Pak that added an input slot for Game Boy cartridges to allow connectivity between Nintendo 64 and Game Boy games.{{clear}} | |||
}} | |||
</ref> | |||
=== Sixth generation === | |||
] with the ] inserted.]] | |||
The ] has a similar design to the Saturn ''3D Control Pad''. It features an analog stick, a d-pad, four face buttons, a start button and pressure-sensitive triggers on the left and right underside. The gamepad also featured two slots that could be used for a vibration pack or a ] (Visual Memory Unit, which incorporated a memory card) with a hole to allow the VMU screen to show animations while playing a game. The accessory slots, button positions, and analog triggers would also be present in Microsoft's Xbox controller. Like the Saturn, the Dreamcast had additional controllers available at launch, including a unique ] controller (for use with ''Get Bass/]''), a mouse and keyboard, and other more common peripherals such as a light gun, a steering wheel and an arcade stick. | |||
A new version of the DualShock - the ] - was used for the PlayStation's follow-up system, the ]. Unlike the original DualShock, the buttons (except for L3, R3, Start and Select) are pressure-sensitive, the cable and end connector are black rather than grey, the connector is slightly squarer (compared to the original version; DualShocks provided with the smaller PSone were even rounder), and "DUALSHOCK 2" is printed in blue on the top of the controller next to where the cable enters. While the original PlayStation Controller was compatible with a few early PS2 games, almost all games require the use of analog sticks, and many require the pressure-sensitive buttons added by the DualShock 2. Like the console itself, the standard color of DualShock 2s is black, although other colors are available. White and silver were included with the respective versions of the console (both original and slimline); while the color of the controller supplied with silver consoles was changed to match, the color of the cable and connector remained black. | |||
].]] | |||
The ] adopted a similar style to the PlayStation ]. It has two analog sticks, a small d-pad, four main digital face buttons, arranged in a unique radial pattern (A, B, X and Y), a Start/Pause button, two analog triggers (L and R), a digital shoulder button (Z) located above the R trigger, and a built in ] motor. The triggers click when pressed down completely, allowing each button, in theory, to provide two buttons' functionality. Nintendo later introduced the ], a wireless pad that uses radio frequency technology refined from the Atari Wireless RF controllers, in order to operate without relying on infrared. The WaveBird overall has the same layout as the standard, but doesn't include a rumble motor (in order to save battery life) and features a larger center section than the standard GameCube controller. It operates using two AA batteries and ranges about 100 hours of gameplay. | |||
Similar in design to the Dreamcast controller, the ] includes two expansion slots, six analog buttons, two analog triggers, and two analog sticks, a total of eight digital buttons (four of which make up the d-pad), as well as built in rumble support. Differing from the Dreamcast controller, Microsoft added a right analog stick, making it similar to the configuration used by the GameCube controller. They also added two additional face buttons ("black" and "white") and a "back" (select) button. The Xbox controller received a revision specifically for ]ese consumers, the Type-S. Due to complaints elsewhere in the world that the initial controller was too bulky, Microsoft released the Type-S controller in other territories and later bundled it with their system in all regions. (The size of the original Xbox controller has been the subject of many jokes in video game-related web comics; it has even been nicknamed "Duke" and "Hamburger".) Both of the original Xbox controllers had a breakaway point near the end of the cord, so it would break into two parts and the game would pause if it was pulled too far, preventing damage to the console itself.{{clear}} | |||
=== Seventh generation === | |||
].]] | |||
The ] has wireless capabilities and removes the "black" and "white" buttons of its predecessor and replaces them with two "bumper" buttons, one above each trigger. When playing original Xbox games on the 360, the left and right bumpers are used in place of the white and black, respectively. The pressure-sensitivity feature on the face buttons was removed, making some original Xbox games, such as '']'', unplayable. The wireless version runs on two "AA" Batteries or a rechargeable battery pack. Microsoft has released a first-party "Play and Charge" kit which recharges the battery pack via a USB connection through the controller, though while connected the pad still communicates wirelessly. The wired version uses a ] cable to plug into the ]. The wired pad, or the wireless pad with the Xbox 360 Wireless Receiver for Windows are the standard gamepad for '']'' games, and can be configured to work with most PC software that supports gamepad or joystick input. Windows games that were originally developed for the Xbox 360 will normally support ] with the standard Microsoft driver. For older Windows games (normally games coded to the older ] standard), installing the open-source ] driver may enable in-game Force Feedback effects. | |||
Initially, the conceptual controller for the ] was similar to its ] and Dual Analog predecessors; however, it was much more curved in shape than these controllers, with an appearance similar to that of a banana or boomerang. This odd shape has often been the subject of much ridicule, often being called a banana, a boomerang, or a "bananarang". | |||
By the ] conference, Sony had abandoned the boomerang-shaped controller, in favor of a controller dubbed ]. The Sixaxis is cosmetically similar to the DualShock, but has several new features which distinguish it. It is a wireless controller and features the addition of tilt-sensor and linear accelerometer technology, as well as larger 'shoulder' L2 and R2 buttons. A new "PS" button was added to expedite usage of the ] System, as well as four player-indicator LEDs on the rear of the controller. It is charged by way of a mini-USB port situated where the cable on its predecessors left the controller, which can also be used to allow wired play. However, the Sixaxis lacks the rumble capability featured in the preceding DualShock and DualShock 2 controllers. Sony stated that the reason for this was that the rumble would interfere with the motion sensor; however, it was later traced to ] suing both Sony and Microsoft for patent infringement on Immersion's haptic-feedback technology. Microsoft settled out of court, but Sony decided to fight back, losing the resultant case, and finally settling in late 2007 after losing multiple appeals (see ]). | |||
Having obtained licensing from Immersion, Sony launched the ]. The controller is the same as the Sixaxis in almost every way but differs in that the blue lettering next to the USB port has been changed to DualShock 3 (with the word Sixaxis moved below it), it contains the aforementioned vibration motors (which also give the controller more weight) and the plastic it is made from is opaque rather than slightly translucent. | |||
] can be played with two hands like a gamepad.]] | |||
The ] is an unconventional controller in comparison to others. In its basic form, it is shaped like a ] ] and includes a number of features. Most notably, it contains ]s and three-]al pointing which allows the system to understand all ] (up, down, left, right, in, and out, etc.) and rotation (back and forth around the ]). The Wii Remote has four buttons, labeled A, B (on the back), 1 and 2, plus the start (+), select (-) and home button (a house). The controller is also multifunctional and expandable, including an expansion bay which can be used with different types of peripherals. An ] peripheral called "Nunchuk" features two trigger buttons (C and Z) to be used by the other hand. Like the Wii Remote, the Nunchuk contains an ]<ref></ref> but unlike the Wii Remote, it lacks any pointer functionality. For NES Virtual Console games, the Wii Remote can be used on its side or the classic controller can be used. The Classic Controller is also available for use with the ]'s ] as well as some Wii titles. It resembles a ] controller and contains two analog sticks placed similarly to Sony's ]. Instead of having start and select buttons, it has the -, home, and + buttons from the Wii Remote. However, there are text labels below each button, reading "Select", "Home" and "Start" respectively.<ref></ref> There are four ]s labeled A, B, X and Y, as well as L, R, Z<small>L</small> and Z<small>R</small> shoulder buttons. The console also supports use of the ] for ]s compatibility and limited Virtual Console play, as well as ] (e.g. ]). A second version of the Classic Controller, the ] was also released for the Wii, which added handles and rearranged the shoulder buttons, giving it the same layout as Sony's analog controllers. At ] the Wii Zapper, an add-on for the Wii-remote which allows it to be held like a gun and thus arguably making first person shooters more immersive, was unveiled for the first time to the public. | |||
In July 2008, Nintendo announced an add-on for the Wii Remote called the ], which greatly improved the controller's motion detection capabilities. The add-on would later be incorporated into the remote in the form of the ].{{clear}} | |||
=== Eighth generation === | |||
].]] | |||
].]] | |||
The controllers of ] and ] are largely similar to their seventh-generation counterparts. The PlayStation 4 ] controller is similar in layout to the DualShock 3 and shares much of its features. The most significant changes to the DualShock 4 are the addition of a ], which allows the use of touch gestures and navigation, and a standard ] for use with headphones and headsets. The touchpad can also be pressed down as a button. The controller also replaces the "Start" and "Select" buttons with "Options" and "Share" buttons (the latter is tied to the console's screen recording and sharing functions), and has an LED "light bar" on the front that is used primarily for player identification and motion tracking. The ] is a refinement of the Xbox 360 design with form improvements meant to improve its ], including redesigned shoulder and trigger buttons with a curved design, and the replacement of the Xbox 360's circular direction pad with a four-way, plus sign-shaped design. The triggers also feature individual rumble motors meant to provide directional vibration effects. | |||
The ]'s main controller, the ], is an integral component of the console and is bundled with all systems. It is a ]-like controller with a 6.2 inch resistive touchscreen that streams display content from the console wirelessly. The touchscreen is accompanied by dual analog sticks, four ]s, a d-pad, shoulder and trigger buttons. The device also includes a front-facing camera, microphone, and speakers. The GamePad can be used to supplement gameplay on a television, or in compatible titles, as the main display to allow gameplay without using the television at all. Alongside the GamePad, the Wii U supports all controllers designed for the Wii, including Wii Remotes and Classic Controllers. With an USB adapter, ]s can be used exclusively on '']''. The ] was also developed for the console as an accessory; it is a successor to the Classic Controller with a conventional gamepad design and layout similar to the PlayStation and Xbox controllers.<ref>{{cite web|url=http://www.gamezone.com/products/wii-u/news/nintendo-defends-wii-u-pro-controller-design|title=Nintendo defends Wii U Pro Controller design|last=Liebl|first=Matt|date=June 12, 2012|publisher=GameZone|accessdate=July 28, 2012}}</ref> | |||
== Uses == | |||
Most ]s are controlled exclusively using gamepads. | |||
Gamepads are also available for ]s. Examples of PC gamepads include the ], the ], the ] and ] range, and the ]. Third-party USB adapters and software can be employed to utilize console gamepads on PCs; the DualShock 3, DualShock 4, and Wii Remote can be used with third-party software on systems with ] functionality, with USB additionally usable on DualShock 4. Xbox 360 and Xbox One controllers are officially supported on ] with Microsoft-supplied drivers; a ] can be used to connect them wirelessly, or the controller can be connected directly to the computer over USB (wired versions of Xbox 360 controllers were marketed by Microsoft as PC gamepads, while the Xbox One controller can be connected to a PC via its Micro USB slot).<ref name="RemoteHomebrew">Jamin Brophy-Warren, , ''Wall Street Journal'', April 28, 2007</ref><ref name="tc-ds4win">{{cite web|title=How to use the PS4 DualShock 4 controller on a PC|url=http://www.techradar.com/us/how-to/gaming/how-to-use-the-ps4-dualshock-4-controller-on-a-pc-1309014|website=Techradar|accessdate=4 June 2016}}</ref><ref name="kotaku-howtouse">{{cite web|title=How To Use A Console Controller On Your PC|url=http://kotaku.com/how-to-use-a-console-controller-on-your-pc-889800353|website=Kotaku|accessdate=4 June 2016}}</ref> | |||
== See also == | == See also == | ||
* ] | * ] | ||
* ] | * ] | ||
* ] | |||
* ] | |||
== References == | == References == | ||
{{Wiktionary|gamepad|joypad|control pad}} | {{Wiktionary|gamepad|joypad|control pad}} | ||
{{reflist}} | |||
{{reflist|30em}} | |||
{{Game controllers}} | {{Game controllers}} | ||
] | ] |
Latest revision as of 02:22, 7 January 2025
Type of video game controller This article is about the type of video game controller. For the TV show, see Gamepad (TV series). For the primary controller for Nintendo's Wii U console, see Wii U GamePad. For the Android device, see Archos GamePad."Action button" redirects here. For the game development studio founded by Tim Rogers, see Action Button Entertainment.Not to be confused with Gaming keypad or Joystick.This article's lead section may be too short to adequately summarize the key points. Please consider expanding the lead to provide an accessible overview of all important aspects of the article. (February 2012) |
A gamepad is a type of video game controller held in two hands, where the fingers (especially thumbs) are used to provide input. They are typically the main input device for video game consoles.
Features
Some common additions to the standard pad include shoulder buttons (also called "bumpers") and triggers placed along the edges of the pad (shoulder buttons are usually digital, i.e. merely on/off; while triggers are usually analog); centrally placed start, select, and home buttons, and an internal motor to provide force feedback. Analog triggers, like that of the GameCube controller, are pressure-sensitive and games can read in the amount of pressure applied to one to control the intensity of a certain action, such as how forceful water is to be sprayed in Super Mario Sunshine.
There are programmable joysticks that can emulate keyboard input. Generally they have been made to circumvent the lack of joystick support in some computer games, e.g. the Belkin Nostromo SpeedPad n52. There are several programs that emulate keyboard and mouse input with a gamepad such as the free and open-source cross-platform software antimicro, Enjoy2, or proprietary commercial solutions such as JoyToKey, Xpadder, and Pinnacle Game Profiler.
History
Analog joysticks
The 1962 video game Spacewar! initially used toggle switches built into the computer readout display to control the game. These switches were awkward and uncomfortable to use, so Alan Kotok and Bob Saunders built and wired in a detached control device for the game. This device has been called the earliest gamepad.
Entry into the mass market
It would take many years for the gamepad to rise to prominence, as during the 1970s and the early 1980s joysticks and paddles were the dominant video game controllers, though several Atari joystick port-compatible pushbutton controllers were also available. The third generation of video games saw many major changes, and the eminence of gamepads in the video game market.
Nintendo developed a gamepad device for directional inputs, a D-pad with a "cross" design for their Donkey Kong handheld game. This design would be incorporated into their "Game & Watch" series and console controllers such as the standard NES controller. Though developed because they were more compact than joysticks, and thus more appropriate for handheld games, D-pads were soon found by developers to be more comfortable to use than joysticks. The D-pad soon became a ubiquitous element on console gamepads, though to avoid infringing on Nintendo's patent, most controller manufacturers use a cross in a circle shape for the D-pad instead of a simple cross.
Continued refinements
The original Sega Genesis/Mega Drive control pad has three face buttons, but a six-button pad was later released. The SNES controller also featured six action buttons, with four face buttons arranged in a diamond formation, and two shoulder buttons positioned to be used with the index fingers, a design which has been imitated by most controllers since. The inclusion of six action buttons was influenced by the popularity of the Street Fighter arcade series, which utilized six buttons.
For most of the 1980s and early 1990s, analog joysticks were the predominant form of gaming controller for PCs, while console gaming controllers were mostly digital. This changed in 1996 when all three major consoles introduced an optional analog control. The Sony Dual Analog Controller had twin convex analog thumbsticks, the Sega Saturn 3D Control Pad had a single analog thumbstick, and the Nintendo 64 controller combined digital and analog controllers in a single body, starting a trend to have both an analog stick and a d-pad.
Despite these changes, gamepads essentially continued to follow the template set by the NES controller (a horizontally-oriented controller with two or more action buttons positioned for use with the right thumb, and a directional pad positioned for use with the left thumb).
Three-dimensional control
Though three-dimensional games rose to prominence in the mid-1990s, controllers continued to mostly operate on two-dimensional principles. Players would have to hold down a button to change the axes along which the controls operate rather than being able to control movement along all three axes at once. One of the first gaming consoles, the Fairchild Channel F, did have a controller which provided six degrees of freedom, but the processing limitations of the console itself prevented there from being any software to take advantage of this ability. In 1994, Logitech introduced the CyberMan, the first practical six-degrees-of-freedom controller; however, it sold poorly due to its high price, poor build quality, and limited software support. Industry insiders blame the CyberMan's high profile and costly failure for the gaming industry's lack of interest in developing 3D control over the next several years.
The Wii Remote is shaped like a television remote control and contains tilt sensors and three-dimensional pointing which the system uses to understand all directions of movement and rotation (back and forth around the pitch, roll, and yaw axes). The controller is also multifunctional and has an expansion port which can be used for a variety of peripherals. An analog stick peripheral, called "Nunchuk," also contains an accelerometer but unlike the Wii Remote, it lacks any pointer functionality.
Usage across platforms
Gamepads are also available for personal computers. Examples of PC gamepads include the Asus Eee Stick, the Gravis PC, the Microsoft SideWinder and Saitek Cyborg range, and the Steam Controller. Third-party USB adapters and software can be employed to utilize console gamepads on PCs; the DualShock 3, DualShock 4, DualSense, Wii Remote and Joy-Con can be used with third-party software on systems with Bluetooth functionality, with USB additionally usable on DualShock 3, DualShock 4 and DualSense. Xbox 360 and Xbox One controllers are officially supported on Windows with Microsoft-supplied drivers; a dongle can be used to connect them wirelessly, or the controller can be connected directly to the computer over USB (wired versions of Xbox 360 controllers were marketed by Microsoft as PC gamepads, while the Xbox One controller can be connected to a PC via its Micro USB slot).
Non-gaming use
Gamepads or devices closely modelled on them are sometimes used for controlling real machinery and vehicles, as they are familiar to users and (in the case of actual gamepads) provide an off-the-shelf solution. The US Army and US Navy use Xbox controllers for operating devices, and the British Army uses a device modelled on gamepads to operate systems on the Challenger 2 main battle tank. The Titan submersible notoriously used a gamepad for control.
See also
References
- Schaaf, Tobiasa (July 2014). "Gamestation Turbo" (PDF). ODROID Magazine. No. 7. p. 17. Archived (PDF) from the original on March 26, 2016.
- Ryochan7. "Graphical program used to map keyboard keys and mouse controls to a gamepad". GitHub. Retrieved July 6, 2016.
{{cite web}}
: CS1 maint: numeric names: authors list (link) - Yifeng Huang (May 6, 2013), Enjoy2 v1.2 released: control games with your gamepad on OSX, retrieved May 19, 2017
- ^ "Get a Grip!!!: Joysticks Past, Present & Future" (PDF). Next Generation. No. 17. Imagine Media. May 1996. pp. 34–42. Retrieved November 20, 2019.
- Ahl, David H.; Rost, Randi J. (1983), "Blisters And Frustration: Joysticks, Paddles, Buttons and Game Port Extenders for Apple, Atari and VIC", Creative Computing Video & Arcade Games, 1 (1): 106ff
- "The Next Generation 1996 Lexicon A to Z: Joypad" (PDF). Next Generation. No. 15. Imagine Media. March 1996. p. 35. Retrieved November 20, 2019.
- "face buttons". Gematsu. sal romano. 26 August 2010. Retrieved 26 August 2010.
- "6 Button Controller". segagagadomain.com. Archived from the original on March 3, 2016. Retrieved 1 August 2010.
- Ashcraft, Brian (2008). Arcade Mania!: The Turbo-Charged World of Japan's Game Centers. Kodansha. p. 192. ISBN 978-4-7700-3078-8.
- Levin, Phillip (April 25, 2006). "Nintendo Revolution ::: Advanced Media Network - Mario, Zelda, Revolution Controller, Innovation". Revolution Advanced. Archived from the original on April 27, 2006. Retrieved 2019-11-20.
- Jamin Brophy-Warren, Magic Wand: How Hackers Make Use Of Their Wii-motes, Wall Street Journal, April 28, 2007
- Hanson, Matt. "How to use the PS4 DualShock 4 controller on a PC". TechRadar. Archived from the original on January 19, 2016. Retrieved 4 June 2016.
- Plunkett, Luke (July 23, 2013). "How To Use A Console Controller On Your PC". Kotaku. Retrieved 4 June 2016.
- "From Joysticks to Warfare: Military's Rising Use of Video Game Controllers in Submarines, Tanks". 20 June 2023. Archived from the original on June 20, 2023.
- "Real life gaming: How the British Army modelled tank controls on a gamepad". 14 October 2016.
- "What it was like inside the lost Titanic-touring submersible". 22 June 2023.
Video game controllers | |||||
---|---|---|---|---|---|
Controller types | |||||
Controller parts |
| ||||
Related |