D-pad: Difference between revisions
redundant: "degree of analog". req cite or example for analog D-pad. some 8-direction facts. |
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A '''D-pad''' (short for '''directional pad''') is a tetradirectional (4-direction) control found on nearly all modern [[video game console]] [[gamepad]]s, [[game controller]]s and on the [[remote control]] units of some [[television]] and [[DVD]] players, with one button on each point. Like early video game [[joystick]]s, the vast majority of D-pads are [[digital]]; in other words, only the directions provided on the D-pad buttons can be used, with no intermediate values. However, combinations of two directions (up and left, for example) do provide diagonals and all modern D-pads can be used to provide eight-directional input if appropriate. |
A '''D-pad''' (short for '''directional pad''') is a tetradirectional (4-direction) control found on nearly all modern [[video game console]] [[gamepad]]s, [[game controller]]s and on the [[remote control]] units of some [[television]] and [[DVD]] players, with one button on each point. Like early video game [[joystick]]s, the vast majority of D-pads are [[digital]]; in other words, only the directions provided on the D-pad buttons can be used, with no intermediate values. However, combinations of two directions (up and left, for example) do provide diagonals and all modern D-pads can be used to provide eight-directional input if appropriate. |
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Although digital D-pads offer less flexibility than [[analog stick]]s, they can easily be manipulated (requiring little movement of the thumb) with very high accuracy. In recent years, D-pads have been developed which can measure different levels of pressure, giving analog control. |
Although digital D-pads offer less flexibility than [[analog stick]]s, they can easily be manipulated (requiring little movement of the thumb) with very high accuracy. In recent years, D-pads have been developed which can measure different levels of pressure, giving a level of analog control. |
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D-pads have appeared on other kinds of electronic equipment, including A/V [[remote control]]s (especially since the appearance of [[DVD]] players, which are heavily menu driven), [[calculator]]s, [[personal digital assistant|PDAs]], [[smartphone]]s, and car stereos such as the [[Autopc]]. |
D-pads have appeared on other kinds of electronic equipment, including A/V [[remote control]]s (especially since the appearance of [[DVD]] players, which are heavily menu driven), [[calculator]]s, [[personal digital assistant|PDAs]], [[smartphone]]s, and car stereos such as the [[Autopc]]. |
Revision as of 00:31, 14 June 2008
![](http://upload.wikimedia.org/wikipedia/commons/thumb/b/bb/Famicom_controllers.jpg/200px-Famicom_controllers.jpg)
A D-pad (short for directional pad) is a tetradirectional (4-direction) control found on nearly all modern video game console gamepads, game controllers and on the remote control units of some television and DVD players, with one button on each point. Like early video game joysticks, the vast majority of D-pads are digital; in other words, only the directions provided on the D-pad buttons can be used, with no intermediate values. However, combinations of two directions (up and left, for example) do provide diagonals and all modern D-pads can be used to provide eight-directional input if appropriate.
Although digital D-pads offer less flexibility than analog sticks, they can easily be manipulated (requiring little movement of the thumb) with very high accuracy. In recent years, D-pads have been developed which can measure different levels of pressure, giving a level of analog control.
D-pads have appeared on other kinds of electronic equipment, including A/V remote controls (especially since the appearance of DVD players, which are heavily menu driven), calculators, PDAs, smartphones, and car stereos such as the Autopc.
History
A precursor to the standard D-pad was used by the Intellivision console, which was released by Mattel Electronics in 1980. The Intellivision's unique controller featured the first alternative to a joystick on a home console, a circular pad that allowed for 16 directions of movement by pressing it with the thumb. A precursor to the D-pad also appeared on Entex's short lived "Select A Game" cartridge based handheld system; it featured non-connected raised left, right, up and down buttons aligned to the left of a row of action buttons. Similar directional buttons were also used on the Atari Game Brain, the unreleased precursor to the Atari 2600.
The first "connected" (pad) style D-pad appeared in 1981 on a handheld game system: "Cosmic Hunter" on Milton Bradley's Microvision. The pad was operated the same way today's D-pads are, using the thumb to manipulate the onscreen "hero" character in any of four directions.
In 1982, Nintendo's Gunpei Yokoi updated this idea, shrinking it and altering the points into the familiar modern "cross" design for their Donkey Kong handheld game. The design proved to be popular for subsequent Game & Watch titles, although the previously introduced non-connected D-pad style was still utilized on various later Game & Watch titles, including the Super Mario Brothers handheld game. This particular design was patented.
In 1984, the Japanese company "Epoch" created a handheld game system called the "Epoch Game Pocket Computer". It featured a D-pad, but it was not popular for its time and soon faded.
Initially intended to be a compact controller for the Game & Watch handheld games alongside the prior non-connected style pad, Nintendo realized that Gunpei's updated design would also be appropriate for regular consoles, and Nintendo made the D-pad the standard directional control for the hugely successful Famicom/Nintendo Entertainment System under the name "+Control Pad". All major video game consoles since have had a D-pad of some shape on their controllers. Arcade games, however, have largely continued using joysticks.
A recent trend in modern consoles, beginning with the Nintendo 64, has been to provide both a D-pad and a compact thumb-operated analog stick; depending on the game, one type of control may be more appropriate than the other. In many cases with games that use a thumbstick, the D-pad is used as a set of extra buttons, all four usually centered around a kind of task, such as giving commands to friendly non-player characters. Even without an analog stick, some software uses the D-pad's eight-directional capabilities to act as eight discrete buttons, not related to direction or on-screen movement at all. Jam Sessions for the Nintendo DS, for example, uses the D-pad to select music chords during play.
D-pads are a standard part of the keyboard design for many graphing calculators and are thus used as input devices for both navigating the calculator's interface as well as more specialized uses such as calculator gaming.
The actual term "D-pad" was coined by Sega. The company used the term when describing the controllers for the Genesis system in instruction manuals and other literature.
Consoles with D-pads
Consoles with separate controllers
- 1983 - NES/Famicom
- 1984 - Sega SG-1000 Mark II
- 1985 - Sega SG-1000 Mark III
- 1986 - Sega Master System
- 1986 - Atari 7800 (7800 D-pads were included with 7800 systems sold in Europe and Australia)
- 1987 - TurboGrafx-16/PC Engine
- 1988 - Sega Mega Drive/Genesis
- 1990 - Super NES/Super Famicom
- 1993 - 3DO Interactive Multiplayer
- 1993 - Amiga CD32
- 1993 - Atari Jaguar
- 1994 - Sega Saturn
- 1994 - PlayStation
- 1994 - PC-FX
- 1995 - Virtual Boy
- 1996 - Nintendo 64
- 1998 - Dreamcast
- 2000 - PlayStation 2
- 2001 - Nintendo GameCube
- 2001 - Xbox
- 2005 - Xbox 360
- 2006 - PlayStation 3
- 2006 - Wii
Handheld consoles
- 1979 - Microvision
- 1984 - Epoch Game Pocket Computer
- 1989 - Game Boy line
- 1989 - Atari Lynx
- 1990 - Sega Game Gear
- 1995 - Sega Nomad
- 2004 - Nintendo DS
- 2004 - PlayStation Portable
- 2006 - Nintendo DS Lite
- 2007 - PlayStation Portable Slim and Lite
Car Stereos with D-pads
- 1990 - Autopc
Patents
- U.S. patent 4,687,200 (expired in 2005) - Nintendo's multi-directional switch