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Manufacturer | Nintendo |
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Product family | Nintendo 64 |
Type | Gamepad |
Generation | Fifth |
Release date | |
Lifespan | 28 years |
Input |
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Connectivity |
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Predecessor | SNES controller |
Successor | GameCube controller |
The Nintendo 64 controller (model number: NUS-005) 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, a "Control Stick", [a] and a D-pad.
The controller was designed by Nintendo R&D3, under direction to try new ideas that would break from typical game controllers. [1] With original visual designs having been mocked up in clay form, and extensive test group studies being performed before and during the design phase, [2] : 12 the Nintendo 64's controller design was eventually solidified in tandem with that of Shigeru Miyamoto's gameplay mechanics in Super Mario 64 . [3] Though Miyamoto tested the controller while developing Super Mario 64, the controller was not designed around the game, while it did influence its mechanics like movement. [3] [4]
Lance Barr, the head designer at NOA, worked with the NU64 design team in Japan on the controller. The sculpted shape of the radical new Batarang-like controller was so complex that it couldn't even be modeled on a computer. During development, the first mock-up was created out of clay.
—Nintendo Power, December 1995 [2] : 12
Nintendo of America's head designer, Lance Barr, said that the design studies revealed that "most games use a few buttons for most of the main controls, such as jumping and shooting, or accelerating and braking. That's why the A and B Buttons are placed for easiest access on the new controller and why they are larger than the other buttons. They're the buttons that get high traffic." [2] : 12
The controller was designed to be held in three different positions. First, it can be held by the two outer grips, allowing use of the D-pad, right-hand face buttons and the "L" and "R" shoulder buttons (but not the Z trigger or analog stick). This style was intended to optimize play in 2D games by emulating the setup on the Super NES controller. [5] [6] It can be also held by the center and right-hand grip, allowing the use of the single control stick, the right hand-buttons, the "R" shoulder button, and the Z trigger on the rear (but not the "L" shoulder button or D-pad). This style was intended for 3D games. [5] Finally, the controller can be held by the center and left-hand grip, allowing for a combination of the D-pad, L shoulder, analog stick, and Z trigger, [5] as was implemented in GoldenEye 007 . Additionally, though the controller was not designed with this setup in mind, one controller can be held in each hand with a thumb on each analog stick and index fingers on the Z trigger. This setup allows dual-analog control on some first-person shooters such as Perfect Dark . In some games such as Mortal Kombat Trilogy , the control stick and directional pad are interchangeable. Very few games use the directional pad exclusively, such as Tetrisphere and Kirby 64: The Crystal Shards .
This design is controversial, as by its nature it generally prevents the use of all of its features with the player's hands in any one position; the D-pad, L-shoulder, analog stick and Z-trigger cannot, generally, all be used at the same time as it typically requires the player to switch hand positions, taking the hands off of the key directional controls. Some, though, realized they can hold the controller with the outer grips and use their index fingers for the R and L triggers, middle fingers for the Z-trigger, right thumb for the right-hand buttons, and left thumb for the D-pad and (stretching) analog stick, without changing hand positions. When Sony released its Dual Analog and DualShock controllers for the competing PlayStation, it retained the original controllers' two-handled ergonomics, placing the analog sticks below and inside the primary D-pad and face buttons, allowing the player to quickly switch from the D-pad and face buttons to the analog sticks without letting go of the controller. Several third-party manufacturers would produce aftermarket Nintendo 64 controllers with similar layouts to the Dual Analog/DualShock, such as the MakoPad and Hori Mini. Nintendo would largely follow suit with the stock controller for its GameCube console, but swapped the positions of the analog stick and D-pad. Such a layout would become dominant in gamepad design, as by that time the left analog stick had become universally accepted as the primary movement control on 3D games across all consoles.
The controller has four "C-buttons" on the top, which were originally intended to control the camera in three-dimensional game environments. [7] However, since the pad only contains three other face buttons, the C-buttons was often assigned to alternate functions. An example of this is The Legend of Zelda: Ocarina of Time , where three of the C-buttons can be assigned to secondary items and the upper C-button is used to call Navi for assistance, while the Z-trigger is used to lock focus onto enemies and center the camera behind the player.
One game, Robotron 64 , allows one player to use two controllers to control an avatar. This way, the game plays like its predecessor, Robotron 2084 . Star Wars Episode I: Racer , GoldenEye 007 and Perfect Dark also use this set up for slightly different gameplay experiences (in terms of control, at least) compared to the standard single-controller option.
The controller initially came in six colors (grey, black, red, green, yellow and blue) [8] but other colors were released later, many of them coinciding with the release of a similarly colored or designed system. Some of these others include smoke black, watermelon red, jungle green, fire orange, ice blue, grape purple, and special edition colors like gold, atomic purple, extreme green, "Donkey Kong 64" banana bunch yellow, "Pokémon" blue and yellow, and "Millennium 2000" platinum. Players would often take apart Nintendo 64 controllers to mix-and-match the tops and bottoms of the shell, creating bi-color controllers. [9]
When the Nintendo 64 is switched on, the joystick on each controller is automatically calibrated by recording the current position as the center position. That works assuming the hands are off the joystick when the Nintendo 64 is powered on. The joystick can also be recalibrated while the Nintendo 64 is on, by pressing L+R+START to indicate that the current position of the joystick is the center position.
This section possibly contains original research .(September 2014) |
The Nintendo 64 controller was one of the first game controllers to incorporate analog stick technology as a main feature, intended to provide the user with a wider range of functions such as mobility and camera control. The stick is designed to detect 360 independent directions, compared to the 8 independent directions detected by a D-pad, allowing the potential for Nintendo 64 games to more accurately emulate 360° of motion. [1]
Analog joysticks prior to the Nintendo 64 include those used by the Atari 5200, Sega's arcade systems, Sega's analog Mission Stick for the Saturn (1995), [10] and Sony's PlayStation Analog Joystick (1996). The Nintendo 64 controller distinguished itself from these precursors by using an analog thumbstick, which was predated only by the Mega Drive's XE-1 AP, designed by third-party manufacturer Dempa in 1989. [11] The Nintendo 64 controller was released contemporaneously with Sega's 3D Pad for their Saturn system, and was followed during the fifth generation of video game consoles by Sony's Dual Analog and DualShock controllers for the PlayStation console.
The analog stick uses a pair of optical encoding disks to determine its position, similar to how ball mice work. [12] Since optical encoding disks only give the system relative changes in the position of the analog stick, the system assumes that the stick is centered during power-on and tracks relative movements from there. If things get out of sync, or if the control stick was not centered during power-on, the center position can be reset by pressing the left and right shoulder buttons (L and R) at the same time as the Start button (or resetting the console with the correct neutral position). While the optical encoding disks are mostly digital and provide very accurate relative movements, third-party controllers and joysticks often use cheaper potentiometers instead. These allow the controller to track the absolute position of the joystick, but since the signal is analog, it is very noisy and can fluctuate even if the joystick is not moved.[ citation needed ]
The Controller Pak is Nintendo's external memory card, similar to those used on the PlayStation and other CD-ROM consoles. Though the Nintendo 64's cartridges can store battery-backed memory much like its predecessors, in supported games the Controller Pak allows save game data to be stored separately from the cartridge; for instance allowing save data to be used with a different copy of the game, or to store data that will not fit on a cartridge's battery-backed memory (such as Mario Kart 64 's ghost data). Whereas other console developers opted to plug the memory card directly into a console, Nintendo opted to have the card be plugged into the controller and thus transported as one unit, envisioning scenarios in which players would want to bring their own controller and memory card to play with other Nintendo 64 owners. In such scenarios having the cartridge port on the controller would allow individual players to each use their own distinct game settings and controller configurations while playing simultaneously on the same system. [5]
The original Rumble Pak, designed for the Nintendo 64 controller, was released in April 1997 to coincide with the release of Star Fox 64 and requires two AAA batteries. It provides haptic feedback during gameplay, intending to make the gaming experience more engaging. It was designed to be inserted into the controller's memory cartridge slot, which prevents the use of the Controller Pak. The insertion of a Controller Pak is prompted at every point of save in case one was not already in place.
In 1999, LodgeNet and Nintendo released a controller and game playing service for various hotels in the United States. [13] It is a slightly modified Nintendo 64 controller featuring an improved GameCube-style analog control stick, and LodgeNet TV control buttons. It attaches to the hotel television and is not compatible with a standard Nintendo 64 console. It functions as a secondary remote control for the television, with up and down on the D-pad able to change channels, and as a controller for available Nintendo 64 games on the LodgeNet service. Customers could choose from a large library of Nintendo 64 games, including most first-party Nintendo 64 games, and play at a rate of $6.95 for every 60 minutes.
Nintendo's own magazine, Nintendo Power , reviewed the controller. The magazine said that it is "a little wider than the Super NES controller, but it felt very comfortable and the control elements were exceptionally well-placed. Large and small hands alike found it easy to manipulate." [2] : 12 In their overview of the controller, Electronic Gaming Monthly commented, "All in all, Nintendo has made the most advanced and easy-to-use controller we have ever seen. It is extremely versatile and has enough buttons to take care of every possible contingency, now or in the future." [14] GamePro 's overview stated, "The N64's tri-handled controller may look weird, but it feels great." [15] Third party developers were reportedly enthusiastic about the controller as well. Dave Perry called it "the big special move that [Nintendo] have gone for", while Jez San said that "The joystick is unusual looking but I like the controls. The thumb control feels nice and strong and also sensitive." [16]
Stocks of extra Nintendo 64 controllers were sold out on the Japanese launch of the Nintendo 64, despite the fact that all three launch games are single-player only. [17] Similar results followed in North America; retailers reported extremely high sales of the controllers despite only a handful of multiplayer games being available. [18]
Although its design and usability received praise by most reviewers, the controller did have some mechanical issues that could be detrimental to users. Overuse of the analog stick could cause it to become loose, hampering controllability, and intense rotating of the analog stick reportedly resulted in friction injuries to the hands of some players of 1998's Mario Party . As a result of a settlement with the New York Attorney General, Nintendo offered protective gloves to prevent injuries. In Q1 2000, Nintendo reported that out of more than 1 million copies sold in the year since the game's release, the company had received about 90 complaints, none serious. Tim Weaver, editor of the UK's N64 Magazine, said his staff experienced no problems with the controller, adding that the entire investigation was "ludicrous" and "could only happen in America", [19] [20] although blister injuries were common, especially in Mario Party mini-games such as "Pedal Power" and "Tug o' War". [21] Some aftermarket controllers have since sought to remedy both issues, including rubberised analog sticks with steel construction underneath, often employed by speedrunners and/or retrogaming enthusiasts. [22]
Nintendo released a version of the Nintendo 64 controller compatible with its Nintendo Switch console in October 2021. The controller was released in conjunction with an additional tier of the company's Nintendo Switch Online service, called the "Expansion Pack", which gives customers access to a catalog of Nintendo 64 games. The new version makes a series of changes to the design including the addition of wireless functionality and the incorporation of a rumble feature without the need for an additional accessory like the Rumble Pak. [23]
The Switch version also adds additional buttons to allow players access to the home and capture buttons that correspond with Switch functionality that was not available on Nintendo 64.
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. Also known as the control column, it is the principal control device in the cockpit of many civilian and military aircraft, either as a centre stick or side-stick. It has various switches to control functions of the aircraft controlled by the Pilot and First Officer of the flight.
The Nintendo 64 (N64) is a home video game console developed and marketed by Nintendo. It was released in Japan on June 23, 1996, in North America on September 29, 1996, and in Europe and Australia on March 1, 1997. The successor to the Super Nintendo Entertainment System, it was the last major home console to use cartridges as its primary storage format until the Nintendo Switch in 2017. As a fifth-generation console, the Nintendo 64 primarily competed with Sony's PlayStation and the Sega Saturn.
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.
Microsoft SideWinder is a former brand name for a family of video gaming peripherals developed by Microsoft for PCs. It was initially marketed from 1995 to 2003 consisting of game controllers, then again from 2007 until the early 2010s with gaming mice and keyboards.
A gamepad is a type of video game controller held in two hands, where the fingers are used to provide input. They are typically the main input device for video game consoles.
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. Introduced in November 1997, it was initially marketed 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.
A D-pad, known as a +Control Pad in Nintendo terminology, is a flat, typically thumb-operated, directional controller. 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.
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.
The Virtual Console is a defunct line of downloadable retro video games for Nintendo's Wii and Wii U home video game consoles and the Nintendo 3DS family of systems. The Virtual Console lineup consisted of titles originally released on past home and handheld consoles and were run in their original forms through software emulation, therefore remaining mostly unaltered, and could be purchased from the Wii Shop Channel or Nintendo eShop for between 500 and 1200 Wii Points, or using real currency, with prices depending on the system, rarity, and/or demand.
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.
The Dual Analog Controller is Sony's first handheld analog controller for the PlayStation, and the predecessor to the DualShock; the first analog controller was the PlayStation Analog Joystick (SCPH-1110).
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".
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.
Nintendo 64 accessories are first-party Nintendo hardware—and third-party hardware, licensed and unlicensed. Nintendo's first-party accessories are mainly transformative system expansions: the 64DD Internet multimedia platform, with a floppy drive, video capture and editor, game building setup, web browser, and online service; the controller plus its own expansions for storage and rumble feedback; and the RAM-boosting Expansion Pak for big improvements in graphics and gameplay. Third-party accessories include the essential game developer tools built by SGI and SN Systems on Nintendo's behalf, an unlicensed SharkWire online service, and unlicensed cheaper counterparts to first-party items. In the fifth generation of video game consoles, the Nintendo 64 had a market lifespan from 1996 to 2002.
GameCube accessories include first-party releases from Nintendo, and third-party devices, since the GameCube's launch in 2001.
The 1990s was the third decade in the industry's history. It was a decade of marked innovation in video gaming. It was a decade of transition from sprite-based graphics to full-fledged 3D graphics and it gave rise to several genres of video games including, but not limited to, the first-person shooter, real-time strategy, survival horror, and MMO. Arcade games, although still very popular in the early 1990s, began to decline as home consoles became more common. The fourth and fifth generation of video game consoles went on sale, including the Sega Genesis, Super Nintendo, Sega Saturn, PlayStation, Nintendo 64, Game Boy Color and the Sega Dreamcast. Notable games released in the 1990s included Super Mario World, Sonic the Hedgehog, Street Fighter II, Mortal Kombat, Tekken 3,Doom, Wolfenstein 3D, Quake, Duke Nukem 3D, Final Fantasy VII, Unreal Tournament, Star Fox, Half-Life, Grand Theft Auto, Super Mario 64, Pokémon Red and Blue, NBA Jam,Daytona USA, GoldenEye 007, System Shock 2, Civilization,Ridge Racer, Sonic Adventure, Gran Turismo, Super Mario Kart, Pokémon Gold and Silver,Castlevania: Symphony of the Night, Super Metroid, Silent Hill, Dead or Alive 2, The Legend of Zelda: Ocarina of Time, Crash Bandicoot, Spyro The Dragon, Fallout, Metal Gear Solid, Diablo, Virtua Fighter, Tomb Raider,Sega Rally Championship, Wing Commander,Super Smash Bros, Secret of Mana,Thief: The Dark Project, Age of Empires, Nights into Dreams, Panzer Dragoon, Gunstar Heroes, EverQuest, Chrono Trigger, Battletoads, Worms, Myst, Micro Machines, Streets of Rage 2,Baldur's Gate,Donkey Kong Country, Wipeout, The Legend of Zelda: A Link to the Past, Super Mario Land 2: 6 Golden Coins,Lemmings, EarthBound, StarCraft, Banjo-Kazooie, PaRappa the Rapper, Resident Evil, Tony Hawk's Pro Skater, Soulcalibur, Command & Conquer, and Dance Dance Revolution.
The Atari joystick port is a computer port used to connect various gaming controllers to game console and home computer systems in the 1970s to the 1990s. It was originally introduced on the Atari 2600 in 1977 and then used on the Atari 400 and 800 in 1979. It went cross-platform with the VIC-20 in 1981, and was then used on many following machines from both companies, as well as a growing list of 3rd party machines like the MSX platform and various Sega consoles.
The Atari CX40 joystick was the first widely used cross-platform game controller. The original CX10 was released with the Atari Video Computer System in 1977 and became the primary input device for most games on the platform. The CX10 was replaced after a year by the simpler and less expensive CX40. The addition of the Atari joystick port to other platforms cemented its popularity. It was the standard for the Atari 8-bit computers and was compatible with the VIC-20, Commodore 64, Commodore 128, MSX, and later the Atari ST and Amiga. Third-party adapters allowed it to be used on other systems, such as the Apple II, Commodore 16, TI-99/4A, and the ZX Spectrum.
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