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Posted on July 29th, 2025 by admin in Post | No Comments »
The evolution of game controllers. Brief story. Part #3
In 1993, the first fifth generation consoles came out – in the fall on the market appeared Amiga CD32, Panasonic 3DO And Atari Jaguar. All devices were weak, holding on sale for only a few years;The manufacturers also could not come up with some original solutions in terms of management-the gamepads almost did not differ from what was previously on Snes and Mega Drive.
AMIGA CD32 controller
Panasonic 3DO controller
Atari could not get support from developers of third-party manufacturers, referring to the fact that the new 64-bit was difficult to program. Not making any conclusions from the ups and downs of the gaming industry after the collapse of 1983, Atari personally drove the last nail into the lid of its coffin, releasing a new console at a time when the market was again extremely saturated.
But the problems did not end there. Jaguar also showed one of the most ill-conceived gaming controllers ever created. Having the shape of a diaper, the Jaguar controller was bulky, ugly and awkward. His dark black case and red buttons, which were supposed to give him the aesthetics of the old Atari VCS, actually gave the controller the view of the outdated from the very beginning.
Jaguar controller showed ordinary controls that gamers are already accustomed to expect from the controller: D-PAD, two Start and Select buttons and three diagonals of the action buttons.
Nevertheless, in connection with the ATARI solution, add the buttons panel (in Atari they wanted to use the overlays with instructions in the same way as it was with the Intellivision and ColeCovision controllers) the direction of the controller buttons were taken to the upper part of the controller, which made its scheme a bulky and awkward.
Atari Jaguar controller
By the middle of the nineties, 32-bit consoles and relevant controllers began to appear. Controller design Sega Saturn (1994), SEGA will be built on the six -killer version of the MEGA Drive controller.
In addition to the fact that the controller has become thinner and more pleasant, two fantastically ergonomic buttons were added to it. In North America and Japan, however, Saturn’s controllers externally differed among themselves.
North American controller Sega Saturn
Japanese controller Sega Saturn
Also to Sega Saturn (in addition to other light pistols and arcade controllers) was released 3D Control Pad with an analog stick. He was part of the sets on the Popular Game platform Nights Into Dreams. Its large, round design was later transferred to the DreamCast controller design, which Microsoft will then take for its original Xbox.
3D Control Pad Controller
In 1994, Sony finally decided to join the arena of video game consoles with her PlayStation. Sony did not invent the bicycle, so the PlayStation controller took the SNES circuit as a basis, adding two additional triggers (L2 and R2), as well as two vertical handrails for the palms, offering more comfort for players.
PlayStation controller
The original Sony controller was equipped with a four-sided D-PAD and two digital buttons groups. The first had 4 buttons, which instead of the usual numbers, letters or flowers are marked with forms:
square – symbolizes a sheet of paper or menu;
triangle – symbolizes point of view or direction;
circle – a positive answer to a question or choice;
cross – negative answer or cancellation.
In prefixes, the buttons released outside Japan was changed: the cross is a positive answer, and the circle is negative).
The second group is represented by the remaining 4 triggers-R1, R2 and L1, L2. In addition, on the controller there were Start and Select buttons.
1996 marks the return to the analog sticks of all large manufacturers of consoles. This year, Nintendo launched on the market N64 with one of the most innovative controllers.
The Japanese came up with an unusual design: the gamepad was made in the form of the letter “M” with an analog stick in the center and the rear “trigger”. Instead of the second analog stick, the “extra” buttons on the front side were used-yellow C-sknocks to control a game chamber in games such as Goldeneye or for special movements in The Legend of Zelda: Ocarina of Time.
Nintendo N64 controller
The N64 controller has even more popularized the use of an analogue stick to control the camera in games.
A year later, exactly to the release of Star Fox 64, the N64 controller first offered tactile feedback through the mounting of the peripheral Rumble Pak. The device was a nozzle for a controller that provided vibration during the game. This is another important point in the influence of Nintendo on the playing industry-a little later the rest of the console and controllers will also integrate vibro-motors into gamepads.
Nintendo N64 Rumble Pak
Despite the successful entry of the first PlayStation, her gamepad clearly lacked analog sticks, so at the end of 1995 Sony announced the model Dual Analog. She was finally submitted to the public court in November 1996, at the PlayStation exhibition. Outwardly, controllers were very similar, the differences concerned directly constructive features. Dual Analog handles were a little longer and had a more conical shape. The main difference was analog sticks located just below the center of the gamepad. The first versions for Japan had a vibration regime, and analog sticks from above had a concave shape. Under the sticks was the three -function button “Mode”. However, due to the lack of interest, the later models of the Japanese versions of Dual Analog were deprived of vibration.
PlayStation Duala
The next model of the controller represented by Sony was https://sistersitescasino.co.uk/casinos/nyspins-casino/ the model Dual Shock. The device again gained vibration regime (which is emphasized in the title), handles were changed externally, the third mode of the “Mode” button and the position “R3 and L3” were added, which were combined with sticks (it became possible to press each stick before clicking). At the end of 1997, in Japan, the controller acted as an additional accessory, and in May 1998 – in North America. Its popularity meant the end of Dual ANALOG, after which Dual Shock was chosen the new controller standard, for the most part of the remaining life of the PlayStation.
PlayStation Dual Shock
A little later, in 1999, Bemani invented Guitar Freaks Controller. Despite not the most nice appearance, the players were satisfied. The case almost all consisted of plastic, so the controller weighed no more than 500 grams. Feel like a real guitarist, playing PlayStation, Konami helped with the game of the same name – Guitar Freaks. Subsequently, the release of such devices will continue until September 2010 along with the last game of the series -Guitar Hero: Warriors of Rock for Xbox 360, PlayStation 3 and WII.
Konami Guitar Freaks Controller
However, the bosses of the Sony gaming unit really wanted to release a device that would control the character without any “intermediaries”. After all, the heads of companies were once also teenagers, and most likely they also dreamed of Power Glove And U-FORCE. And in 2003 they made such a device. Device under the bizarre name Escape It was just an analogue of Webcamer. Compact digital video camera that was attached to the TV. A microphone for voice teams was built into it, integrated the technology of color recognition and taught to understand gestures. The device was intended for PlayStation 2 and quickly gained unprecedented popularity among players. Of course, a whole bunch of frivolous games came out for her, which, in fact, was demanded by the players. In 2007, Sony released PS Eye – a more perfect ideological successor for PS3.
The Dual Shock controller itself remained low until PlayStation 4 arrives. For the PlayStation 3, it was a wireless controller complete with the console Sixaxis, which externally almost did not differ from Dualshock 2 (which in turn was an exact copy of the first Dualshock, but with more sensitive buttons). The main feature of Sixaxis is the ability of the controller to determine its position in space, as well as capture movement and rotation in three planes, which allowed the use of new techniques in the games that do not require pressing buttons, for example, in one of the early exclusives Heavenly Sword – There, using a smooth rotation of the controller, it was necessary to control the arrows and nuclei released from the catapults. Sixaxis did not support the vibration function, which a little easier for the controller’s weight.
In Sixaxis, instead of the Analog switch and its indicator, a PlayStation logo button appeared on the front of the controller. The height of some buttons was increased for greater comfort. L2 and R2 levers at the back of steel became almost analog and their degree of pressing can be adjusted like pedals in a car. In analog sticks, the maximum angle of deviation was increased, and the sensitivity was also increased.
PlayStation 3 Sixaxis
And in 2007 at the exhibition TGS Sony officially announced Dualshock 3, differing from sixaxis by the presence of vibration and the use of better materials.
PlayStation 3 Dualshock 3
But we are a little distracted. In 1998, Sega Dreamcast with the most sophisticated in the sixth generation of consoles controller. The heir to Saturn’s ideas looked really unusual: a display for displaying official information, a slot for vibrations, a memory card and for some reason only one analog stick.
SEGA DreamCast and VMU controller
Visual Memory Unit -Dreamcast memory map, had a monochrome LCD display and 8 control buttons. On VMU (in Japan was sold under the name VMS, in Europe-VM) it was possible to play various mini-games as for example Chao Adventure.
You can also purchase another version of the memory card without additional VMU capabilities (mainly produced by third -party companies). SEGA also released a memory card option (HKT-4100 model) with a capacity four times larger than a conventional VMU. Such a card did not have a display and buttons, but had a larger volume due to the ability to switch between four blocks of 200 cells each.
The DreamCast controller itself was quite large and some of the players complained that it was difficult for them to hold it. However, so far this design is considered one of the most ergonomic.
Until now, all the structures of the controller from Nintendo brought something unique and innovative to the world of game controllers. But a controller for a new console from Nintendo GameCube (2001) It looked like a Swiss army knife in terms of design controller, which tried to cover all the control schemes that were in front of him.
The controller had two analog sticks, d-paad and four main buttons on the front side. An important innovation concerned the buttons L and R, who now had increased sensitivity and a quiet click testified to their full pressing. The Z button is located above the key r.
GameCube controller
Later, Nintendo introduced Wavebird – a wireless controller that used the modified radio frequency technology of controllers Atari Wireless Rf. Wavebird differed from the previous model of the gamepad by the absence of a vibromotor (which allowed to maintain the duration of the battery). On average, two power sources AA were enough for about 100 hours of play.
Gamecube Wavebird
A similar circuit in the design of the controller used Microsoft in her first Xbox. But the first time everything went not quite smooth. The controller for Xbox, due to its design, received the nickname “Fatty”, and later the “Duke”. He was awarded the title of “Propromy of the Year” according to Game Informer magazine in 2001, got into the Guinness Book of Records for the largest controller and was awarded second place in the list of worst gaming controllers according to Ign magazine.
Xbox controller
“S-controller” (under the code name “AKEBONO”) was smaller and lighter than the original Xbox controller, was included only in Japan and was intended for users with small hands. The S-Controller was later released in other territories by numerous requests and replaced the standard controller in 2002.
S-controller Xbox
Later, the design of the S-controller formed the basis of the controller for Xbox 360. Except that some of the auxiliary buttons were moved. “Back” and “Start” were moved to a more central position on the controller’s face, and “white” and “black” buttons were removed and replaced by two new bumpers, which are located above the analog triggers on the rear of the controller. The controller has a 2.5 mm TRS connector on the front panel, that the allowance connect the headset for voice communication. There was also its own serial connector (which is divided into 2 parts on both sides of the headset connector) for use with additional accessories, such as ChatPad.
S-controller Xbox 360
But Nintendo, of course, was not going to give up and returned with an innovative control scheme for her next console
Already having sad experience with recognizing gestures in games (and again hello Power Glove and U-Force) Nintendo decided that there is still a demand for this new exciting way to play games and it would be stupid not to fill this empty niche.
The company spent a lot of effort and means to bring the technology to mind and apply it for its next game console – WII. Remote controller WII Remote was a turning point in the design of the controller, and its final influence is still impossible to predict.
Controller WII Remote
The accessory with built -in accesslerometer and gyroscope reacted to movement in three -dimensional space, which made it possible to realize unusual game concepts – millions of users around the world with great pleasure waved “sticks” in front of the TV, playing in Wii Sports. In addition, the WII Remote turned out to be an ideal alternative to the light pistol – “rail” shooters came to the WII, which was used to play comfortably only in the arcade halls.
The WII Remote could be attached as additional accessories (improved movement sensor WII Motion Plus; Nunchuk, The combination with which was turned into a gamepad with a conventional set of buttons), as well as a variety of plastic nozzles – tennis rackets, golf clubs, steering wheel and so on.
WII Motion Plus and Nunchuk
In 2009, at the E3 Microsoft conference showed Project Natal (later renamed the more boring Kinect) – a significantly improved Eyetoy concept. The device relatively accurately monitored the movements of the body and hands, and also reacted to oral commands. This was already a real step to completely get rid of physical controllers – in almost any games, the user could control directly. Microsoft has something to praise – the company did not position Kinect as a controller for a children’s audience. On the contrary, it was possible, for example, to hold a plate (or any other round item) in racing games. Shoot like a finger in shooters. Dance right in front of the TV while the program clearly determines the accuracy of movements. Or fight a sword and throw fireballs into enemies with hands with hands.
Kinect (Project Natal)
But, as usual, in words all this sounds more interesting than in practice – despite the huge potential, Kinect came mainly to casual fun. Although there were interesting findings in hardcore projects – in Forza Motorsport 4, the camera reacted to the position of the head and synchronized with a pilot’s review in the cab at the sight of the first person.
In 2010, Sony borrowed Nintendo’s developments and released her “magic wand” PS Move – a slightly more accurate analogue of WII Remote. True, this controller did not acquire particular popularity.
PS Move Motion Controller
At the end of 2012, Nintendo sent WII U stores. The “tablet” controller of the new console continued the ideas laid down in still pocket DS – in fact, these were two screens, where auxiliary data on the game were displayed on an additional “lower” display. The controller is also equipped with an accesslerometer, a gyroscope, a microphone and a touch screen, but we really did not see all these capabilities to all these capabilities. Further in the FIFA or inventory of gadgets in the Batman Arkham City, the case somehow did not go.
Finally, the remaining eighth generation consoles – Xbox One and PlayStation 4. Microsoft and Sony have collected all relevant technologies in their controllers.
Design Dualshock 4 He darkened the largest changes compared to past versions of DualShock. The gamepad became more rounded, which affected ergonomics for the better. D-Pad was changed, all four buttons are placed more grouped, the sticks in the center received a recess that contributes to better fingers with the surface. One of the most noticeable differences from Dualshock 3 is the touch panel. A speaker is located under the touchpad, and a 3.5 mm head of headphones is placed on the end. There is also an LED indicator on the upper end, which is used by the PlayStation Eye camera to recognize the position of the gamepad in space.
PlayStation Dualshock 4
In turn, Microsoft states that in the new controller for Xbox One 40 technical improvements were made: new dynamic impulsive triggers, a new form of D-Pad’s (which has become more cross-shaped), an integrated battery compartment and technology support Wi-Fi Direct. It has been possible to connect the headset. The pens became smaller, and thanks to the new design of the controller, bolts are hidden. Microsoft said that the method of connecting the gamepad with the console was redesigned, so that the response rate increased by 15 %.
Controller Xbox One
In a recent controller update, as well as in DualShock 4, 3.5 mm headphone jack was added. At the E3 conference in this 2015, Microsoft announced an “elite” controller that can be subtly configured for their individual preferences.
Controller Xbox One Elite
Also, it seems to me, it is worth mentioning Steam Controller and Nvidia Shield Controller.
The main meaning Steam Controller – be an effective replacement of a computer mouse, while maintaining the shape and functionality of the gamepad. Instead of sticking, the device has two trackpades – large sensory areas with the return effect due to the use of two linear resonant drives.
In the center of the controller is a touch display. It is a button, just like the trackpades. This allows the player to touch the display, choose one of the available actions and only then confirm it. The interface can be implemented in the form of a scrolled or radial menu, can display additional information from the game (for example, card) and used for many other purposes. To save the players from the need to constantly look at the controller screen, his image is duplicated on top of the game on the main screen, allowing the player to focus on it entirely.
It is expected that the controller will allow you to play those genres that previously required the presence of a keyboard and mouse: real -time strategies;casual games carried out by means of a cursor;global space strategies;numerous indie games;Simulators.
Steam Controller
Over time, however, the design of the controller was slightly changed. Steam Controller received two touch tracks, a stick located on the left half of the device, 4 functional buttons located under the thumb of the right hand and three menu buttons in the upper part. But they decided to abandon the sensory display.
Actual view of Steam Controller
Shield Controller – wireless custody released by NVIDIA Corporation for devices of the SHILD family. A feature of the controller is the use of the Wi-Fi Direct standard to connect and exchange various data with supported consoles. During the announcement of the SHIELD CONSOLE stationary set -top box, NVIDIA said the controller will become a standard management method for it. From interesting constructive controller – sound control keys. There is also a touch panel at the bottom of the controller, which allows the use of the manipulator as a touchpad. Shield Controller also integrates microphone and headphone jack.
Nvidia Shield Controller
The most interesting and promising direction can now be called the development of an interface that allows the player to directly control what is happening on the screen, t.e. In general, without any “intermediaries”. But, despite the clearly positive results in this area, it is too early to talk about the appearance of neuro interfaces in video games. Maybe in the tenth generation of consoles ..
In the final part, I will talk about the strangest and unusual controllers.