Nintendo “Controlling” the Evolution
It doesn’t really matter if you’re a Nintendo, Sony or Microsoft fan you still have to sit back and appreciate all of the innovative ideas Nintendo have brought to the industry through their game controller design. From the cross shaped D-pad to motion sensing in the Wii remote Nintendo’s “outside of the box” thinking has helped shape the way we play videogames across all platforms; one could even say that Nintendo are the trend setters of gaming. Given Nintendo’s contribution to the industry it only seems fitting to take a look at all of the controllers that they have released and the influence they have had with other manufactures.
A collection of random controllers I had lying around, can you spot the similarities?
Nintendo Entertainment System (NES)/Famicom
Nintendo reignited the once troubled videogames industry with Nintendo Entertainment System (Famicom in Japan) other wise known as the NES in the early eighties. The team at Nintendo brought a fresh new approach to games and a controller to suit. Gone were the days of videogame controllers that featured a joystick combined with a cumbersome keypad that often didn’t get utilised, and in with the cross shaped D-pad coupled with easy to access action buttons. The cross shaped D-Pad was originally designed by
Gumpei Yokoi for the largely successful Game and Watch series. After the introduction of the D-pad the old digital joysticks quickly faded away and were no longer the standard. Over two decades have passed and the cross shaped D-pad still lives on, as all of our current generation consoles include the D-Pad or a very close variant of the original design. With the D-pad on the left and the two action buttons on the right (marked as
A and
B) Nintendo added two system control buttons in between, a
start and
select. It was common for consoles prior to the NES to have these types of buttons on the actual console or not at all. The start button was commonly used for initiating a game and the now mandatory pause function. All four buttons and the D-pad were encased in a tidy rectangular casing that easily fits into your hand. The only downside to the design was that after prolonged use a tight grip on the controller may cause cramps due to the straight cut edges.
From left to right: Japanese Famicom controllers, the first Famicom controller that got recalled and the western released NES controller
The Variations As you can see from the above image there were some differences between the Famicom and the NES controllers. First off the Famicom controller was originally released with square buttons but this design was quickly recalled due to the sharp edges of the square buttons getting caught in the controller's casing. The Famicom controllers had a red, black and gold colour scheme and were hardwired directly to the console. The first player and second player control pad differ slightly with the second player controller dropping the start and select buttons. Replacing these buttons was a microphone with volume control. The NES controller shared the same button layout as its first player Famicom counterpart but the similarities end there. The colour scheme of the NES controller was two shades or grey, red and black and they are no longer fixed to the actual console, a 7 pin plug replaced this. There’s no difference between the first player and second player control like the Japanese Famicom.

Mods After having such a significant impact on the gaming industry the classic NES controller has become an iconic symbol of gaming. The selection of official and unofficial merchandise that wears the NES controller image is almost endless, from key chains to T-shirts and everything in between. Things really start to get interesting when creative people take it into their own hands and start to do custom modifications. Spend enough time of Google and you’re bound to find some NES controller mods that will surprise you with their ingenuity, with many people more than happy to share their knowledge on how their work was created. Given that the NES controller wasn’t packed with hardware a large portion of it was left vacant and people have utilised this space for such things as
memory card readers, MP3 players, multi USB hubs and more.
An impressive tribute to the NES controller is this custom built coffee table built to resemble the original NES controller and it’s fully functional!
Super Nintendo Entertainment System(SNES)/Super Famicom
It was the beginning of the early nineties that the NES was starting to lose steam so Nintendo made the obvious move and released a 16bit console to replace its predecessor, and to compete with the Sega MegaDrive that was already making its mark. Nintendo took all the qualities of the NES and made them “Super” with better graphics, better sound and more complex games. A more advanced system also needed a more advanced controller and Nintendo delivered one of the best designed controllers of this era. At first glance you can easily see some similarities to the
Super Nintendo controller had with its predecessor. Firstly the D-pad was retained as well as the start and select buttons. The “
A” and “
B” buttons still remain but this time accompanied with two additional buttons labelled “
X” and “
Y” which were laid out in a diamond arrangement. The SNES button arrangement has been duplicated numerous times by its competitors, some of which used the same colour coding on the buttons. Sony and Microsoft were quick to adopt this layout with both the Playstation and Xbox controllers. Sony opted to use their own button identification system of shapes and symbols. Another trend setting feature that Nintendo added to the SNES controller was the shoulder mounted
L and
R buttons that brought the total of action buttons up to six. All of these features were wrapped up in casing with a more ergonomically friendly shape than the NES controller. The SNES controller fits nicely into the users hands thanks to its circular edges and is definitely a step up from sharp edge rectangular NES controller.
Top image is of the NTSC SNES controller and below is the PAL SNES controller
The Variations Only slight variations between the regional SNES console controllers which are mealy cosmetic. Pictured above are both the NTSC US released controller and the PAL controller. As you can see the NTSC controller has purple coloured action buttons which match the system's colour scheme. The X and Y buttons have a slight concave surface and a slightly different logo in the centre. The PAL version and the Super Famicom controller both use the same colour scheme but the Super Nintendo logo replaces the Super Famicom one.
Mods When it comes to mods the SNES controller is starting to follow in the foot steps of the NES with all kinds of everyday electronic devices being merged into its outer casing. So the majority of things that have been done to the NES controller have been tried with the SNES controller. One thing the SNES controller had over its predecessor is comfort and one person went to the extent of requesting a SNES controller be modded to operate a PSP to accommodate someone with limited use of their hands. A mod that would interest Wii console owners who love their virtual console games to have that authentic feel is the wireless SNES controller. This mod uses off the shelf parts to convert a standard SNES controller into a wireless version that’s compatible with Virtual Console titles that don’t need an analogue stick. If you haven’t already done so check out the above video for more details. Just like the NES controller there’s a lot more interesting mods out there that haven’t been mention in this article, if you have the time it’s worth while looking some of these controller mods up.
Nintendo 64
Around the mid nineties gamers around the globe were eagerly awaiting what Nintendo would release after having built two ground breaking consoles. Prior to launch the Nintendo 64 was known as the Ultra 64 and punters were teased with the promise of revolutionary 3D graphics and to further add to the build up we could play Killer Instinct and Crusin USA in the arcades, both of which were plastered with the Ultra 64 logo. All the popular gaming magazines were lapping up any snippet of information that got released or leaked and Nintendo’s next controller was a hot topic. Nintendo nailed it with the controller design for its previous 2D systems so expectations were high on what would be created for a 3D focused console. When images were first released of the
Nintendo 64 controller the initial reactions were simple “WTF is that thing”, yes it was a shocker to see the first time. That tone quickly changed when people literally got their hands on it as Nintendo once again set the benchmark for gaming controllers with a unique controller design that was tailor for both 3D games and 2D games.
The N64 controller loosely looks like a SNES pad with three grips protruding from the bottom; these grips allow the user to grasp the controller in multiple ways depending on the game type being played. On its face there is a very clever and flexible button layout, two shoulder buttons on top, a centre mounted start button and six action buttons. The six action buttons did a great job of covering a multitude of game play styles thanks to their different sizes and placement. All six buttons are spread out in the classic “Street Fighter” style layout but rather than do a straight copy of the Sega Mega Drive's six button controllers Nintendo grouped four of the six buttons together to double up as directional buttons. These four directional buttons were also used for changing camera angles in certain 3D games that required it and sitting next to them were the main action buttons labelled A and B which were larger in size. The N64 controller really comes into its unique element when you flip the controller over to reveal the Z “trigger” button. This button often came into action when the N64 controller was held using the middle and right grip. In most cases this is the way you hold the controller when play 3D games, some times the Z is used to replace the now out of reach L button or to simulate a gun trigger. Sitting just behind the Z button there’s an expansion post that got used for a number of game enhancing accessories Nintendo released, such as the memory card, but more notable was the industry's first Rumble Pack. For the first time console gamers could get physical feedback from their games via the Rumble Pack that when connect to a compatible game would translate crashes, hits, punches and more as a controlled vibration through the controller. Going back to the front of the controller Nintendo fitted both the obligatory digital D-pad and an analogue stick that made controlling a character in a 3D environment a breeze. Contrary to belief Nintendo were not the first company to introduce an analogue stick to a console, however, they were the first to do it properly. If curiosity has the better of you then first home gaming system to introduce analogue controllers was the Atari 5200 followed by the Vectrex. Overall Nintendo basically nailed the design of a hybrid 2D/3D controller and even though it’s not going to win any points for its ascetic qualities it did win the hearts of gamers thanks to its versatility and comfortable design.
The Variations Unlike the past two Nintendo consoles the N64 used the one shape/design controller for all regions. There was a huge variety when it came down to outer casing colours though, solid colours and transport colours many of which matched the colour of the console. A number of special editions N64 console packs were released to commemorate big game title releases like Donkey Kong 64 that came packaged with a coloured console plus the game.
Mods The N64 controller didn’t get the clever mod treatment like its predecessor controllers. When doing a Google search I did come up with one questionable controller mod but it’s not suited for this site so I’ll let you source that info on your own if you wish. So apart from USB cord conversions and LED mods the N64 controller remains a quiet area for the modding scene.
Nintendo Game Cube
As legendary as the Nintendo 64 was Nintendo did lose a massive share of the market to the Sony Playstation. The beginning of 2000 saw round two of this battle as Sony released their second generation Playstation and this time there was another strong competitor entering the market, the Microsoft Xbox. Just as the Sega Dream Cast was slowly fading away into the discontinued isle Nintendo released the Game Cube which packed quite a decent processing punch for such a little console. Finally Nintendo made the jump to a disc based format in the form of mini DVDs which differed from its competitors that used standard sized DVDs. Some could say that the Game Cube was Nintendo’s last “gamers” focused console since the Wii broadened the market by catering more towards casual gamers.
After a continuing trend of unique controllers Nintendo decided to follow suit with most common controller currently on the market with a wing grip design. This time round there’s nothing “truly amazing” about the controller with the only standout features being the odd button layout and the dual stage shoulder buttons. Now having said that the Game Cube controller was still a comfortable and functional controller, which was suited for a number of game play styles. Two analogue sticks, one primary and one secondary (C-Stick) along with a digital D-Pad covered just about all current gaming demands. To the right of the primary analogue stick was four action buttons, one large A button that was surrounded by three other action buttons. Two kidney shaped buttons (Y and X) and the smaller B button. So essentially Nintendo’s original A,B,X,Y button layout still remains but this time they were shaped and positioned differently. This button layout worked well with most games but a few arcade fighting game ports that used a six button layout suffered when making the transition over to the Game Cube. On top of the controller was three shoulder buttons, one was a small low profile digital (Z button) and the other two were dual stage analogue/digital buttons labelled L and R. The L and R buttons had a contoured centre for your finger to sit to avoid slipping and could be programmed for digital or analogue operations thanks to its dual-sensor system. Unlike it’s predecessor the Game Cube controller had its rumble force feedback feature internally fitted rather than an optional accessory. Even though the Game Cube controller didn’t wow punters with innovative ideas it’s still a crowd favourite with Nintendo fans and is often chosen as an alternative to the Wii’s Classic controller when play compatible games. A special white coloured Game Cube controller is available for the Wii and features a longer cable measuring 3 meters.
The Variations Just like the Nintendo 64 the Game Cube controller was also released in a multitude of colours with purple being the most common. Various coloured controllers were released to match corresponding limited edition consoles and as mentioned earlier a special white Game Cube controller was released to suit the Wii. The coloured controllers that were available were, "Jet Black", "Indigo", "Platinum", "Orange Spice", "Pearl white”, "Starlight Gold". Released in Japan only were, "Symphonic Green", "Gundam Copper", "Indigo"(with a clear bottom), as well as limited edition "Mario Red and Blue", "Luigi Green and Blue", "Wario Yellow and Purple" and "Emerald Blue".
Mods Again following suit as its predecessor the Game Cube controller didn’t get the unique modding treatment due to the large amount of components crammed into such a small shell. However, a number of people have modified the Game Cube controller with functional enhancements in mind rather than novelties. Such as the swapping of control sticks
(pictured to the right), relocation of the
Z button and as a replacement for the Wii’s Classic Controller.
Check out the embedded video below to find out more about how the Game Cube controller has been modded to replace the Classic Controller.
Nintendo Wii
Well here we are at Nintendo’s current incarnation in the gaming console world and given its phenomenal popularity it really doesn’t need an introduction. Put side by side next to its competitors the Xbox 360 and the Sony PS3 the Wii is relatively underpowered, lacks multimedia functions and has lower number of AAA games. So how does the Wii manage to sell nearly 45 million units worldwide and counting? Two words can basically sum that up, “casual gamers!” Nintendo have managed to capture the once untapped casual gamer market with the Nintendo Wii thanks to its affordable price tag and cleaver controller. A controller simple enough for anyone to use, basic gestures using the Wii Remote can dictate onscreen actions during a game. This simplicity has made the Wii an enjoyable experience for all walks of life from a child in their single digits right through to mobility challenged senior citizen. Now it’s not all basic “waggle tech” as software developers are really beginning to utilise the technology encapsulated in the Wii’s controllers for some serious games for the core gaming market.
Starting at the top, the Wii Remote has a PixArt optical sensor that communicates with a sensor bar positioned on top or below your TV allowing the Wii to determine how far the Wii Remote is from the TV screen. Below that is the power button and the timeless control impute device otherwise know as the D-pad. Progressing further down the Wii Remote there’s a large clear
”A” action button. In the centre is a
”-”,
”Home”, and
”+” buttons that are mainly used for menu and option selections. Just below that row of buttons is a small independent speaker that emits audible sounds, depending on which game is being played, the volume of this speaker can be adjusted via the Wii’s menu. Closing in on the bottom of the Wii remote we have 2 more action buttons that are of a slightly smaller diameter when compared to the
”A” button. Finishing off the front facia of the Wii Remote is four LEDs that illuminate depending on what player number the controller is synced to. At the very base of the Wii Remote is an accessory port that is used for the optional Classic Controller, Motion Plus module and the packaged Nunchuck. On the opposite side of the controller there’s a trigger button labelled as the
”B” button which does a good job of replicating a trigger for shooting games. The
”A” and
”B” are virtually opposite of each other on the controller and it’s common for programmers to get users to press both these buttons simultaneously to simulate a grabbing motion. The Wii remote is a wireless unit that sends its signal via BlueTooth so it requires its own power source, and by removing the back plate off the Wii Remote you can access the two AA batteries needed to power the unit. Tucked in just behind the battery compartment is a little red sync button that is used to synchronise the Wii Remote to the Wii console, a corresponding sync button is located on the Wii console its self next to the SD card slot. Hidden away from view is 16 KiB EEPROM chip from which a section of 6 kilobytes can be used to save and load date such as Miis and controller configurations. Also hiding out of site is the Wii Remote’s three-axis accelerometer which is a motion sensing system that allows the user to interact with games via physical gestures. These physical gestures vary depending on which game you are playing and in most cases are very simple to execute, this control system has revolutionized how we play mainstream games. Now motion sensing is not new technology by any means, but Nintendo were the first to offer it as a standard feature on an affordable gaming system. As Nintendo flourishes in its success with its motion sensing controller we are starting to see their competitors get serious about integrating some sort of motion feedback control system to their current consoles.
Accompanying the Wii Remote is the Nunchuck, the name is derived from how the two units appear when joined together like a nunchaku. The Nunchuck comes as a packed in accessory when purchasing the Nintendo Wii console and is needed for the majority of games available. Compared to the Wii Remote the Nunchuck has a much more simplistic in design filling in the required functions that cannot be provided by the Wii Remote its self, mainly the analogue stick that’s a key component needed for action and adventure games (or any game that requires precise movement). The Nunchuck also adds two addition buttons with a circular shaped
”C” button and a rectangular
”Z” that resides at the front of the controller. All of this is wrapped up in a small casing that contours to your hand, when picking up a Nunchuck for first time you’ll notice the massive difference in weight when compared to the Wii Remote this is due to a few missing components from this controller. There’s no IR, no rumble force feedback, no speaker and no need to house a power source because the Nunchuck plugs straight into the Wii Remotes accessory port.
The list of accessories that compliment the Wii Remote is almost endless especially when we start to include third party produced accessories. There are two more accessories that deserve a mention even though they are not included as a “pack in” item when purchasing the Wii console and they are the Classic Controller and the Motion Plus both of which are needed to fully enjoy the Wii’s potential. The Classic Controller combines all the basic elements of the past controllers to cover the diverse selection of retro (Virtual Console) games available to download via the Nintendo Shopping Channel. Not only can it be used for Virtual Console games it can also be used as an alternative to the Wii Remote + Nunchuck setup if the option is available. This has become a common feature with the long running franchise games such as Mario Kart and Super Smash Brothers.
The recently released Wii Motion Plus module takes what the Wii Remote already does and adds a Nintendo claimed 1:1 accuracy by combining a angular rate sensor with the Wii Remotes accelerometer. The Motion Plus module plugs into the accessory port of the Wii Remote adding a further 4cm to the overall length. This module comes packaged with its own version of the Wii Remote Jacket and can be purchased individually or bundled with a compatible game.
The Variations
For a long time the only colour options available for the Wii Remote and accessories was just white with Nintendo only teasing punters with a press shot of coloured variants. It wasn’t until the 2009 post E3 show that Nintendo announced that they will be releasing the Wii controllers in black. A sky blue controller pack was also shown but a limited run of only 5000 units were given away to Japanese Club Nintendo members who registered their copy of Wii Resort and were lucky enough to get picked out. Since Nintendo have been holding back on offering coloured controllers, aftermarket manufactures have stepped in and released coloured faceplates.
Mods
The homebrew community is very strong with the Wii in general, filling in the gaps Nintendo have left open. Modders have attacked the Wii Remote with the usual glowing buttons and case mods, some of which look fantastic but things get really interesting when the Wii Remotes accelerometer gets utilised. Through a combination of programs like GlovePIE and BlueSoleil the Wii Remote can wirelessly communicate with a Bluetooth equipped home computer, where we’ve seen everything from open an electronic door lock to controlling an industrial robot. There’s a huge list of Wii remote mods/hacks out there that even a top 30 list has be compiled. The following videos are just a small portion of what’s been done.
Johnny Lee: Wii Remote hacks
Wiimote Controlled Robot Arm
Python + Wiimote + 15 tonnes of Metal!
Taking a look at all the controllers Nintendo have produced over time and how they have changed the way we play video games has to make you think what would we be using now to play videogames if it wasn’t for Nintendo’s contributions? And what does the future hold? Over 30 years later the current generation controllers still use Gunpei Yokoi’s cross shaped D-pad design, both Microsoft and Sony are taking their own path with motion controllers and videogames in general are appealing to more than just the core gamer. Watching the evolution of input peripherals has been an interesting journey always curious about what’s going to happen next. I thought it would be nice to fill in the blanks for those that missed out and maybe even relive some old memories for those that lived though it.
Written By Matthew Armitage

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Controllers
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