In the era of Dolphin (the codename for GameCube) one of the most mysterious and secretive components was the controller design. IGNcube first reported on it back in mid-July of 2000, and the mind reeled at the strikingly bizarre design. A few months later when the controller was unveiled we found out our original mock-up was fairly accurate. To see a full comparison of our mock-up, the prototype, and final construction click here

The final controller design unveiled at Space World 2000 proved to be both bizarre and yet somewhat innovative by appearance. Unfortunately, actually touching the controller was off limits to members of the press, so the only people who truly knew how great (or poor) it felt were those privileged enough to be among the GameCube development community. Due to this lack of "touchability" much skepticism arose from naysayers and Nintendo fanatics alike. The big questions: How does it really feel? What kind of functionality does it have? What's so innovative about it?

With this in mind IGNcube was determined to find a way to bring the "hands-on" experience to its readers. After some careful thought we arrived at one conclusion: we have to hold the controller ourselves. Well, when various members of the development community scoffed at the idea we were forced to create another solution or, even better, a compromise. After all, even if someone inside Nintendo or its respective development partners was to let us hold the controller, we certainly could never write about it -- officially at least. And yes, we are grinning. So, the solution we arrived at to answer all these pressing questions was to create a clay mold in fashion of the GameCube controller. Then we could get the hands-on experience we needed.

Now, before we unveil the design to you there's a few things you should know. Site editor, Fran Mirabella, has a lot of experience with ceramics, but the clay type (Polymer Clay) used to make the mold was foreign to him. Bearing that in mind we ask you to realize that the controller is not a perfect replica, but a close mock-up. This is essentially our prototype, but even with that said we can tell you that it serves its purpose very well.

The Design

Our clay prototype is basically the merger of the unveiled GameCube controller and Wavebird handle design. The reason for this is due to the everlasting problem concerning the size of Japanese hands versus American hands. By nature the Japanese have smaller hands than Americans, and because of that many of the Japanese complained that the N64 controller was too bulky. This is why the GamCube controller unveiled in Japan has small handles.

We did some tests and came to the conclusion that the current design's handles are much too small to accommodate many adults and Americans' hands. Also with the backing of a rumor that the GameCube controller design might feature different handles (bigger like Wavebird's handles) in America and smaller ones in Japan, we went ahead and created what we feel the American design will and should be based on. Note that it's very similar in design to the prototype given to many development houses early on. Once you feel the bigger handles you simply regret going back to anything smaller. Trust us on that.

The final product, as we've pointed out isn't perfect but entirely suitable. It really does feel like the GameCube controller, and we think it shows. You'll be literally seeing our hands on the controller throughout the rest of the feature.

Sizing Things Up

Some basic properties of the controller, which must first be understood, relate to its size. In comparison it is roughly half an inch less wide than the N64 controller is. This is what makes the C-stick and D-pad so accessible. If you think moving your finger from the main analog stick to the D-pad is any trouble at all, think again. The distance from the analog stick to the D-pad is a mere 1.4 inches. On the other side of the controller you'll have to think about switching from the A-button to the C-stick. Again, the distance is a rather minute 1.4 inches. All things considered, the GameCube controller is petite and compact -- just like GameCube itself.

Feels Like...

What does it feel like? Is it comfortable? These and many more question no doubt plague your mind every time you think of GameCube. We can happily and confidently assure you that the GameCube controller is just as comfortable and plush as it looks. When you slip the handles into the palms of your hand the arc on the top of the handles perfectly complements that dent in your palms. Meanwhile, underneath, your pinky and ring fingers wrap around the rather curvaceous underside of the handle. That leaves three more fingers on each hand to be taken care of. Your index fingers naturally and gently rest in the deep curves of the R and L buttons, and that whole setup tends to let your middle fingers rest on the underside of the D-Pad and C-stick. Lastly we have the most important fingers (and larger at that), your thumbs. Each of them naturally fall onto the tops of the analog stick and A-button. Not one finger is put in an awkward position. In other words, no fingers are left dangling about. We hate to sound over dramatic, but the controller really does melt into your hands, almost becoming an "add-on" body part. Once you hold it yourself, we have no doubt that you'll agree it's one of the most comfortable controllers ever made. Going back to use the Dreamcast, N64, or PlayStation controllers makes for a terribly uneasy experience -- honestly. And while these opinions are coming from known Nintendo supporters, we have no problem admitting that the design of the N64 controller, while innovative, was inferior to PlayStation's in many areas.

The D-Pad Philosophy

There seems to be a certain innovative layout that few people really grasp without actually using the controller. Nintendo has, hands down, made one of the most intuitive button configurations ever. We call it the D-pad philosophy. The D-pad is a simple structure, and is even more uncomplicated to use. We don't think anybody who's ever used a D-pad has had trouble pressing left, right, up, or down. In fact, the oftentimes-secret codes called for you to perform such taps at a breakneck pace. Even then the layout was so logical that nobody had any trouble using it. We think that in that same regard Nintendo has created a button layout that is just as intuitive by design. It's just short of being a second to the D-pad, and why nobody thought of it earlier we don't know. Since your thumb is larger and rests on the A-button, so too is the A-button larger than the other buttons. Roughly .6 inches to be exact. Once your thumb is in place it's a simple matter of moving slighly left to tap the B-button, up to hit the Y-button, and right for the X-button. Could it get any more simple than that? We don't think so, because there's no more feeling your way around the controller. With the N64 and just about every other controller out there you have to feel your way over the controller and adjust to the placing of each button. Not with the GameCube controller, everything is laid out like a compass -- you cannot get lost. But, for the sake of it let's say you had to feel your way over the controller. Nintendo decided that the same size and shape buttons could attribute to any confusion that may arise. Bearing that in mind the B, Y, and X buttons have what Nintendo calls "kidney bean" shapes. And, if we're right even the B-button is slightly more curved than the Y and X button. Nintendo again shines through with brilliant thought out design. The days of guessing are over.

The Analog Factor

As most of the analog world moves to digital, the universe that controller design resides in moves to analog. The difference between the two is night and day and day and day -- literally. When a button or control stick is digital it can only send out two signals: on or off. Thus the D-pad is the "digital" pad, not just the directional pad. Right will always be right and you can't have any more levels of sensitivity. This is why when you use the analog stick in Super Mario 64 you can make Mario tip-toe, walk, jog, and run depending on how far you press the stick. In that same regard Nintendo has brought not just one analog stick, but two onto GameCube's controller. Essentially the C-stick is another analog stick, and developers can and will use it for more than just camera movement. Although, we think that analog camera movement is going to give a title like the new Mario game a really big advantage in the 3D world. This time, though, the control sticks aren't the only things that are analog. Currently Nintendo has four analog buttons on the GameCube controller featuring 255 levels of sensitivity. The analog buttons include the A, B, L, and R buttons. The L and R buttons prove to be the most dramatic. They are extremely sensitive and have something like a half-inch of action on them. It's literally like pressing down on a gas pedal because you can practically feel your way through all 255 levels of sensitivity. Go back and press the L and R buttons on the N64 or PlayStation. You can only press it down and have no control over its position. GameCube's "gas pedals" will probably be some of the most used buttons on the system because of it. What developers can do with these buttons alone could bring fresh innovative control setups to the console's games. Unfortunately not much is known about the rumble motor just yet, but given that the R and L buttons are so sensitive it's only natural that the rumble motor will be just as finely-tuned and responsive.

Renders

You've seen the controller in images, you've witnessed our hands on a clay mold, now manipulate the design of Nintendo's pad for yourself. We've created high-quality renders of the device for your rotatable, fully-manipulatable pleasure. Simply click on the links below and check out the controller from any and every angle.

Controller render (big)

Controller render (small)

Bonus Material



You've read the article, now tell us what you think. Is Nintendo going in the right direction with the design of its next-generation GameCube controller? Or, is it doomed to repeat the same construction mistakes it made with its Nintendo 64 pad? Discuss the issue in our Message Boards by clicking on the link to the left.