Nintendo 64 controller

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N64 controller

The Nintendo 64 controller is the standard game controller included with the Nintendo 64. Released by Nintendo in late 1996 in Japan and North America, and 1997 in Europe, it features ten buttons, one digital control stick[1] and a directional pad, all laid out in a "M" shape.

Contents

[edit] Design

Rear of the Nintendo 64 controller, showing the Z-trigger

The controller for the Nintendo 64 was designed to be held in several different positions. It was designed around Super Mario 64. It could be held by the two outer grips, allowing use of the digital D-pad, right-hand face buttons and the "L" and "R" shoulder buttons (but not the "Z" trigger or analog stick). It could 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). More often than not the analog stick was used in games while in some, both the control stick and directional pad could be interchangeable (ex: Mortal Kombat Trilogy). Very few games used the directional pad exclusively; two examples are the 3D puzzle game Tetrisphere and the side-scrolling platformer Kirby 64: The Crystal Shards.

The controller also included four "C buttons", which were originally intended to control the camera in the N64's three dimensional environments. However, since the pad only contained three other face buttons, the C-buttons often became assigned to ulterior functions. An example of this is The Legend of Zelda: Ocarina of Time, where the C-buttons can be assigned to secondary items and the "Z"-trigger is used to orient the camera.

European controllers have a special Ferrite core about 4 centimeters from the connector plug, which is supposed to prevent the user from being shocked by the power being supplied to it by the system if the wires become exposed. It also acts as cable tensioner.[1]

One game, Robotron 64, allowed one player to use two controllers to control an avatar. This way the game played like its predecessor, Robotron 2084. Star Wars Episode 1: Racer, GoldenEye 007 and Perfect Dark also used 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 only in grey, but other colors were released later, many of them coinciding with the release of a similarly designed system. Some include: black, red, green, yellow, blue, atomic purple, and special edition colors like gold.

[edit] Control stick

An analog stick is an input device for a controller (often a game controller) that is used for two-dimensional input. While a digital joystick relies on single electrical connections for movement (using internal digital electrical contacts for up, down, left and right), the control stick in the N64 controllers use optical sensors to determine the position of the stick. The sensors are similar to the technology used in trackballs or mechanical computer mice.

For many years, consoles ignored analog technology, instead using the digital D-pad. It was not until the emergence of 3D gameplay that the analog stick was brought back for widespread use. Using a D-pad in a 3D game greatly limits the ability to move. Some early 3D games like Resident Evil overcame this limitation by assigning the Left and Right directions on the D-pad to spin the character instead of making the character move in that direction (known as 2D controls).

However, with the prevalence of analog sticks, the aforementioned limitation of the D-pad no longer became an issue. Even though the Nintendo 64 wasn't the first console to use an analog stick (the Vectrex in 1982 was the first), it did popularize the idea. Its release followed Sony's larger "Dual Analog" flightstick and was subsequently followed in the industry during the fifth generation by the Sega Analog controller (packaged into Nights into Dreams...), the Sony "Dual Analog" gamepad(announced months before the Nintendo 64 Controller was revealed, but released to market after) and the "Dual Shock".

The analog stick was prone to some long-term reliability issues. If used excessively, the stick became "loose", which means it will not fully return to center position. This can be caused by rotating it intensively (common practice in games like Mario Party, in which it gives advantages in some mini-games, and also in Super Mario 64, where it is necessary during Bowser boss fights). If not used enough, the stick could also become hard to move.

Should any of this happen to the analog stick, gameplay may become more difficult. The fact that a worn analog stick may not center means that releasing it will not always stop the player's character from moving.

[edit] Rumble Pak

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 required two AAA batteries. Its specific use was to provide haptic feedback during gameplay; an effort to make the gaming experience more engaging. It was designed to be inserted into the controller's memory cartridge slot, which prevented the use of the Controller Pak. This usually had little impact, as Nintendo 64 games were cartridge based and had the ability to store saved data in the cartridge itself. This was also true because the insertion of a controller Pak was prompted at every point of save in case the before said Pak was not already in place.

[edit] Controller Pak

[edit] References

  1. ^ Total 64 (magazine issue 6)

[edit] External links

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