Natal may be the latest play breakthrough , but it ’s just one of many phylogenesis and revision in control designs over the years . Whether it was the gamepad , analog ascendency , or a fishing perch , there have been plenty of neat innovations .
Galaxy Game : This was one of the first colonnade games to ever come out .
Pong ’s Poteniometer : Pong ’s comptroller consisted of niggling more than potentiometer — that round dial you turn — as its sole gaming ascendence . Simple , but still fun to this Clarence Day .

Atari paddle : Pretty much like the Pong controller , but , you have sex , handheld and in your living room .
Atari 2600 Joystick : The Atari 2600 Joystick went in and added a big red button to go next to the joystick , giving your finger a nice target to land on .
ColecoVision : As games set about to rage up in complexness , consoles such as the ColecoVision started adding more clit and controller forms . Maybe that ’s just what they want us to think , but either way of life , controllers started getting a lot of button .

NES : The NES controller had one of the first five hundred - pad used for play , changing the means we hold play controllers . It also managed to surmount back the number of buttons on the control .
Power Pad : The Track and Field Pad gained popularity because it was one of the early command innovations that let you get in on the gambling activeness by mimicking substantial public action . And because of World Class Track Meet , I ca n’t call up of 8 - bit cartroad and theater games with out the Power Pad coming to mind .
Zapper : Light Guns . Duck Hunt . Need I say more ? Ok , fine … it ’s a deuced ignominy more games did n’t use this thing .

NES Advantage : The NES Advantage brought Turbo and Slow macro instruction into play , letting you throw a substitution for gameplay modification . Turbo let the controller register multiple hydrant every time you hit the button once , and made the fictional character move faster . boring made everything move at a snail ’s gait for precision play . The problem is , most the game were n’t design around this mind , so it worked better in theory than existent exercise .
R.O.B. the Robot : As much as R.O.B. is loved , the Gyromite star was n’t so much an phylogeny in gaming ascendance as much as he was complete gaming gimmick . His power to stack rings was a peachy demo of what was potential on the NES , but it was unmanageable to extend that idea to other games .
Power Glove : I have intercourse the Power Glove . It ’s so … bad . I experience like this is the peripheral we all want as child , but none of us ever really got . Utilizing a series of flex sensors and speakers that could read your movement and construe them as in game controllers , the Power Glove was one of the earliest motion gaming devices . Sure , the life of the Mattel machine was short lived and criticized , but the Rad Racer scene from The Wizard will subsist on forever .

Sega Master System Controller : The Master System control was one of the first 8 - way D - pad , joining the NES in ushering in a joystick - less gyration in directional input .
SNES Controller : Nintendo keep to push things forward by include two extra face button ( diamond configuration ! ! ) along with the even more significant inclusion body of shoulder buttons . Now more finger’s breadth than just our thumbs were able to get in on the action .
Honorable Mention : Sega Genesis Six Button Controller : The original Genesis gamepad added a special button , which was cool , but the Six Button Controller was right smart better because the release layout was double-dyed for games like Street Fighter II . To this day , six - button gamepads are still made for fighting games .

Sega Activator : This octagon - mould ring was another early attempt at movement play . There were 8 IR station around the closed chain , and each one corresponded to a unlike set of actions . Move your foot over that IR ray , and you ’d carry out the natural process . It was n’t the estimable foundation from Sega , but the idea was in the right topographic point .
Nintendo 64 : Despite it ’s unique shape , Rumble Pak , expansion port , initiation button , and multiple semblance , the biggest institution the N64 accountant brought to gaming restrainer was the inclusion of an analog stick , which upped the ante as far as preciseness gambling went . And it was perfectly essential , as gaming moved into the earth of 3D.
PlayStation Dual Shock : The electronics inside the initial PSX controller were somewhat run of the mill — D - pad , berm buttons , face buttons . But the accountant has some of the greatest ergonomics ever seen in a gaming twist . And the development of dual analog sticks , and then pressure sore face push on the PS2 iteration make it an absolute victor .

Dreamcast : In summation to including some of the first analog trigger buttons , the Dreamcast controller also had a berth for the Tamagotchi - like Virtual Memory Unit , which let you play mini - games related to the large cabinet game , and would let you to progress further or rack up stats while you were away from the console .
Dreamcast Fishing Controller : This was one of the first console gaming peripheral machine to mimic the real world that was n’t a gun or a guidance wheel . It also has legendary fad status amongst Dreamcast fans thanks to Sega Bass Fishing .
Samba de Amigo Maracas : believably the game accountant with the most personality since R.O.B. ( wait do robots have personalities ? ) , the Samba de Amigo maracas could keep a party going for hours . You shake , the mark on the screen bakes .

Nintendo WaveBird : Nintendo ’s wireless WaveBird controller was the first wireless controller that did n’t entirely wet-nurse . While it did n’t revolutionize the way we play games directly , it did open up possibilities for next controller designs .
DDR Dance Mat : The Dance Dance Revolution mat is essentially the Power Pad revisit , but it ’s the good carrying out of a mat / pad of paper - style game that you use with your feet . stamp for fun experienced a renaissance with DDR .
Guitar Hero Guitar Controller : Do n’t undervalue the tycoon of a guitar shaped controller and a little imagination . With Guitar Hero , we all live out our deepest fantasy of shredding harder than Hendrix . Sure , you could accomplish the same accurate thing with a table control ( or even a gamepad , for that matter ) , but would it have been half as fun ?

Nintendo introduced the touchscreen DS in 2004 , which brought tactile play into the mainstream . Nintendo keep enunciate they saw a style where a user did n’t want games to keep come more complex . Rather , new gamers favored simpler gameplay and more intuitive controls . on the face of it they were hardwired into the play zeitgeist . Overwhelming commercial success ensued .
The Wii Remote , soon known as “ Wiimote , ” made a big fracture from the pop trend in play . untrusting of dual reefer and the glut of buttons , the Wiimote is all about intuitive gameplay , making use of accelerometers and IR sensing element to supply motility play in 3D blank . It ’s elongated , upright shape makes gameplay with one hand gentle , but you could also add a nunchuk for slightly more established gambling , or plug it into a shell for some gimmicky fun .
Wii Motion Plus : Well the first adaptation of the Wii did n’t really track your movement in game with extreme precision . However , with Wii Motion Plus , which adds a gyro into the mix , your actions will be integrate into gameplay more than ever .

EyeToy : The EyeToy for the PS2 was one of the first tv camera - base devices to truly permit you interact with the game . Most of of the compatible software lie of disposable minigames , but it was amazing to see your movement affecting the action on concealment .
Vuzix CamAR : Vuzix showed CamAR , their augmented world system earlier this year , which overlays computer art onto real world options , bringing the plot into our own world . Using a duo of video glasses and a head - get on camera , you may interact with digital element that do n’t actually exist .
Neurosky Mindset : Neurosky is conduct the way in intellect controls with the Mindset , which monitors specific cerebral activity , and is able-bodied to translate modification in those brainwaves to in - game action . For now , you ca n’t control the entire game using just your judgement , but seeing how gaming controls have evolve over the last 30 years , I would n’t be surprised if they bring forth closely some day .

Headtracking : Headtracking is when the game follows your own movement , and vary the flesh of quotation according to your absolute position in the room . So if you lean to the left or right on in front of the television , the scene on the goggle box will vary accordingly . NaturalPoint currently has a Trakkir , a PC gaming peripheral that does just this . Homebrew hacks have also been carry out on the Wii , and in our demo , Natal seemed able to do this .
PlayStation Motion Control : PlayStation ’s entrance into motion controlling revolves around the PS3 EyeToy , and a special scepter which the tv camera knows to interpret particularly as a controller . Sony too prognosticate 1:1 move play with their solution .
KwaZulu-Natal : Microsoft Natal is a complete , hands - free motion tracking detector , that use an RGB television camera , infrared astuteness detector and microphone to detect your position and movement in recounting to the TV . Then you are put direct in the game , with what is promised to be 1:1 motion ( evidently Natal can track 48 points of the body ) .

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