Analog stick: Difference between revisions
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[[Image:GameCube Analog Stick.jpg|thumb|right|An analog stick from the [[Nintendo GameCube]] [[game controller]]]] |
[[Image:GameCube Analog Stick.jpg|thumb|right|An analog stick from the [[Nintendo GameCube]] [[game controller]]]] |
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An '''analog stick''', sometimes called a '''thumbstick''', '''control stick''', or occasionally a '''c-stick''' is an input device for a controller (often a [[game controller]]) that is used for two-dimensional input. An analog stick is a popular variation of a [[joystick]]. It consists of some sort of protrusion from the controller, and the input is based on the position of this protrusion. While a digital joystick relies on single electrical connections for movement (using internal digital electrical contacts for up, down, left and right), an analog stick uses continuous electrical activity running through [[potentiometer]]s. The analog stick has greatly overtaken the [[D-pad]] in both prominence and usage in [[console video game]]s. |
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An '''analog stick''', a form of [[joystick]], is an input device for a [[personal computer|computer]], often a [[video game console]], that is used for continuously variable, two-dimensional input. It is also known as a '''control stick''', or '''c-stick'''. When included as part of a [[game controller]] and operatable by the thumb, it is also referred to as a '''thumbstick'''. |
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The term "analog" refers to the continuous variability of the stick. For many game controllers, the analog stick has replaced the [[joypad]]. |
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==Usage in video games== |
==Usage in video games== |
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In a [[video game]], an analog stick is often used to move some game object, usually the [[protagonist]]. It may also be used to rotate the camera, usually around the protagonist. The analog stick can serve a great variety of other functions, depending on the game. |
In a [[video game]], an analog stick is often used to move some game object, usually the [[protagonist]]. It may also be used to rotate the camera, usually around the protagonist. The analog stick can serve a great variety of other functions, depending on the game. Today many analog sticks can also be pushed like other buttons on a controller. |
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Its use is prevalent in 3D games, where more than 8 directions are needed (which is all that was offered on the d-pad). Using a [[D-pad]] in a 3D game greatly limits the ability to move. For example, in a 3D platformer like Super Mario 64, using a D-pad would allow Mario to move forward, left, and forward-left, but nothing in between. Some early 3D games like [[Resident Evil (video game)|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. However with the prevalence of analog sticks, the aforementioned limitation of the D-pad no longer became an issue. |
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Its use is prevalent in 3D games, where more than 8 directions (ie. [[joypad]]) and analog movement/speed control is desirable. |
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===Dual analog sticks=== |
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[[Image:Sony Dual Shock 2.jpg|thumb| |
[[Image:Sony Dual Shock 2.jpg|thumb|DualShock 2]] |
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Two analog sticks offer greater functionality than a single stick. On some modern [[game controllers]], the position of the first stick is where the left thumb usually rests, usually to the upper left of the D-pad. The position of the right stick is usually to the lower left of the face buttons. Although this is a slightly awkward position for the right thumb, it is understandable seeing as the buttons that normally appear on the face on the controller are used more often. Systems with this configuration on first-party controllers include the [[GameCube]], [[Xbox]], and [[Xbox 360]]. |
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On some modern [[game controllers]], two analog sticks are included. When 3D video gaming became [[Normality (behavior)|commonplace]], there became the need for additional analog control in some games. Some of the uses include in-game camera manipulation and the aiming of a weapon. |
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Some controllers instead have the two analog sticks in a symmetrical configuration with a D-pad on the left thumb position and face buttons at the right thumb position, with analog sticks below and closer to the center on both sides. Sony's [[PlayStation]]-series analog controllers: The [[Dual Analog Controller]], [[DualShock]], [[DualShock 2]], [[Sixaxis]], and [[DualShock#DualShock 3|DualShock 3]] all use this configuration, with the remainder of the controller layout closely resembling the original non-analog PlayStation controller. The [[Wii_Remote#Classic_Controller|Classic Controller]] for the [[Nintendo]] [[Wii]] maintains a similar layout. |
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With genres such as [[action game|action]], [[adventure game]], [[platform game|platforming]], and [[shooter game|shooting]], the left stick normally controls the protagonist while the second stick controls the camera. The use of a second analog stick alleviated problems in many earlier platform games, in which the camera was notorious for bad positioning. The right stick not only allows for camera control in third-person platform games, but is almost essential for most modern [[first-person shooters]] such as ''[[Halo (video game series)|Halo]]'', where it controls where the player looks, as opposed to the left stick, which controls where the player moves. In Katamari Damacy and Beautiful Katamari, both by Namco, both analog sticks are used at once to control the player's character. |
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The [[PlayStation Portable|PSP]] has been criticized for the lack of a second analog "nub" to accompany the left-hand one. <ref>{{cite web| url=http://psp.ign.com/articles/550/550797p1.html| title=TGS 2004: Ape Escape Academics Hands-On| publisher=[[IGN]]| date=2004-09-24| accessdate=2007-12-14}}</ref> |
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==History== |
==History== |
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Many, if not most, 1970s [[video game consoles]] featured an analog joystick, see under, the VC 4000 (1978) for more info. |
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In 1982 [[Atari]] released the first controller with a potentiometer-based analog stick<ref>[http://pinouts.ru/Inputs/JoystickAtari5200_pinout.shtml Atari 5200 joystick pinout and signals @ pinouts.ru<!-- Bot generated title -->]</ref> for their [[Atari 5200]] home console. However, the non-centering joystick design proved to be ungainly and unreliable, alienating many consumers at the time. During that same year, [[General Consumer Electronics]] introduced the [[Vectrex]], a [[vector graphics]] based system which used a self-centering analog stick, obviously a precursor to the modern design. |
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For many years, consoles ignored analog technology, instead using the digital [[D-pad]]. It wasn't until the emergence of 3D gameplay that the analog stick was brought back for widespread use. |
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In 1995, Sony (realizing that analog technology could be useful) created a potentiometer-based analog joystick for use in Flight-Simulation games. The Sony Dual Analog [[Sony Flightstick|FlightStick]] featured twin analog sticks and was used in games such as "Descent" to provide a much greater degree of freedom than the typical digital joysticks of the day. |
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In 1996 [[Nintendo]] introduced a thumb-operated '''control stick''' on their [[Nintendo 64]] [[Nintendo 64 controller|controller]]. While it was still a digital stick, not an analog one,[http://www.1up.com/do/feature?pager.offset=3&cId=3143627], (one that operated on the same principles as a mechanical computer mouse), the Nintendo 64's Control stick still allowed for a great deal of varying levels of pressure and near-360-degree control, translating into far more precise movements than was possible with a D-pad. (Incidentally, the later port of Super Mario 64 to the d-pad-only Nintendo DS portable system in ''[[Super Mario 64 DS]]'' was criticized by some for imprecise control due to lack of an analog stick on the [[Nintendo DS]].) |
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[[Image:Sega saturn analog controller.jpg|thumb|The optional [[Sega Saturn]] analog controller that came packaged with some copies of ''[[Nights into Dreams...]]'']] |
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''Super Mario 64'' was released in [[Japan]] on 23 June 1996. On 5 July 1996, [[Sega]] released ''[[Nights into Dreams...]]'' for their [[Sega Saturn|Saturn]] console in Japan; bundled with it was the [[Saturn 3D control pad]] which featured an analog pad intended to give the player more fluid control over that game's [[flight]]-based gameplay. |
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During this same period, [[Sony]] was also creating a similar analog stick, based on the same potentiometer technology that was used in the larger Dual Analog Flightstick. Released in November 1996, the Sony [[Dual Analog Controller|Dual Analog]] controller featured three modes of analog (Flightstick, Full Analog and Analog-Off), and dual plastic concave thumbsticks, while Nintendo and Sega's controllers only had a single stick. |
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In 1997 Sony released their third analog revision to the market- the Sony "Dual Shock". The controller featured similar twin analog sticks to the Dual Analog, although they were convex and rubber tipped. Sony also removed the third analog (flightstick) mode and replaced their own previous rumble feature with Immersion's haptic technology. (Note: In 1999, ''[[Ape Escape]]'' became the first major video game to '''require''' the use of two analog sticks.) |
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In 1982 the first analog [[joystick]] on a console system was introduced on the [[Atari 5200]]. |
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Since then, all major [[video game console]] [[game controllers|controllers]] have included two analog sticks, with the exception of the [[Sega Dreamcast]] and [[Nintendo]]'s non-classic [[Wii]] controllers. Sony even included one in their [[handheld game console]], the [[Playstation Portable]]. |
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In 1996 [[Nintendo]] introduced the first analog thumbstick on the [[Nintendo 64]] controller. Since then, all major [[video game console]] [[game controllers|controllers]] have included analog thumbsticks. |
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==See also== |
==See also== |
Revision as of 11:23, 30 October 2009
An analog stick, sometimes called a thumbstick, control stick, or occasionally a c-stick is an input device for a controller (often a game controller) that is used for two-dimensional input. An analog stick is a popular variation of a joystick. It consists of some sort of protrusion from the controller, and the input is based on the position of this protrusion. While a digital joystick relies on single electrical connections for movement (using internal digital electrical contacts for up, down, left and right), an analog stick uses continuous electrical activity running through potentiometers. The analog stick has greatly overtaken the D-pad in both prominence and usage in console video games.
Usage in video games
In a video game, an analog stick is often used to move some game object, usually the protagonist. It may also be used to rotate the camera, usually around the protagonist. The analog stick can serve a great variety of other functions, depending on the game. Today many analog sticks can also be pushed like other buttons on a controller.
Its use is prevalent in 3D games, where more than 8 directions are needed (which is all that was offered on the d-pad). Using a D-pad in a 3D game greatly limits the ability to move. For example, in a 3D platformer like Super Mario 64, using a D-pad would allow Mario to move forward, left, and forward-left, but nothing in between. 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. However with the prevalence of analog sticks, the aforementioned limitation of the D-pad no longer became an issue.
Dual analog sticks
Two analog sticks offer greater functionality than a single stick. On some modern game controllers, the position of the first stick is where the left thumb usually rests, usually to the upper left of the D-pad. The position of the right stick is usually to the lower left of the face buttons. Although this is a slightly awkward position for the right thumb, it is understandable seeing as the buttons that normally appear on the face on the controller are used more often. Systems with this configuration on first-party controllers include the GameCube, Xbox, and Xbox 360.
Some controllers instead have the two analog sticks in a symmetrical configuration with a D-pad on the left thumb position and face buttons at the right thumb position, with analog sticks below and closer to the center on both sides. Sony's PlayStation-series analog controllers: The Dual Analog Controller, DualShock, DualShock 2, Sixaxis, and DualShock 3 all use this configuration, with the remainder of the controller layout closely resembling the original non-analog PlayStation controller. The Classic Controller for the Nintendo Wii maintains a similar layout.
With genres such as action, adventure game, platforming, and shooting, the left stick normally controls the protagonist while the second stick controls the camera. The use of a second analog stick alleviated problems in many earlier platform games, in which the camera was notorious for bad positioning. The right stick not only allows for camera control in third-person platform games, but is almost essential for most modern first-person shooters such as Halo, where it controls where the player looks, as opposed to the left stick, which controls where the player moves. In Katamari Damacy and Beautiful Katamari, both by Namco, both analog sticks are used at once to control the player's character.
The PSP has been criticized for the lack of a second analog "nub" to accompany the left-hand one. [1]
History
Many, if not most, 1970s video game consoles featured an analog joystick, see under, the VC 4000 (1978) for more info. In 1982 Atari released the first controller with a potentiometer-based analog stick[2] for their Atari 5200 home console. However, the non-centering joystick design proved to be ungainly and unreliable, alienating many consumers at the time. During that same year, General Consumer Electronics introduced the Vectrex, a vector graphics based system which used a self-centering analog stick, obviously a precursor to the modern design.
For many years, consoles ignored analog technology, instead using the digital D-pad. It wasn't until the emergence of 3D gameplay that the analog stick was brought back for widespread use.
In 1995, Sony (realizing that analog technology could be useful) created a potentiometer-based analog joystick for use in Flight-Simulation games. The Sony Dual Analog FlightStick featured twin analog sticks and was used in games such as "Descent" to provide a much greater degree of freedom than the typical digital joysticks of the day.
In 1996 Nintendo introduced a thumb-operated control stick on their Nintendo 64 controller. While it was still a digital stick, not an analog one,[1], (one that operated on the same principles as a mechanical computer mouse), the Nintendo 64's Control stick still allowed for a great deal of varying levels of pressure and near-360-degree control, translating into far more precise movements than was possible with a D-pad. (Incidentally, the later port of Super Mario 64 to the d-pad-only Nintendo DS portable system in Super Mario 64 DS was criticized by some for imprecise control due to lack of an analog stick on the Nintendo DS.)
Super Mario 64 was released in Japan on 23 June 1996. On 5 July 1996, Sega released Nights into Dreams... for their Saturn console in Japan; bundled with it was the Saturn 3D control pad which featured an analog pad intended to give the player more fluid control over that game's flight-based gameplay.
During this same period, Sony was also creating a similar analog stick, based on the same potentiometer technology that was used in the larger Dual Analog Flightstick. Released in November 1996, the Sony Dual Analog controller featured three modes of analog (Flightstick, Full Analog and Analog-Off), and dual plastic concave thumbsticks, while Nintendo and Sega's controllers only had a single stick.
In 1997 Sony released their third analog revision to the market- the Sony "Dual Shock". The controller featured similar twin analog sticks to the Dual Analog, although they were convex and rubber tipped. Sony also removed the third analog (flightstick) mode and replaced their own previous rumble feature with Immersion's haptic technology. (Note: In 1999, Ape Escape became the first major video game to require the use of two analog sticks.)
Since then, all major video game console controllers have included two analog sticks, with the exception of the Sega Dreamcast and Nintendo's non-classic Wii controllers. Sony even included one in their handheld game console, the Playstation Portable.
See also
References
- ^ "TGS 2004: Ape Escape Academics Hands-On". IGN. 2004-09-24. Retrieved 2007-12-14.
- ^ Atari 5200 joystick pinout and signals @ pinouts.ru