Nintendo Innovation: The hand controller.
I thought I'd write a article on Nintendo's Innovations over the years. The most obvious, physical thing is the hand controller. So here's a list of what they've done.
Format:
System on which the Innovation made it's debut
Number. Name of Idea
Description
(Competitors systems or controllers which have stolen the idea)
NES
1.The hand controller itself.
Description: Before the NES controller there were only joysticks which were clumsy, fragile, badly made, and expensive. The hand controller allowed more precision, was more robust and was cheaper.
(Every hand controller since owes a debt to this!)
2.The digital + pad.
Description: Originally invented and patented for Game and Watches, the decreased distance between directions meant quicker turns, more precision etc. A revolution.
(Master system, Mega Drive/Genesis, Game gear, Lynx, Saturn, Playstation, Playstation Dual Shock, Dreamcast, PS2, Xbox)
3.Start and Select buttons.
Description: By adding system buttons to the controller, it allowed pausing, option browsing etc.
(Lynx, Playstation, Playstation Dual Shock, PS2, Xbox [start only: Mega Drive/Genesis, Game Gear, Saturn, Dreamcast])
4.The two button layout, Buttons named after letters (A and B)
Description: Pretty simple, but obviously effective since almost everyone has copied it. Buttons used to be named '1 and 2' or simply 'fire'.
( Mega Drive/Genesis, Game gear, Lynx, Saturn, Dreamcast, Xbox )
SNES
5.The four button layout
Description: Two sets of two buttons
(Mega Drive/Genesis[2 sets of 3 buttons, on the Genesis 2 controller], Saturn[also 2 sets of 3], Playstation, Playstation Dual Shock, Dreamcast, PS2, Xbox)
6.Buttons named X and Y
Description: Pretty simple, but once again obviously effective since almost everyone has copied it.
( Mega Drive/Genesis, Saturn, Dreamcast, Xbox [Playstation, Playstation Dual Shock and PS2 controllers also have an 'X' button])
7.Shoulder buttons (R and L)
Description: First use of buttons that use fingers other then the thumbs – another revolution.
( Playstation, Playstation Dual Shock, Dreamcast, PS2, Xbox)
Virtual Boy
8.'Handlebar' structure
Description: Allowed better grip for shoulder buttons (It was actually a Nintendo 64 prototype controller that first showed this feature, but Virtual Boy beat PS1 to the market with it)
( Playstation, Playstation Dual Shock, PS2 [Dreamcast and Xbox have this structure, except the space between the bars has been filled in with plastic over the front)
9.Two directional inputs
Description: So right or left hands could have optional styles of input.
(Playstation Dual Shock, Dreamcast, PS2, Xbox)
Nintendo 64
10.The Analogue stick
Description: Another revolution, a major innovation that Sony couldn't even wait until the end of the generation to rip off, forcing everyone to go and buy new controllers to play the latest games.
(Playstation Dual Shock, Dreamcast, PS2, Xbox)
11.The rumble feature
Description: While Nintendo gave you an add on free with Starfox to have this feature, Sony made you buy a very expensive new controller for it.
(Playstation Dual Shock, Dreamcast, PS2, Xbox)
12.In controller memory card
Description: Reduced clutter on the front of the console – look at how ugly a PS2 is with several memory cards and a DVD remote plugged in to it. Phased out for Gamecube since Wavebird is a one way signal.
(Dreamcast, Xbox)
13.Separate camera control/strafe control (C buttons)
Description: Foresight as to what a 3D game would call for – Imagine Mario or goldeneye without the C buttons!
(Xbox [the Playstation Dual Shock's tacked on analogue sticks sometimes performed this task – badly, as they are too far from your grip )
14.the 'Trigger' style shoulder button (Z button)
Description: a shoulder button in a place where it is easier to control, giving a more precision feel. Developed by the Dreamcast controller into the Analogue triggers (in my opinion the most major innovation not from Nintendo)
( Playstation Dual Shock and PS2's second shoulder buttons were widened and brought back from their original playstation controller positions to create some of this effect. Xbox and Gamecube have followed the Dreamcast development)
15.Four controller ports
Description: Simple, 4 player without an overly expensive adapter that is hard to get and nobody has.
(Dreamcast, Xbox)
GameCube
16.The camera stick (C stick)
Description: Development of the C buttons into Analogue format.
(Xbox)
17.The 'No Look' style button layout
Description: People don't have to look down to obey the on screen command to press the 'B' or 'Y' button – It's position and shape mean you know by feel
(No one has copied yet, although I wish Sony would do something about it. After eight years I still have to check which is square and which is O)
18.Digital click on Analogue triggers
Description: Another useful function added to an existing idea. For example, in Mario Sunshine, press to run with water, click to lock on the spot and pivot.
(No copy yet, although Sony and Xbox added a click to their analogue sticks)
19.Real wireless solution (Wavebird)
Description: Finally! No more cord tangle!
(They WILL copy. All of them)
Other stuff worth noting:
- Something everyone else's analogue sticks could use: the ridges on the outside rim bracket, present on N64 and Gamecube. They allow you to lock in straight if you have to, while still being analogue.
- Nintendo dropped the select button two generations ago. Once you had many more accessible buttons, another option button was obsolete. But Sony and Microsoft keep the button, even though it is never used (It's mostly used as an alternate pause to an inventory or map screen (eg. Resident evil). The Gamecube Z button is a better, more modern alternative.
- All three other companies (Sega, Sony, Microsoft) have released new controller for a system WITHIN a generation to combat features Nintendo's current controller already offered:
- Sega had to release a six button pad for the Mega Drive/Genesis to handle Street Fighter 2, when a standard SNES pad already had six action buttons
- Sony released the Dual Analogue to answer Nintendo's analogue control, and then the Dual Shock to answer Nintendo's Rumble pak feature, and then basically made sure you had to buy it by not supporting the old controller very well in some high profile games (Metal Gear Solid, Ape Escape). I really felt sorry for the people who bought the Dual analogue one (at the price of a game), and then had to upgrade again to Dual Shock (at the price of a game).
- Microsoft released the Xbox 's' controller to combat another feature of the GameCube controller: comfort. Once again, the poor owner of 4 original controllers has to buy another to be able to reach all the buttons.
Well there you have it. It's amazing how blatant the theft of ideas is, especially the most important ideas, like analogue sticks. So next time that PS2 or Xbox fanboy tells you how good their controller is, point out how much it owes to the Big N's ideas!