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Analog stick

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424:, causes undesired gameplay effects, depending on the current game's controls, such as constant movement of the player character in a single direction or the game camera being skewed towards one particular angle while the affected stick is unmoved, and can only be corrected by performing particular actions that would restore the affected analog stick's neutral position back to the center of the analog stick. For Nintendo controllers with analog sticks, this would involve holding down a certain combination of buttons while the affected analog sticks are untouched. 420:
moved. Whenever the controller is activated or the system it is connected to is powered on, the current position of its analog stick(s) become the established neutral position. If the analog stick is moved away from its center during a time while it is established, the neutral position would shift to some place away from the center of the stick, causing the controller to interpret the center motionless position of the stick as in-game movement, since it is not the neutral position as it should be. This phenomenon, commonly called
224: 438: 133: 592: 36: 359:, the left stick normally controls the character's movement 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 games, but is almost essential for most modern 172:, consisting of a protrusion from the controller; input is based on the position of this protrusion in relation to the default "center" position. While digital sticks rely on single electrical connections for movement (using internal digital electrical contacts for up, down, left and right), analog sticks use continuous electrical activity running through 215:, usually around the character. The analog stick can serve a great variety of other functions, depending on the game. Today many analog sticks can also be pushed in like conventional face buttons of a controller, to allow for more functions. With the prevalence of analog sticks, the aforementioned limitations of the D-pad ceased to be an issue. 580:. This controller included a thumb-operated control stick which allowed for varying levels of movement and near-360-degree control, translating into far more precise movements than what is possible with a D-pad. It was released twice, with a price drop upon its re-release in 1994. A few games on the Genesis (as well as the 419:
To operate properly, an analog stick must establish a neutral position, a special, unique position which the stick must maintain that the controller would interpret as an intentional cessation or absence of in-game movement. Ideally, this would be the stick's very center when it is not touched or
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area of freedom that only allowed it to be moved in any of eight different directions, with each one assigned to each of the octagon's eight vertices where the control stick could be pushed towards. Nintendo would eventually change this octagonal area to the circle widely used in other console
619:), still allowed for varying levels of movement and near-360-degree control, translating into far more precise movements than were possible with a D-pad. For three generations, Nintendo's control stick was distinguished from analog sticks used in other major consoles by its surrounding 468:, launched in 1978. This system was widely cloned throughout Europe and available under several brand names. The 2 sticks each used a pair of potentiometers, they were not self-centering in most models but some, such as those of the Interton VC4000 models did self-center. 487:
was forced to stop selling them. This left hundreds of games unable to be used, and this problem was quickly rectified by 3rd party suppliers. Not long after, these same companies began producing analog joysticks for the system, but these took some time to become popular.
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featured rumble (removed in overseas versions), three modes of analog (Flightstick, Full Analog and Analog-Off), and dual plastic concave thumbsticks. It also added two new buttons, L3 and R3, under the thumbsticks, which could be used by pressing down on the sticks.
403:, the PSP's complete lack of a second analog stick and later the 3DS' initial lack of such feature have been criticized. Nintendo has since released an add-on for the 3DS that adds, among other things, a second analog "circle pad". The follow-up to the PSP, the 335:
controller had twin analog "Circle Pads" positioned symmetrically above the D-pad and face buttons, but was reconfigured to have twin clickable analog sticks several months ahead of the system's planned launch. This setup also carried over to the
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Other 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.
690:. The controller featured similar twin analog sticks to the Dual Analog, although they featured convex rubber tips rather than concave plastic ones. It also removed the third analog (Flightstick) mode and added two rumble motors. 499:
home console. However, its non-centering joystick design proved to be ungainly and unreliable due to the filing, alienating many consumers at the time. During that same year, General Consumer Electronics introduced the
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In spite of widespread adoption of dual analog sticks, a few modern video game systems are designed without a second analog stick, namely the Wii's standard controller (whose lone analog stick is implemented in the
235:, the analog sticks are "staggered", such that the left stick is positioned to the upper left of the D-pad while the right stick is positioned to the lower left of the face buttons. The controllers of all of 985: 565:, released in 1988, is the first instance of a thumb pad-based joystick controller. The Quickshot Chimera 2 is another example of an early thumbstick controller available to the NES. 744:(although the latter may be upgraded to dual-stick functionality through the use of an accessory), which both feature only a single small, flat sliding analog "nub". However, Sony's 400: 562: 1216: 543:
console on September 29, 1995. On April 26, 1996, Sony released a potentiometer-based analog joystick for use in Flight-Simulation games. The Sony Dual Analog
461:, and shortly after, a card with two of these and an associated analog joystick, the JS-1. This is the first known example of such a device for personal use. 649:
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
532:, introduced an analog flight stick for movement. It could register movement in any direction as well as measure the degree of push, which could move the 1366: 1305: 625: 465: 1247: 1263: 1292: 1093: 897: 480: 119: 1130: 369:, where it controls the player's gaze and aim, as opposed to the left stick, which controls where the player moves. In Namco's 1359: 1143: 1064: 1042: 284: 276: 196:
games, to better reflect the subtleties of control required for such titles. It was during the fifth console generation that
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add-ons) supported the controller’s analog stick functions, including some of Sega’s first-party games for the system.
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to measure the exact position of the stick within its full range of motion. The analog stick has greatly overtaken the
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line of systems added a second analog controller, known as the "C-Stick" to the right side of the device.
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In 1989, the Japanese company Dempa released an analog thumbstick controller called the XE-1 AP for the
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controller as well. The Saturn's analog controller was previously mentioned in the June 1996 issue of
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to provide a much greater degree of freedom than the typical digital joysticks of the day.
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at different speeds depending on how far the joystick is pushed in a certain direction.
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and its sequels, both analog sticks are used at once to control the player's character.
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On November 20, 1997, Sony released their third analog controller to the market: the
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which, while a digital stick (the analog stick operated on the same principles as a
1648: 1638: 1532: 1072: 734: 591: 569: 519: 407:, features dual analog sticks. It is the first handheld game console to do so. The 392: 356: 1153: 1034: 231:
Two analog sticks offer greater functionality than a single stick. On some modern
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became the first video game in history to require the use of two analog sticks.
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released a controller with a potentiometer-based analog joystick for their
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introduced the world's first dual stick controller for its game console,
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on June 23, 1996, in Japan. The new controller included a thumb-operated
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console and several Japanese computers. It was intended to replicate the
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The first consumer games console which had analog joysticks was the
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An analog stick is often used to move some game object, usually the
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Cromemco JS-1 analog joystick, the first known for microcomputers
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The Sony PlayStation DualShock (1997) features two analog sticks.
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controller. Other exceptions to this dual-stick rule are Sony's
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have included two analog sticks, with the exception of the Sega
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also uses this configuration. The original configuration of the
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The initial prevalence of analog sticks was as peripherals for
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announced it would integrate an analog stick into its iconic
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based system which used a self-centering analog thumbstick.
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controls found in Sega’s arcade games at the time, such as
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featured twin analog sticks and was used in games such as
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allow for dual-stick control schemes in certain games
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The analog pad used magnet-based 539:Sega's analog Mission Stick was released for the 164:, is an input device for a controller (often a 1217:"Out of control: Nintendo 64 Arrives In Japan" 479:as a standard input, but these failed to meet 1360: 898:"Nintendo GameCube Accessory Troubleshooting" 748:does have a dual analog stick configuration. 279:), utilize a staggered analog stick layout. 8: 1167: 1165: 1163: 445:Shortly after the introduction of the first 1239:Super Mario: How Nintendo Conquered America 1020:Creative Computing Video & Arcade Games 1502: 1367: 1353: 1345: 1065:"AtariAge - 5200 Hardware and Accessories" 816:"TGS 2004: Ape Escape Academics Hands-On" 120:Learn how and when to remove this message 1340:PlayStation 2 control pad (Dual Shock 2) 475:was released, it shipped with an analog 27:Input device for a video game controller 872:"Nintendo 64 Accessory Troubleshooting" 774: 1306:Guinness World Records Gamer's Edition 1009: 1007: 1197:from the original on November 3, 2017 1045:from the original on January 23, 2018 1033:Dargenio, Angelo (October 12, 2013). 466:Prinztronic/Acetronic/Interton series 291:-series analog controllers—the 7: 1121:Levi Buchanan, (September 5, 2008), 844:Ashcraft, Brian (October 16, 2014). 211:. It may also be used to rotate the 58:adding citations to reliable sources 1133:from the original on March 14, 2012 826:from the original on March 22, 2012 628:starting with the Nintendo 3DS and 617:mechanical ball-type computer mouse 399:support of the GameCube controller 152:in British English), also known as 1308:, pg. 73, Hit Entertainment, 2016. 1242:. PORTFOLIO/PENGUIN. p. 182. 1016:"Game Controllers And Accessories" 603:Initially announced in late 1995, 25: 1145:[セガハード大百科] アナログミッションスティック 937:. Nintendo of America. p. 3 702:In the console generations that 180:in both prominence and usage in 34: 1264:"Controller's History Dynamite" 45:needs additional citations for 957:"Wii Operations System Manual" 277:Nintendo Switch Pro Controller 255:), as well as controllers for 1: 1094:"The Atari 5200 Super System" 415:Neutral position and drifting 1035:"10 Great Controller Firsts" 1123:Space Harrier Retrospective 990:Nintendo of America Support 964:Nintendo of America Support 935:Nintendo of America Support 902:Nintendo of America Support 876:Nintendo of America Support 599:popularized the thumbstick. 459:analog-to-digital converter 1686: 483:emissions guidelines and 1629:List of game controllers 1144: 1014:Ahl, David (Fall 1983). 664:Computer and Video Games 253:Xbox Wireless Controller 1485:Virtual reality headset 1330:Nintendo 64 control pad 624:controllers during the 397:backwards compatibility 1376:Video game controllers 801:April 7, 2012, at the 738:handheld game consoles 680:Dual Analog Controller 609:Nintendo 64 controller 600: 597:Nintendo 64 Controller 442: 321:PlayStation controller 293:Dual Analog Controller 228: 202:Nintendo 64 controller 141: 1335:Dreamcast control pad 992:. Nintendo of America 966:. Nintendo. p. 8 904:. Nintendo of America 878:. Nintendo of America 594: 440: 361:first-person shooters 275:Comfort Grip and the 226: 135: 928:Instruction Booklet" 727:PlayStation Portable 387:attachment), Sony's 343:With genres such as 338:Wii U Pro Controller 188:Usage in video games 54:improve this article 1582:Gesture recognition 1455:Musical Instruments 1236:Ryan, Jeff (2012). 1098:www.atarimuseum.com 670:On April 25, 1997, 655:Hall effect sensors 528:, released for the 457:card containing an 269:GameCube controller 249:Xbox 360 controller 182:console video games 138:GameCube controller 1420:Interactive urinal 814:Nix (2004-09-24). 708:video game console 642:Nights into Dreams 601: 557:Analog thumbsticks 443: 325:Classic Controller 229: 219:Dual analog sticks 209:playable character 142: 1657: 1656: 1617: 1616: 1587:Haptic technology 1445:Motion controller 1390:Arcade controller 1249:978-1-59184-405-1 1175:. maru-chang.org. 635:On July 5, 1996, 626:eighth generation 477:paddle controller 130: 129: 122: 104: 16:(Redirected from 1677: 1546:Telephone keypad 1506:Physical buttons 1503: 1499:Controller parts 1383:Controller types 1369: 1362: 1355: 1346: 1309: 1303: 1297: 1296: 1289: 1283: 1282: 1280: 1279: 1270:. 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GameCube controller
game controller
joystick
potentiometers
D-pad
console video games
flight simulator
Nintendo
Nintendo 64 controller
playable character
camera

game controllers
Microsoft
Xbox
Xbox controller
Xbox 360 controller

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