This article is about the type of video game controller. For the TV show, seeGamepad (TV series). For the primary controller for Nintendo's Wii U console, seeWii U GamePad. For the Android device, seeArchos GamePad.
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Agamepad is a type of videogame controller held in two hands, where the fingers (especially thumbs) are used to provide input. They are typically the maininput device forvideo game consoles.
Shoulder buttons ("bumpers") and triggers on anXbox 360 controller
Some common additions to the standard pad include shoulder buttons (also called "bumpers") and triggers placed along the edges of the pad (shoulder buttons are usually digital, i.e. merely on/off; while triggers are usuallyanalog); centrally placedstart,select, andhome buttons[clarification needed], and an internal motor to provideforce feedback. Analog triggers, like that of theGameCube controller, are pressure-sensitive and games can read in the amount of pressure applied to one to control the intensity of a certain action, such as how forceful water is to be sprayed inSuper Mario Sunshine.[citation needed]
There are programmable joysticks that can emulatekeyboard input. Generally they have been made to circumvent the lack of joystick support in some computer games, e.g. theBelkinNostromo SpeedPad n52. There are several programs that emulate keyboard and mouse input with a gamepad such as thefree and open-sourcecross-platform software antimicro,[1][2] Enjoy2,[3] or proprietary commercial solutions such as JoyToKey, Xpadder, and Pinnacle Game Profiler.[citation needed]
One common issue with modern game controllers is stick drift, where the analog stick registers movement even when not being touched. This problem can affect gameplay accuracy and responsiveness. To diagnose stick drift, various online stick drift tester tools are available, allowing users to visualize stick movement and detect irregular inputs. These tools, often web-based, help determine whether recalibration, cleaning, or hardware repair is necessary.[4][5] Some platforms, like Steam, also include built-in calibration settings to mitigate minor drift issues.
The 1962 video gameSpacewar! initially used toggle switches built into the computer readout display to control the game. These switches were awkward and uncomfortable to use, soAlan Kotok and Bob Saunders built and wired in a detached control device for the game. This device has been called the earliest gamepad.[6]
It would take many years for the gamepad to rise to prominence, as during the 1970s and the early 1980sjoysticks andpaddles were the dominant video game controllers,[6] though severalAtari joystick port-compatible pushbutton controllers were also available.[7] Thethird generation of video games saw many major changes, and the eminence of gamepads in the video game market.[citation needed]
Nintendo developed a gamepad device for directional inputs, a D-pad with a "cross" design for theirDonkey Kong handheld game. This design would be incorporated into their "Game & Watch" series and console controllers such as the standardNES controller. Though developed because they were more compact than joysticks, and thus more appropriate for handheld games, D-pads were soon found by developers to be more comfortable to use than joysticks.[6] The D-pad soon became a ubiquitous element on console gamepads, though to avoid infringing on Nintendo's patent, most controller manufacturers use a cross in a circle shape for the D-pad instead of a simple cross.[8]
Six-button Genesis/Mega Drive controller that was released later
The originalSega Genesis/Mega Drive control pad has three face buttons,[9] but a six-button pad was later released.[10] TheSNES controller also featured six action buttons, with four face buttons arranged in a diamond formation, and two shoulder buttons positioned to be used with the index fingers, a design which has been imitated by most controllers since. The inclusion of six action buttons was influenced by the popularity of theStreet Fighter arcade series, which utilized six buttons.[11]
TheSNES/Super Famicom gamepad (Japanese Super Famicom version is shown), which popularized the layout used by most modern gamepads
For most of the 1980s and early 1990s,analog joysticks were the predominant form of gaming controller for PCs, while console gaming controllers were mostly digital.[6] This changed in 1996 when all three major consoles introduced an optional analog control. The SonyDual Analog Controller had twin convex analog thumbsticks, theSega Saturn 3D Control Pad had a single analog thumbstick, and theNintendo 64 controller combined digital and analog controllers in a single body, starting a trend to have both an analog stick and a d-pad.
Despite these changes, gamepads essentially continued to follow the template set by the NES controller (a horizontally-oriented controller with two or more action buttons positioned for use with the right thumb, and a directional pad positioned for use with the left thumb).[6]
Wii Remote can also be played with two hands like a gamepad controller.
Though three-dimensional games rose to prominence in the mid-1990s, controllers continued to mostly operate on two-dimensional principles. Players would have to hold down a button to change the axes along which the controls operate rather than being able to control movement along all three axes at once. One of the first gaming consoles, theFairchild Channel F, did have a controller which providedsix degrees of freedom, but the processing limitations of the console itself prevented there from being any software to take advantage of this ability.[6] In 1994,Logitech introduced the CyberMan, the first practical six-degrees-of-freedom controller; however, it sold poorly due to its high price, poor build quality, and limited software support. Industry insiders blame the CyberMan's high profile and costly failure for the gaming industry's lack of interest in developing 3D control over the next several years.[6]TheWii Remote is shaped like atelevisionremote control and containstilt sensors and three-dimensional pointing which the system uses to understand alldirections of movement and rotation (back and forth around thepitch, roll, and yaw axes). The controller is also multifunctional and has an expansion port which can be used for a variety of peripherals. An analog stick peripheral, called "Nunchuk," also contains anaccelerometer[12] but unlike the Wii Remote, it lacks any pointer functionality.
Gamepads are also available forpersonal computers. Examples of PC gamepads include theAsus Eee Stick, theGravis PC, theMicrosoft SideWinder andSaitek Cyborg range, and theSteam Controller. Third-party USB adapters and software can be employed to utilize console gamepads on PCs; theDualShock 3, DualShock 4,DualSense, Wii Remote andJoy-Con can be used with third-party software on systems withBluetooth functionality, withUSB additionally usable on DualShock 3, DualShock 4 and DualSense.Xbox 360 andXbox One controllers are officially supported onWindows with Microsoft-supplied drivers; adongle can be used to connect them wirelessly, or the controller can be connected directly to the computer over USB (wired versions of Xbox 360 controllers were marketed by Microsoft as PC gamepads, while the Xbox One controller can be connected to a PC via its Micro USB slot).[13][14][15]
Gamepads or devices closely modelled on them are sometimes used for controlling real machinery and vehicles, as they are familiar to users and (in the case of actual gamepads) provide an off-the-shelf solution. TheUS Army andUS Navy use Xbox controllers[16]for operating devices, and theBritish Army uses a device modelled on gamepads to operate systems on theChallenger 2main battle tank.[17]TheTitan submersible notoriously used a gamepad for control.[18]