Gamepad

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A Nintendo Switch Pro Controller, a typical modern gamepad Nintendo-Switch-Pro-Controller-FL.jpg
A Nintendo Switch Pro Controller, a typical modern gamepad

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.

Contents

Features

Shoulder buttons ("bumpers") and triggers on an Xbox 360 controller Xbox360 controller white back.jpg
Shoulder buttons ("bumpers") and triggers on an Xbox 360 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 analog); centrally placed start, select, and home buttons[ clarification needed ], 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 .[ citation needed ]

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, [1] [2] Enjoy2, [3] or proprietary commercial solutions such as JoyToKey, Xpadder, and Pinnacle Game Profiler.[ citation needed ]

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. [4]

Entry into the mass market

The iconic NES controller Nintendo-Entertainment-System-NES-Controller-FL.jpg
The iconic NES controller

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, [4] though several Atari joystick port-compatible pushbutton controllers were also available. [5] 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. [4] 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. [6]

Continued refinements

Six-button Genesis/Mega Drive controller that was released later Sega-Genesis-6But-Cont.jpg
Six-button Genesis/Mega Drive controller that was released later

The original Sega Genesis/Mega Drive control pad has three face buttons, [7] but a six-button pad was later released. [8] 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. [9]

The SNES/Super Famicom gamepad (Japanese Super Famicom version is shown), which popularized the layout used by most modern gamepads Super-Famicom-Controller.jpg
The SNES/Super Famicom gamepad (Japanese Super Famicom version is shown), which popularized the layout used by most modern gamepads

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. [4] 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). [4]

Three-dimensional control

Wii Remote can also be played with two hands like a gamepad controller. Wii Remote Image.jpg
Wii Remote 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; in order to move with six degrees of freedom, players would have to hold down a button to toggle the axis on which the directional pad operates, 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 allowed six degrees of freedom, but the processing limitations of the console itself prevented there from being any software to take advantage of this ability. [4] In 1994 Logitech introduced the CyberMan, the first practical six degrees of freedom controller; due to its high price, poor build quality, and limited software support, it sold poorly. 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. [4]


The Wii Remote is shaped like a television remote control and contains tilt sensors and three-dimensional pointing which allows the system to understand all directions of movement and rotation (back and forth around the pitch, roll, and yaw axes). The controller is also multifunctional and includes an expansion bay which can be used with different types of peripherals. An analog stick peripheral called "Nunchuk" also contains an accelerometer [10] but unlike the Wii Remote, it lacks any pointer functionality.

Uses

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). [11] [12] [13]

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 [14] for operating devices, and the British Army uses a device modelled on gamepads to operate systems on the Challenger 2 main battle tank. [15] The ill-fated Titan submersible used a gamepad for control. [16]

See also

Related Research Articles

<span class="mw-page-title-main">Joystick</span> Control lever used in aircraft and video games

A joystick, sometimes called a flight stick, is an input device consisting of a stick that pivots on a base and reports its angle or direction to the device it is controlling. A joystick, also known as the control column, is the principal control device in the cockpit of many civilian and military aircraft, either as a centre stick. It has various switches to control the movements of the aircraft controlled by the Pilot and First Officer of the flight.

<span class="mw-page-title-main">Gravis PC GamePad</span>

The Gravis PC GamePad is a game port game controller produced by Advanced Gravis Computer Technology first released in 1991. It was the first gamepad for the IBM PC compatible in a market then dominated by joysticks. Included with the gamepad was a shareware Commander Keen game, episode 1, Marooned on Mars, which was later replaced with the shareware episode 4, Secret of the Oracle which supported all 4 buttons. The gamepad is no longer manufactured, as Gravis was acquired in 1997 by Kensington Computer Products Group.

<span class="mw-page-title-main">Game controller</span> Device used with games or entertainment systems

A game controller, gaming controller, or simply controller, is an input device or input/output device used with video games or entertainment systems to provide input to a video game. Input devices that have been classified as game controllers include keyboards, mice, gamepads, and joysticks, as well as special purpose devices, such as steering wheels for driving games and light guns for shooting games. Controllers designs have evolved to include directional pads, multiple buttons, analog sticks, joysticks, motion detection, touch screens and a plethora of other features.

<span class="mw-page-title-main">Microsoft SideWinder</span> Digital video game controllers

Microsoft SideWinder was the general name given to the family of digital game controllers developed by Microsoft for PCs. The line was first launched in 1995. Although intended only for use with Microsoft Windows, Microsoft SideWinder game controllers can also be used with macOS, Mac OS 9 with third-party software, and Linux.

The DualShock is a line of gamepads developed by Sony Interactive Entertainment for the PlayStation family of video game consoles. It is named for vibration-feedback and analog controls. It was introduced in November 1997 as a secondary peripheral for the first PlayStation console. The console's bundle was updated to include DualShock, and phase out the original PlayStation controller and the Dual Analog Controller. The DualShock is the best-selling gamepad of all time by units sold, excluding bundled controllers.

<span class="mw-page-title-main">D-pad</span> Input device for a video game controller

A D-pad is a flat, typically thumb-operated, directional control. D-pads are found on nearly all modern gamepads, handheld game consoles, and audiovisual device remote controls. Because they operate using four internal push-buttons, the vast majority of D-pads provide discrete, rather than continuous, directional options—typically limited to up, down, left, and right, and sometimes offering intermediate diagonals by means of two-button combinations.

<span class="mw-page-title-main">Analog stick</span> Input device for a video game controller

An analog stick, also known as control stick, joystick or thumbstick, is an input device for a controller that is used for two-dimensional input. An analog stick is a variation of a joystick, consisting of a protrusion from the controller; input is based on the position of this protrusion in relation to the default "center" position. While digital sticks rely on single electrical connections for movement, analog sticks use continuous electrical activity running through potentiometers to measure the exact position of the stick within its full range of motion. The analog stick has greatly overtaken the D-pad in both prominence and usage in console video games.

A multitap is a video game console peripheral that increases the number of controller ports available to the player, allowing additional controllers to be used in play, similar to a USB hub or a power strip. A multitap often takes the form of a box with three or more controller ports which is then connected to a controller port on the console itself.

A video game accessory is a distinct piece of hardware that is required to use a video game console, or one that enriches the video game's play experience. Essentially, video game accessories are everything except the console itself, such as controllers, memory, power adapters (AC), and audio/visual cables. Most video game consoles come with the accessories required to play games out of the box : one A/V cable, one AC cable, and a controller. Memory is usually the most required accessory outside of these, as game data cannot be saved to compact discs. The companies that manufacture video game consoles also make these accessories for replacement purposes as well as improving the overall experience. There is an entire industry of companies that create accessories for consoles as well, called third-party companies. The prices are often lower than those made by the maker of the console (first-party). This is usually achieved by avoiding licensing or using cheaper materials. For the mobile systems like the PlayStation Portable and Game Boy iterations, there are many accessories to make them more usable in mobile environments, such as mobile chargers, lighting to improve visibility, and cases to both protect and help organize the collection of system peripherals to. Newer accessories include many home-made things like mod chips to bypass manufacturing protection or homemade software.

<span class="mw-page-title-main">Nintendo 64 controller</span> Primary game controller for the Nintendo 64

The Nintendo 64 controller is the standard game controller for the Nintendo 64 home video game console. It was first manufactured and released by Nintendo on June 23, 1996, in Japan; in September 29, 1996, in North America; and March 1, 1997, in Europe. It is the successor to the Super Nintendo controller and is designed in an "M" shape and features 10 buttons, one analog "Control Stick" and a directional pad.

<span class="mw-page-title-main">PlayStation Analog Joystick</span>

The PlayStationAnalog Joystick (SCPH-1110) is Sony's first analog controller for the PlayStation, and is the precursor to the PlayStation Dual Analog Controller. It is often incorrectly referred to as the "Sony Flightstick".

Various accessories for the PlayStation 3 video game console have been produced by Sony and third-party companies. These include controllers, audio and video input devices like microphones, video cameras, and cables for better sound and picture quality.

<span class="mw-page-title-main">Sixaxis</span> Wireless gamepad by Sony

The Sixaxis is a wireless gamepad produced by Sony for their PlayStation 3 video game console. It was introduced alongside the PlayStation 3 in 2006 and remained the console's official controller until 2008. The Sixaxis was succeeded by the DualShock 3, an updated version of the controller that, like the DualShock and DualShock 2 controllers, incorporates haptic technology – also known as force feedback. A Sixaxis controller can also be used with PSP Go and the PlayStation TV via Bluetooth after registering the controller on a PlayStation 3 console.

<span class="mw-page-title-main">Motion controller</span> Video game controller that tracks motions

In computing, a motion controller is a type of input device that uses accelerometers, gyroscopes, cameras, or other sensors to track motion.

<span class="mw-page-title-main">GameCube controller</span> Primary game controller for the Nintendo GameCube

The GameCube controller is the standard game controller for the GameCube home video game console, manufactured by Nintendo and launched in 2001. As the successor to the Nintendo 64 controller, it is the progression of Nintendo's controller design in numerous ways. The contentious M-shaped design of its predecessor was replaced with a more conventional handlebar style controller shape; a second analog stick was added, replacing the C buttons with a C stick and the X and Y face buttons, last seen on the Super Nintendo controller, were reintroduced; the shoulder buttons were changed to hybrid analog triggers. A wireless variant of the GameCube controller known as the WaveBird was released in 2002.

GameCube accessories include first-party releases from Nintendo, and third-party devices, since the GameCube's launch in 2001.

<span class="mw-page-title-main">Wii U GamePad</span> Primary game controller for the Wii U

The Wii U GamePad is the standard game controller for Nintendo's Wii U home video game console. Incorporating features from tablet computers, the GamePad has traditional input methods, touchscreen controls, and motion controls. The touchscreen can be used to supplement a game by providing alternate, second screen functionality or an asymmetric view of a scenario in a game. The screen can also be used to play a game strictly on the GamePad screen without the use of a television display. Conversely, non-gaming functions can be assigned to it as well, such as using it as a television remote.

<span class="mw-page-title-main">Wii U Pro Controller</span> Game controller for the Wii U

The Wii U Pro Controller is a video game controller produced by Nintendo for the Wii U video game console. It is available in Black and White. It is the successor to the Wii Classic Controller and has the same buttons but with the added features of a power button, and pressable analog sticks. In 2013, a year since the Wii U's release, a hacking website Hackaday found a way to use a Wii U Pro Controller and Wii U GamePad on PC.

<span class="mw-page-title-main">Xbox Adaptive Controller</span> Video game controller designed by Microsoft for people with disabilities

The Xbox Adaptive Controller (XAC) is a video game controller designed by Microsoft for Windows PCs and the Xbox One and Xbox Series X/S video game consoles. The controller was designed for people with disabilities to help make user input for video games more accessible.

References

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