As video games have evolved, so have the ways that we control them.

These mostly resided within arcades since the hardware to execute the games was too expensive for home users.

The departure from the arcades has drastically morphed how players control games.

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Atari Joystick

The Atari 2600 released in 1977.

A simple joystick designated the Atari CX10 shipped with the system.

A year later the controller was modified slightly (CX40) to make it easier and cheaper to manufacture.

The CX40 is arguably the most iconic controller on this list.

What made the joystick so memorable was its minimalistic design.

It worked as a fire button for games like Asteroids or Missile Command.

Intellivision

Mattel’s Intellivision was a direct competitor to the Atari 2600.

The merits of each were hotly debated among fans of both consoles.

This is especially true for its controller.

The top button on both sides was electronically the same, making it ambidextrous for some game control schemes.

Below that was a disc which functioned as the joystick.

Just because Mattel’s controller was more forward-thinking than the CX40 does not mean that it was superior.

The gamepad suffered from some serious flaws.

For one, the overlays were prone to slipping making it problematic in frantic button-mashing titles.

Also, the disc became a pain in the thumb during long gaming sessions.

Further, the side buttons were underutilized.

However, that was a blessing in disguise as the side buttons were somewhat awkward to use anyway.

The overall experience while utilitarian, was not very satisfying.

Super Nintendo Gamepad

The Super Nintendo Entertainment System (aka Super Nintendo.

aka SNES) was the 1990 followup to the NES.

This change three-upped its direct competitor the Sega Genesis.

Sega would later introduce its own six-button gamepad.

This controller would later become the DualShock on the PlayStation 2.

First, adding a stick for movement freed up the directional pad buttons for other uses.

Nintendo had introduced vibration with its N64 controller, but it was a “sold-separately” feature.

The 10-button N64 controller imitated the dual pistol grips of Sony’s console.

This analog joystick would become a standard in nearly every modern gamepad to date.

The thumbstick was not the only first that the N64 would bring about.

The Rumble Pak added a vibration feature, that would later be incorporated by everybody.

However, that does not mean that gamepads never had a market on PC.

The primary difference was in button placement.

Instead of having four trigger (or shoulder) buttons, it had two.

In lieu, Microsoft added two extra buttons to the right side of the gamepad’s face.

The Gravis PC GamePad came out in 1991 and was the first gamepad for IBM PCs.

It was a simple controller that copied the NES' gamepad for the most part.

However, instead of having two fire buttons, the Gravis had four.

The superfluous buttons were not useless in other games though.

Another, quirky feature that the Gravis had was a switch to invert the controller.

Again, these controllers while memorable and interesting were eventually abandoned for the tried-and-true keyboard/mouse combination.

Up and down arrows moved forward and back, while left and right keys turned in their respective directions.

However, responsiveness is likely the real reason gamers prefer the method.

The mouse is much more precise especially those with a high DPI explicitly designed for gaming.

Many consider the keyboard more responsive as well.

Additionally, keyboards allow for custom mapping dozens of other keys.

For example, in RPGs, the number keys 1-9 often serve as quick-use inventory slots.

This punch in of mapping is simply not possible with gamepads.

The Non-Gamepads

So far we’ve looked at traditional controllers.

That is to say controllers that resembled the primary gamepads that we use today.

However, there is a whole other world of input mechanisms radically different from conventional methods.

These are non-gamepads (or fringe controllers).

The Steel Battalion controller was designed exclusively for the 2005 Capcom game of the same name.

Players piloted giant mechs called “vertical tanks” (VT).

This goal required a control scheme that was just as complex.

The Steel Battalion controller had 40-buttons, two control sticks, one gear/throttle stick, and three foot pedals.

Nintendo Zapper Lightgun

Going way back to the NES days, we have the Zapper.

On the next frame, any valid targets would be drawn on the darkened screen.

The light sensor would detect a hit by gauging the light level.

A handful of others were released, but never really caught on like Freedom Force and To the Earth.

Guitar Hero Controller

When Guitar Hero launched in 2005, it became an instant hit.

The bundled controller was a basic-looking unit shaped like a small guitar.

The guitar was wireless and came with a dongle that plugged into the USB port of the PS3.

The game and its input method became so popular it spawned several variations of the guitar controller.

We are currently seeing this play out in VR/AR.