Evolution of Video Game Controllers 185
Ant writes "This Revolution Advanced article takes a look at the evolution of controllers from the days of Atari 2600 to Nintendo Revolution." Tragically the Intellivision controller is missing. But oh the nostalgia.
blasphemers! (Score:4, Funny)
Re:blasphemers! (Score:4, Funny)
Re:blasphemers! (Score:3, Insightful)
Because they were Intelligently Designed, you see features appearing de novo with no ancestral features.
If controllers had evolved by natural selection, you'd expect to see incremental change in features that indicated common ancestry.
Ramen.
Re:blasphemers! (Score:3, Funny)
Re:blasphemers! (Score:2)
The Intellivision control disk was the predecessor to the DPad. Do you see that in the article? No?
The Atari Joypad was a partial ancestor to the modern thumbstick. (The analog part was first pioneered by the 5200 and the PC/C64 joysticks.) Do you see THAT in the article? No?
The players of the 2600 had no idea what a pause button was because it hadn't been invented yet. Do you see that in the article? Yes? What the hell is a complaint about the lack of a p
Re:blasphemers! (Score:2)
Re:blasphemers! (Score:3, Funny)
Re:blasphemers! (Score:2, Funny)
Relations (Score:2)
Re:Relations (Score:5, Interesting)
The Revolution controller is really more like a combination of the NES Gamepad, the Powerglove, and the N64 thumbstick all stuck together in a blazingly white plastic package. (Fruity colors are on their way, I'm sure.)
Actually, it's quite amazing that so many games were played with the Atari controllers. A joystick just wasn't a very good choice for a non-fixed controller, and the microswitches wore out easily. (Try opening up a 7800 Proline controller sometime. That sucker is CHEAP.) The Nintendo gamepad was a serious revolution in gaming for several reasons:
1. You weren't constantly ripping the controller out of your own hand.
2. The switches were replaced with long-lasting circuit switches. Any wear and tear could easily be repaired with new rubber parts.
3. The lack of protrusions made it easier to store and less likely to break.
4. Nintendo could give us a quality controller at a very low price. (I don't even want to think about what the 5200 controller cost per unit.)
Re:Relations (Score:4, Informative)
The Genesis controller seems to be the most popular as it uses the pins in a similar 1 Pin == 1 Button type of arrangement that the Proline controllers use. The NES uses a serial protocol, making the controller more flexible but much less easy to convert.
Re:Relations (Score:2)
Mind you, the Megadrive one would have been much more comfortable to use...
Re:Relations (Score:2)
That's what I've heard, anyway. Feel free to refute it if you've got more info.
Re:Relations (Score:2)
Re:Relations (Score:2)
I'm not quite sure what you're getting at. All the joysticks except the 5200 were digital, thus giving them no real advantage over a thumbpad. Putting that aside, the biggest problem with the joysticks was that you were fighting yourself. With one hand you'd be moving the joystick (and consequently, trying to remove it from your own hand) while with the other ha
Re:Relations (Score:2)
I'm not quite sure what you're getting at. All the joysticks except the 5200 were digital, thus giving them no real advantage over a thumbpad
You are right that all the controllers we're talking about are digital. I just find it a lot easier to move a whole limb a certain direction (and rapidly), then a single digit. It's like the difference between a mouse an
Re:Relations (Score:2)
Wico! [atariace.com] They made arcade joysticks, and just happened to put out a few good ones for the Atari 2600. I've never seen one IRL, but I hear they're quite good.
It's a personal preference thing, and I seem to be in the minority around here. However, every time I fire up one of the classics (Pac Man, Berz
Re:Relations (Score:2)
Yes, I remember the Wico, but that wasn't it. However, the one I liked is on that page- it's the "Starfighter". Thanks for the link! (I think $12 is also what I paid for mine, originally). The Wico bat joysticks were popular, but I thought they had tool large of a dead zone. Other than that, they were very nice.
It's possible too that it's your mem
Hrm... (Score:2, Interesting)
Re:Hrm... (Score:5, Interesting)
Nintendo was ahead of its time when it developed the NES controller. Instead of a joystick, their extension of the buttons concept to a D-Pad created a huge boon in home gaming. Atari was still using their joysticks at the time (since they'd delayed the release of the 7800 by two years), but they quickly designed a joypad for the 7800 to compete. The joypad replaced the Proline as the standard controller for the European edition of the 7800.
Pretty much all controllers that followed the NES included a DPad. (Including Atari's own Jaguar.) The controller didn't change significantly until Nintendo again changed the landscape with the analog thumbstick. While an analog stick had been tried before on the 5200, it had suffered from two major issues:
1. It didn't center. At all. You had to move it back into place if you wanted to stop your character.
2. It was designed to be held in your hand. This meant that you were applying force across the entire controller, making it hard to hold onto. The thumbstick corrected this problem by using only your thumb for control while the rest of your hand maintained a solid grip on the rest of the controller.
The other issue with the 5200 controller, of course, was that it was simply ahead of its time. When the 5200 was released, analog sensor and ADCs weren't that cheap. By the time Nintendo released the N64, Analog to Digital converters were so cheap that one had to wonder why not to use them.
That being said, I'm glossing over the ADC on the Paddle Contollers, but that's another story all togther.
Re:Hrm... (Score:2)
Re:Hrm... (Score:2)
> 1. It didn't center. At all. You had to move it back into place if you wanted to stop your character.
This isn't 100% true. While there were no springs to center the stick, the rubber "boot" that surrounded the stick was intended to serve the same purpose. If you ever manage to score a brand-new 5200 stick, you'll see what I mean. Unfortunately, the design has a couple of problems:
The cheap rubber part wears out quickly. It's possible to replace, but not so easy to find
Re:Hrm... (Score:2)
True. But my understanding was that the initial boots weren't springy enough, and that they tore apart within hours of use. Supposedly Atari continued to improve the controller manufacturing with each run, so some are better than others.
Another major problem is that (for whatever r
/.'d already (Score:2)
Re:/.'d already (Score:5, Informative)
January 30, 2006
by: Sud Koushik
We take a look at the evolution of controllers from the days of Atari to Revolution.
If you approach any avid gamer, and ask him or her what they like best about video games in this time and age, there is a fairly good chance they will respond with something relating to either graphics, or gameplay. While those two criterias are very important to the creation of good video games, we often ignore, and neglect the main aspect that changed the way video games were played. I am of course referring to the main method of input in video games, the controller.
Since the dawn of video games, weve seen controllers ranging from numeric pads, to wireless, rumble emitting, ergonomic controllers. Some have been utter failures, while others have seen runaway success. However, with any successful product, its features and design will be mimicked in the hope of similar success. Thus through countless of variations of previous controllers we have arrived at what we hold and use today.
To show you how video game controllers have evolved from its primitive state, to their modern form, we have compiled an interactive chart of controllers ranging from the days of Atari, to the newest innovation in controllers, the Nintendo Revolution controller.
Atari 2600 Controller
The Atari 2600 had one of the first well known digital joysticks to ever be introduced. Long before Nintendo arrived with the Nintendo 64 and made analog sticks mandatory on a controller, Atari experimented with the 2600 joystick. Unfortunately for Atari, and any of those who tried playing with this controller, it was too bulky and difficult for anyone with small hands to hold. In addition to its large base, the joystick was stiff and often didnt work, and when it did, it was barely useable. The joystick only had eight directions, so in technicality it wasnt an analog joystick. Lastly with all the problems that plagued the controller, the absence of a pause button only made it worse, when the joystick stopped working, you couldnt even pause the game.
Atari 5200 Controller
With the Atari 5200, the joystick method of input returned. However it was accompanied by a numeric keypad positioned underneath the joystick. This joystick turned out to be slightly better then its predecessor, by sporting 360 degrees of complete motion, unlike the 2600s simplistic eight direction joystick. Atari also addressed the complaints of a pause button, and it was included with the 5200. Unfortunately the button placements on the controller were awkward, and lead to frequent hand cramps. There are buttons place in front of the joystick, causing you to have to literally have your hands upside down to press them.
NES Controller
The NES (Nintendo Entertainment System) and Famicom (as it was referred to in Japan) had a rectangular shaped controller with a total of four buttons. There were two circle buttons, A and B along with a Start and Select button. The last feature the controller had was a four way directional D-Pad, which was designed by Gunpei Yokoi, as a superior alternative to the joysticks from Atari. The D-Pad revolutionized the gaming industry forever. It was Nintendos way to revitalize the slowly dying gaming industry and put it on its feet again.
SEGA Genesis Controller
With the release of the Sega Genesis, we see controllers start to have curved handles and a more sleek design. The original controllers that were packaged with the Sega Genesis included the typical A and B buttons that the NES featured, but added on a C button. The D-Pad itself was more of else like Nintendos design with a few alternations to get around the patent. Sega soon changed the Genesis controller to feature a total of six face buttons to coincide with the release of Street Fighter II: Special Championship Edition. Even to this day some fans consider the six button Genesis controller to be one of the best for fighting games.
SNES Controller
The SNES control
Xbox Controller Mods (Score:3, Informative)
basically its a USB Hub with a built in joystick
The controller Cable is 5 wire however the yellow wire is only used for a light gun and can be safely ignored.
generally standard usb colours are used so.
here's a hint of what to do.
take the extension cable and split this in half (theres a big ferrite core in the middle which you may be able to dig out the plastic) and take a usb extension cable and split this in half solder the female half to the xbox half an
Re:/.'d already (Score:2)
Re:/.'d already (Score:2)
sure it's dupe-a-licious (Score:2, Informative)
Colecovision (Score:2)
Re:Colecovision (Score:2)
Because it was the predecessor to the Nintendo DPad? If you think about it, it was pretty much the same thing. The primary differences were:
1) It was a 12 direction controller rather than an 8-way. (Video game companies had this stupid idea that More Features == Better, and damn the consequences.)
2) The use of a disk rather than a four way overlay meant that you couldn't visually tell which direction you w
I miss my intellivision (Score:2)
I have the PS2 port of some games, but it just isn't the same
Re:I miss my intellivision (Score:2)
When Intellivision first came out, I worked for the company that repaired them. (We also repaired the Colecovision.) Those controllers were a NIGHTMARE, always failing, although mine behaved perfectly.
the best controller in my opinion (Score:4, Insightful)
Re:the best controller in my opinion (Score:2)
I grew up on the NES, and due to an incredible cheapness on my parents' parts, my brothers and I played NES until the time of the N64. It was a great system, and a great controller yes. The controller was very easy to use (impossible to break,I have holes in my wall to prove it), and once you develope the right hand sideways grip, a natural extension of the body.
But newer systems (with decently designed games) can have the same feel on natural extension. I pla
Re:the best controller in my opinion (Score:2)
Not just Intellivision... (Score:4, Insightful)
For something that talks about the "evolution" of controllers, they could of at least listed paddles and light guns; two staples of controllers from yesteryear.
This isn't complete by a long shot and it certainly isn't front page worthy.
Re:Not just Intellivision... (Score:2)
Oh, come off it. The only thing anyone will tell you about light gun games of yesteryear is 'I always wished I could shoot that damn dog.' I've seen some reasonable arcade games using light guns, and I'll grant that I've had good times with a Dreamcast, a copy of House of the Dead and playing both players at once with a light gun in each hand, goin
Re:Not just Intellivision... (Score:2)
He's right about paddles though. From arcades, to the Apple II, to the Atari 2600, paddle controllers were a staple. And look at all the classic games tied to paddles--Pong and Breakout for starters--and that paddles served as steering wheels for home driving games (like Night Driver).
Old consoles lacking, new ones only mainstream (Score:4, Informative)
We're missing the TurboGrafx 16 [wikipedia.org], the Neo-Geo [wikipedia.org], the Sega Master System [wikipedia.org]... and quite a few others.
Re:Old consoles lacking, new ones only mainstream (Score:2)
Re:Old consoles lacking, new ones only mainstream (Score:3, Interesting)
The Intellivision controller comes neutral towards the player being left or right handed, as the control disc (which recognizes 16 directions, unlike the later 'crosses' of nintendo) is in the middle of the controller, and the two side buttons are present on both sides. It also comes with a numeric pad on top of the disc, which is designed so that you can insert a game-provided plastic card over it. Hence, games can use up to 12 additional buttons, and provide graphical icons to t
Re:Old consoles lacking, new ones only mainstream (Score:2)
Though not really innovative, I liked my 3DO controller a lot, it was the perfect combination of SNES and Genesis controllers. Genesis shape, and ABC buttons, the SNES's
Re:Old consoles lacking, new ones only mainstream (Score:2)
The author obviously counldn't find enough information on the Atari Jaguar. I guess both of the owners were unavailable for comment.
Alternative controllers (Score:3, Interesting)
Also missing from this discussion is any non-stock, third party controller.
Yes, the Atari joystick sucked, and was the same stick also used on several computers (Commodore Vic-20, 64, 128, Amiga, and, of course, all Atari computers) and some other game systems (could be used with ColecoVision, for instance) and was a de facto standard at the time.
That said, you could buy third-party controllers from a number of sources. I liked the SunCom TAC-2 joystick, because it was super-reliable, and it had some s
Re:Alternative controllers (Score:2)
Also, I have to disagree about the Atari joystick. I love the Atari joystick. I would rather use it than any other controller ever made.
Re:Alternative controllers (Score:2)
Actually Wico made a whole line of controllers. There were several versions of their joystick, a keypad controller, etc.
Yes, they sure did. The one I mentioned was the top of the top, the best of the best, yada yada yada. I actually didn't like their smaller sticks because they had too much swing for their size. The SunCom TAC-2 was just flat-out predictable and dependable. It also rocked for speed games like Track and Field. (I never had an Atary 2600, BTW, I did all of my gaming on C-64, C-128 an
3 Best Contollers ever...IMHO (Score:2, Informative)
SNES controller - again I liked the fit of the unit.
Re:3 Best Contollers ever...IMHO (Score:2)
Semi dupe (Score:4, Informative)
Previous Slashdot blurbs on the subject of controller evolution:
http://games.slashdot.org/article.pl?sid=06/01/09
http://games.slashdot.org/article.pl?sid=05/09/14
Re:Semi dupe (Score:2)
http://www.gifford.co.uk/~coredump/gpad.htm [gifford.co.uk]
Aren't we forgetting (Score:3, Informative)
Commodore 64 joystick... (Score:3, Informative)
Re:Commodore 64 joystick... (Score:5, Funny)
I think I have permanant scars from that thing- or maybe those are from that other hand/eye coordination building technique I learned a year or two later.... Image available at http://www.geocities.com/big_al_1401/c64joy.jpg [geocities.com]
I don't know about anyone else, but there's no way I'm clicking on that link
Re:Commodore 64 joystick... (Score:2)
Re:Commodore 64 joystick... (Score:3, Funny)
Re:Commodore 64 joystick... (Score:2)
-Eric
Re:Commodore 64 joystick... (Score:2)
Poorly researched. (Score:3, Insightful)
Re:Poorly researched. (Score:3, Informative)
The 5200 had an analog stick (with no centering and poorly-designed potentiometer rails that made diagonal movements irregular). Are you thinking of the Intellivision's 8-switch, 16-directional digital stick?
The console bias means that all the analog controllers of home computers are ignored by this article. The original IBM PC joystick interface, the one that musicians hung their MIDI interfaces off of in the da
Missing the best part. (Score:2)
Thumbpad vs. Joystick (Score:3, Insightful)
Of course this is just one person's view, and commercial success has proved me wrong. I'm sure many people like the thumbpad controllers better, but I'm not one of them (and I'm not sure I understand why). I will point out that thumbpad controllers do have some pratical advantages. They are certainly cheaper and more compact.
It's like the Seventies and Eighties didn't happen (Score:5, Informative)
The list should start with Ralph Baer's dual-knob analog design for the original Magnavox Odyssey (one for controlling the paddle, one for the ball's English). It'd be fun to include Atari Pong and a Coleco Telstar unit, too. Anyone remember the triangular Telstar Arcade with the steering wheel, light gun, and paddles? Now that was cool.
Other nifty stuff from the Seventies... the slightly odd Magnavox 2 and Fairchild Channel F. And from the Eighties, what about the famed Tac 2 controller that accompanied so many Commodore 64s? Or the Intellivision/Colecovision/Vectrex. Almost like the list was written by a teenager who doesn't know how to Google.
Re:It's like the Seventies and Eighties didn't hap (Score:2)
Re:It's like the Seventies and Eighties didn't hap (Score:2)
N64 was/is the best (Score:2)
Comment removed (Score:3, Informative)
Re:They were wrong about the Dual Shock 1 & 2. (Score:2)
Re:They were wrong about the Dual Shock 1 & 2. (Score:2)
Is it velocity-sensitive, or pressure-sensitive? The two are not equivalent.
A velocity-sensitive button has two switches at the ends of its travel range. By measuring the time between state changes of the two switches, it can be calculated how fast the button was pressed (or released), but once pressed, no pressure fluctuation is available.
Pressure-sensitive buttons use a single switch barrier that varies in
Re:They were wrong about the Dual Shock 1 & 2. (Score:2)
Re:They were wrong about the Dual Shock 1 & 2. (Score:2)
> the four buttons (triangle, square, circle, X) are
>velocity/pressure-sensitive. In other words, games can (if they are programmed to
> do so) tell how hard you pushed the buttons. This feature isn't used
> in too many games,
The arrow pad is also pressure-sensitive.
All these are definitely used in GT3/GT4. In fact, using the pressure sensitivity on the throttle is vital in some parts of the game. If you don't use it y
Article is wrong (Score:2)
Heh, Such a Bias (Score:2)
But the bias here is funny, Atari gets bashed for not being "really analog" (duh) in the first generation and only having 8 directions, but Nintendo gets praised for bringing, which while probably an improvement in comfort and some responsiveness, really has about 4 directions, not even 8...
Article is almost completely garbage (Score:5, Informative)
The Atari 2600 joysticks were actually damn good joysticks. There were plenty of knockoff and lookalike joysticks in the aftermarket that sucked, but the actual Atari-manufactured joysticks were of superb quality. They were durable and lasted through years and years of heavy use and abuse. The reviewer probably took some 30 year old worn out third-party sticks and tried them out for 10 minutes before determining that they were inferior.
The NES cross pad was hardly looked at as an improvement at the time. Gamers accepted it because it worked well enough, and it did grant a master very fine control over his game character, but it was less comfortable for long playing than holding a joystick. It was cheaper to manufacture, and due to the lesser stresses involved in the design (the joystick is a lever which magnifies the force applied to the sensors the longer the stick is) and it was smaller and lighter and could be manufactured more cheaply.
The article confuses "analog" and "digital", claiming that the Atari 2600 joystick was not "analog" "because it only had 8 directions". Analog has nothing to do with how many directions, and everything to do with whether you have discrete states or a continuum of potential states in the joystick's range. On a digital stick, you're either applying force in a direction or you're not. On an analog stick, the degree to which your stick is pushed toward the extreme end of the stick's range of motion determines just how "hard" or "fast" you're pushing in that direction.
Modern analog sticks are horrible compared to true joysticks of days gone by. Give me something I can wrap my entire hand around, not some wimpy little "hat" stick controller that I have to diddle with my thumb. The current generation consoles largely suck to play in their standard configuration because they don't give the user a flightstick type control, and the button layouts on flightstick type controls are not well laid out for most types of games outside of flight simulation.
Re:Article is almost completely garbage (Score:2)
As well as looking really cool, it's also a really high quality input device. I mostly use it for flight simulators; the difference between it and my previous Logitech Wingman was like night and day.
The most notable difference is that the X52 uses optoelectronic position sensors. These are stunningly accurate, never jitter, and provide perfectly linear response.
Re:Article is almost completely garbage (Score:2)
For collective, you could either use the thumb slider, or either of those two round rotary buttons. Those are all analogue controls. The thumb slider is probably your best bet since it's the easiest to adjust.
That joystick has a total of 11 axes and 34 buttons.
Re:Article is almost completely garbage (Score:2)
Re:Article is almost completely garbage (Score:2)
Hell yeah! I used Atari joysticks up thru my Amiga years. They may not have been fancy but they were durable and a design of joystick I was use to. I still have one that's never been used in an original Atari package with a pricetag from K-Mart on it. It sits on one of my book shelves in respect to a great gaming controller.
Infact, the Atari joystick was probably the only control I used to any great length. I seen tons of the "fighter jet" type o
Re:Article is almost completely garbage (Score:2)
I never have found such an Arcade stick for the PC, I've been look
Atari 2600 joysticks (Score:2)
The design of the Atari 2600 joysticks changed dramatically in about 1
Re:Article is almost completely garbage (Score:2)
>claiming that the Atari 2600 joystick was not "analog" "because it only had 8 directions".
So was the atari joystick analog or not? I doubt it. I know it was right-handed though.
> The NES cross pad was hardly looked at as an improvement at the time.
For some reason it's on the left side.
As far as I can tell from browsing arcade images, most arcades prior to 1985 had two sets of buttons on each side of the joystick. Look at the the Atari 2600 joystick,
Turbografx-16/PCE (Score:3, Interesting)
The controller wasn't revolutionary in the least. It was a two button NES/Famicom look-a-like with a D-Pad, but it was the first controller bundled with a console to have dual turbo-fire selectors. This isn't a major advance, I believe the most significent advancement in game controller design is analog joysticks, as well as button velocity sensors, button presseure sensors, and motion sensors (I've heard the Dual Shock 2 has this feature, and the Revolution's controller will definitely have it). The other major innovation is reliable RF style (non-IR) wireless controllers. Logitech's PS2 wireless controller isn't IR like other wireless game controllers. It works via an RF frequency so if somebody moves in front of the console you don't loose control of the game and you have a longer range than IR permits. The 40 hour battery life is significent also because RF wireless devices, especially wireless mice, have a notoriously short battery life.
Reducing the number of cords and cables used to clutter your living room up is a major plus for the next-gen systems, in my honest opinion.
Another US-centric game history article (Score:2)
Terrible article. It says about the Playstation pad:
"Nothing was truly different with the controller from its predecessors" when in fact the playstation pad was a revolution in pad design. There was a definite "what the hell is that?" in your mind when you first saw it and the chunky palm grips have been copied by pretty much all other pads since.
Anyway,from the mid-80s to the mid-90s, the C64, Amiga, and other home computers were the breeding ground of controller design. Consoles came with pads because t
Re:Another US-centric game history article (Score:2)
Yep. The Playstation controller was the same as the SNES controller except for the palm grips, which have become standard issue since then.
A much better controller family tree (Score:2)
Not much evolution. (Score:2)
And that's not to mention that this article talks about "evolution" but then presents controllers which are all essentially the same exact thing but merely molded to different shapes and sizes. The most different controllers are the Atari 2600 and 5200 designs and whether those are evolutionary designs is questiona
Issues (Score:2)
- I don't think the Sega Genesis controller pictured is the original one included with the Genesis, nor is it even the original 6 button one. Also, the original Genesis controller had only four buttons (Start, A, B and C).
- They failed to mention how absolutely crappy the N64 controller is. I've never met ANYONE who found it comfortable. Unless you have three hands, you can't reach all the controls. The ones I could reach
Re:Issues (Score:2)
The N64 controller started making the buttons different shapes and sizes, for example the small yellow camera buttons that would have been full-sized on anyone else's system. Thereby making the controller perfect for Mario64 and useless for SF/MK/KI (did N64 even release any fighting games?) The next step was the GameCube controller, which made so little sense that I put it down after 20
Stop beating us over the head! (Score:2)
Cut it out already! We get it, okay?!
Screw Pretendo (Score:2)
Am I the only one? (Score:2, Insightful)
WHAT pause button? As I recall, there was no pause button on the console either. Good grief - we're talking about a 2600 here. There was no pausing PERIOD back then.
Its a shame that fact checking is SOOOO expensive these days.
nintendo, sony (Score:2)
They were wrong about the dual shock controllers. The first version had vibration. The second version had preasure sensitive buttons. That was very usefull in the metal gear games, gt4 etc..
Personally looking forward to their next controller. The nunchuck thin
Re:It's just a human interface device (Score:2, Interesting)
http://video.google.com/videoplay?docid=6797958196 289648405&q=nintendo+revolution/ [google.com]
http://video.google.com/videoplay?docid=2063821498 385606325&q=nintendo+revolution [google.com]
Re:It's just a human interface device (Score:2)
I'm not even convinced that the second half of the Revolution controller should ever be used.
The spatial movement features of the "remote" already give you 5 axes of motion (up/down, left/right, forward/back, plus pitch and yaw) -- is there a need for the additional 2 axes provided by the thumbstick add-on?
Re:Evolution of Slashdot dupes (Score:2)
I'm not really sure why this article exists. The reviewer is probably
Re:Evolution of Slashdot dupes (Score:2)
-nB
Re:Atari 5200? (Score:2)
Re:Missing key controllers..... (Score:2)
Unless you lost or destroyed the keypad overlay for the game. Not like keypads are for looking at, anyway. The gamer's eyes, not unlike a touch typist's eyes, should stay on the screen almost all the time.
I think the Gamecube controller is well-designed from a usability standpoin
Re:Poor Intellivision... *sniff* (Score:2)
They're not that hard to come by. I could probably set you up with one if you wanted to replace it. I might even be able to get you some games. (I've got a VERY cool retro store near me.
Re:Playstation 2 Controller (Score:2)
The button that almost never gets used considering most games boot with the controller in the correct mode, and there's rarely a reason to turn analog off in a game that supports it. The only game I can think of where it's necessary is Chrono Cross, where analog mode is off by default for some reason.