Controllers & Input Devices

The hardware that sits between player and game — designed to disappear

The NES D-Pad — Inventing the Modern Controller
Nintendo · Nintendo Entertainment System / Famicom · 1983

Gunpei Yokoi's cross-shaped directional pad, first appearing on Game & Watch handhelds and standardised on the Famicom controller in 1983, replaced joysticks with a flat, durable, thumb-operated input that has governed game control ever since.

The Atari CX40 Joystick — The Stick That Defined a Generation
Atari · Atari 2600 · 1977

The Atari CX40 joystick shipped with the Atari 2600 in 1977 and became the most widely recognised game controller of its era, shaping how an entire generation learned to interact with games before d-pads existed.

The SNES Controller — Adding the Shoulder Button
Nintendo · Super Nintendo Entertainment System · 1990

The SNES controller introduced shoulder buttons (L and R) and a four-button face layout (A, B, X, Y) that expanded the action vocabulary of console gaming and established the template every modern controller builds on.

The Sega Genesis Six-Button Pad — Fighting Games on a Console
Sega · Sega Genesis / Mega Drive · 1993

Released in 1993 to support Mortal Kombat and Street Fighter II, the Genesis six-button controller added three face buttons (X, Y, Z) to the original three-button layout and became the preferred pad for the console's fighting game library.

The PlayStation DualShock — Analog Sticks and Rumble in One
Sony · PlayStation · 1997

The DualShock combined twin analogue thumbsticks, a d-pad, six face buttons, and dual rumble motors in a single controller, establishing the layout template that Sony's controllers have maintained through four subsequent hardware generations.

The N64 Controller — The Analog Stick Arrives
Nintendo · Nintendo 64 · 1996

The Nintendo 64 controller introduced the analogue thumbstick to mainstream console gaming in 1996, enabling the precision of movement that 3D games required — at the cost of an unusual three-pronged layout that divided players.

The Power Glove — When Novelty Outran Usability
Mattel (designed by Abrams/Gentile Entertainment) · Nintendo Entertainment System · 1989

The Power Glove was a wearable NES controller that translated hand movements and gestures into game inputs, promising a future of gesture-based gaming that its implementation in 1989 could not deliver.

The NES Zapper — Bringing the Arcade Light Gun Home
Nintendo · Nintendo Entertainment System · 1984

The NES Zapper was a light gun peripheral included with Duck Hunt in the NES's original pack-in, bringing the arcade light gun experience to the home and becoming one of the most widely recognised game accessories of the 1980s.

The Sega Saturn Controller — The Fighting Game Ideal
Sega · Sega Saturn · 1994

The Sega Saturn controller's six-button face layout on a compact, ergonomic shell produced what fighting game communities consider the finest d-pad controller ever made for arcade-to-home ports.

The Intellivision Disc Controller — The Analogue Experiment Before Analogue
Mattel Electronics · Intellivision · 1979

The Intellivision's hand controller featured a 16-direction circular disc rather than a joystick, offering more directional precision than the Atari 2600's eight directions — at the cost of a layout that few players found comfortable.

The Game Boy Controls — Minimum Viable Handheld Input
Nintendo · Game Boy · 1989

The original Game Boy's control scheme — a d-pad, two face buttons (A and B), and Start and Select — was deliberately minimal, optimised for one-handed thumb operation and designed to survive the rough treatment of a children's portable device.

The Super Scope — Shoulder-Mounted Light Bazooka
Nintendo · Super Nintendo Entertainment System · 1992

The Super Scope was Nintendo's SNES-era successor to the NES Zapper, replacing the pistol form with a shoulder-mounted bazooka that used infrared wireless transmission — making it one of the first mainstream wireless game peripherals.