A gamepad (also called joypad or control pad), is a type of game controller held in the hand, where the digits (especially thumbs) are used to provide input. Gamepads generally feature a set of action buttons handled with the right thumb and a direction controller handled with the left. The direction controller has traditionally been a four-way digital cross (also named a joypad, or alternatively a D-pad), but most modern controllers additionally (or as a substitute) feature an analog stick.
Some common additions to the standard pad include shoulder buttons placed along the edges of the pad, centrally placed start, select, and mode buttons, and an internal motor to provide force feedback.
Gamepads are the primary means of input on all modern video game consoles except for the Wii (though the Wii Remote can function alternately as a gamepad). Gamepads are also available for personal computers.
There are programmable joysticks that can emulate keyboard input. Generally they have been made to circumvent the lack of joystick support in some computer games, i.e. the Belkin Nostromo SpeedPad n52. There are several programs that emulate keyboard and mouse input with a gamepad such as JoyToKey, Xpadder, and Pinnacle Game Profiler.
Some manufacturers and retailers may also use the term "gamepad" to refer to a gaming keypad.
The original Famicom controllers were different from the NES ones in the sense that, besides their cosmetic design and being hardwired into the console, the second controller lacked Select and Start buttons. In their place was a microphone, although very few games supported it. Initially, Famicom controllers were manufactured with square-shaped A and B buttons, but these were discontinued and recalled in 1984 due to being prone to heavy wear.
The Famicom was also the first home system to put the directional control on the left. While many arcade systems had the directional control joystick on the left of the buttons, most home systems of the era used joysticks designed for right-handed operation. The division has continued to this day, with computer joysticks typically being designed for use in the right hand with gamepads and arcade joysticks favoring the left hand.
There is a slight variation in the North American version of the controller. In the original design (used by the Japanese Super Famicom and PAL SNES) the A, B, Y and X buttons are all convex-curved and each one has a distinct color (A was red, B was yellow, X was blue, and Y was green). For the North American market, the A and B buttons were colored purple and the Y and X buttons were lavender and concave-curved.
The ''3D Control Pad'' (also known as the Multi Controller or NiGHTS Controller), released in 1996, introduced an analog stick and analog triggers. It was included with the breakthrough game, ''NiGHTS into Dreams...'', as well as being available separately for other games that supported analog control such as Manx TT, Daytona USA: Championship Circuit Edition, Space Harrier, After Burner and Sky Target.
Sega has since re-released the Japanese version of the Sega Saturn gamepad as a USB version compatible with Windows, Mac OS X and PlayStation 3.
First announced in a press release in late 1995, the Dual Analog was finally shown to the public at the PlayStation expo in November 1996. It was similar to the original PlayStation controller, with several key differences. The Dual Analog's handles were longer and more tapered, the "L2 and R2" buttons were altered slightly, the first Japanese revisions had rumble capability and there were twin concave analog thumbsticks placed in the lower center of the controller, below a tri-function "mode" button. Apparently due to lack of interest, later models of Japanese Dual Analog controllers had the rumble feature removed.
The next revision saw the introduction of Sony's DualShock. This device brought back rumble (hence the name), cosmetically changed the handles (to the same shape as the original controller), analog sticks and "L2 and R2" buttons, removed the third "mode" option and added "L3 and R3" buttons, which were incorporated into the sticks themselves (accessed by pushing down on the stick). The controller was released as a secondary peripheral in late 1997 in Japan, and in May 1998 in North America. Its popularity dictated the end of the Dual Analog, and the DualShock was selected as the new standard controller during a large part of the console's life.
The Xbox controller went through a revision specifically for Japanese consumers and due to complaints that the initial controller was too bulky. (The size of the Xbox controller has been the subject of many jokes in video game-related web comics; it has even been nicknamed "Duke" and "Hamburger".) The result was the Type-S controller which Microsoft adopted and has since bundled with their system in all regions. Both of the original Xbox controllers had a breakaway point near the end of the cord, so it would break into two parts and the game would pause if it was pulled too far, preventing damage to the console itself.
By the E3 2006 conference, Sony had abandoned the boomerang-shaped controller, in favor of a controller dubbed Sixaxis. The Sixaxis is cosmetically similar to the DualShock, but has several new features which distinguish it. It is a wireless controller and features the addition of tilt-sensor and linear accelerometer technology, as well as larger 'trigger-like' L2 and R2 buttons. A new "PS" button was added to expedite usage of the XrossMediaBar System, as well as four player-indicator LEDs on the rear of the controller. It is charged by way of a mini-USB port situated where the cable on its predecessors left the controller, which can also be used to allow wired play. However, the Sixaxis lacks the rumble capability featured in the preceding DualShock and DualShock 2 controllers. Sony stated that the reason for this was that the rumble would interfere with the motion sensor; however, it was later traced to Immersion Corporation suing both Sony and Microsoft for patent infringement on Immersion's haptic-feedback technology. Microsoft settled out of court, but Sony decided to fight back and lost the resultant case.
Having settled the issue with Immersion in late 2007, Sony launched the DualShock 3. The controller is the same as the Sixaxis in almost every way but differs in that the blue lettering next to the USB port has been changed to DualShock 3 (with the word Sixaxis moved below it), it contains the aforementioned vibration motors (which also give the controller more weight) and the plastic it is made from is opaque rather than slightly translucent.
The Classic Controller is also available for use with the Wii's Virtual Console as well as some Wii titles. It resembles a Super NES controller and contains two analog sticks placed similarly to Sony's DualShock. Instead of having start and select buttons, it has the -, home, and + buttons from the Wii Remote. However, there are text labels below each button, reading "Select", "Home" and "Start" respectively. There are four action buttons labeled A, B, X and Y, as well as the L and R shoulder buttons, plus the ZL and ZR buttons. The console also supports use of the Nintendo GameCube controller for Nintendo GameCube Game Discs compatibility and limited Virtual Console play, as well as certain Wii games (most notably Super Smash Bros. Brawl). Also, the Wii Classic Controller Pro was released for the Wii, and shared the design of the PlayStation 2 controller.
At E3 2007 the Wii Zapper was unveiled for the first time to the public. The Wii Zapper gives players a sense that they are holding a gun, arguably making first person shooters more immersive. The attachment lists for $19.99 in the United States and simply uses the regular Wii Remote and Nunchuk to form the shape of a gun.
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