Some games just cry out for a good joystick. Personally I can't really enjoy a fighter or a shooter to the maximum unless I'm playing with a good, solid joystick. Sometimes though I think they're a pain in the ass, especially if you're playing with headphones to preserve the nerves of your loved ones, only to face betrayal by the loud, clicking joystick mechanism.
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Back when the TurboGrafx 16, Genesis and Super Nintendo were trying to convince players that arcade perfect had arrived in the living room, one company stepped up to the plate and, against all odds, actually delivered the real arcade experience. SNK, a small Japanese developer with a string of b-list hits but no real mainstream success, released the NeoGeo and it immediately became the ultimate game console.
When the PC Engine controller was first released, its sole contribution to the evolution of game controllers was changing the name of the START button to RUN, and rounding the sides, making it more comfortable than the Famicom controller it very obviously copied. It's a testament to the design of this controller that even now, 21 years later, it doesn't look too dated.
Back when Nintendo was still enjoying the view from the top, they were working with Sony on a CD attachment for the SuperNES called Playstation. At a show in 1991 Nintendo publically announces their new SNES CD system, in partnership with Philips. Sony, quite surprised, throws the covers back over their Playstation prototypes, and gives Nintendo a very dirty glare.
Innovation
When Nintendo launched the N64, they made a few really interesting decisions: it was the last cartridge-based console, it had four controller ports, and it re-introduced the analogue stick to the world. The Nintendo 64's power made better-than-rudimentary 3D games possible, and along with this new dimension came a need for a different controller. Anyone who has played Mario 64 knows beyond the shadow of a doubt that digital controls simply would not suffice. Imagine trying to walk a tightrope when you could only run in 8 directions, and had no speed control beyond stopped and full speed ahead!
When Nintendo launched the N64, they made a few really interesting decisions: it was the last cartridge-based console, it had four controller ports, and it re-introduced the analogue stick to the world. The Nintendo 64's power made better-than-rudimentary 3D games possible, and along with this new dimension came a need for a different controller. Anyone who has played Mario 64 knows beyond the shadow of a doubt that digital controls simply would not suffice. Imagine trying to walk a tightrope when you could only run in 8 directions, and had no speed control beyond stopped and full speed ahead!
I'm toying with the idea of rating the controllers I review here, which would allow a nice numerical score to go along with the execrable review. Thinking it over, I decided that there's no solid way to offer a single number score, unless it's the result of an equation covering several aspects of any controller. I started thinking, then, of what aspects should be rated:
So Sony's filed a new patent (patent details) for a new controller that totally, definitely, absolutely isn't any kind of further proof that their controller innovation is limited to playing follow-the-leader:
Analogue controllers actually predate digital ones: the Magnavox Odyssey was the first console ever made, and it used an analogue paddle. The Apple II used analogue sticks, as did Atari's 5200, and until the mid 1990s Windows PCs used analogue controllers almost exclusively. Post-Odyssey consoles went with digital though, almost exclusively for a very long time. There were aberrations: notably analogue paddles from Atari and Nintendo (via Taito), for example, and Micomsoft released an analogue stick for the MegaDrive.
As part of the site I've been thinking about a way to codify the types of motions a controller might be expected to perform. While one controller might be awesome for Street Fighter, it might completely suck at a game like PacMan.
The Gamecube pad as a whole is sublime. It's very well constructed, has a unique and thoughtful layout, and fantastic tactile response, but the d-pad doesn't get much love.
I received my Aleck64 PCB today, and it came with a pair of sticks on a standard J-arcade control panel. These sticks are really neat, with a fantastic quick-switching analogue/digital selector ring.
The SNK Neo Geo cartridge system had a pretty great joystick (read the review) bundled with it. The internal mechanism was so solid and reliable that it was used again for the Neo Geo CD stick, and for several other joysticks from other manufacturers (and probably arcades as well).
I've put together a page on the Anatomy of a Joystick, the first in a series of articles about controls (I hope!).
Nintendo, like Sega, used a novel mechanism for their analogue joystick. Instead of Sega's magnets however they went for a complicated but elegant optical encoding wheel assembly.
The biggest thing that separates the Sega Saturn 3D pad from its comtemporaries (the Playstation Dual Shock and the N64 pad) is the analogue nipple. It's a large device with lots of throw, and it uses something no other manufacturer does: magnets!
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