Miyamoto devoted
more time and energy into the GameCube’s controller than any of Nintendo’s previous controllers. The NES controller was the first controller to add a D-Pad, the SNES controller would be the first to add shoulder buttons, and Nintendo 64′s controller introduced the analogue stick. How would Miyamoto be able to top his previous three achievements? For starters, Shigeru Miyamoto’s new mission was to completely reinvent the shape and feel of the controller so anyone — young or old, with big or small hands — could comfortably hold it.
“This Gamecube controller is
the one on which I spent the longest time on designing. As far as controller designs are concerned, I think that this is the
fourth or fifth version since the original design,” said Miyamoto.
”Our target user for this controller is not very specific, it’s very general, as even a beginner who has never touched the controller can use it, your grandmother can use, or even children with small hands can use it."
Miyamoto’s first idea
was to reinvent the traditional placement of the A,B,X, Y buttons that had become standard in the industry.
“I don’t want to appear self-important, but I was the first to put four buttons on the right hand of the pad, when I designed the Super NES controller and Sega, Sony and now even Microsoft have followed that idea. I don’t want to state they copied from us, but it is obvious that the four buttons became a standard.
Now I have decided to renounce this shape. I invented it and I can afford to renounce it. (smiles),” said Miyamoto.
The GameCube’s controller would place a far greater emphasis on having a “main” button, a large green button surrounded by smaller buttons. The sizes, shapes, and positions of each button would help players identify each button’s level of importance on the controller’s layout.
Miyamoto
explained, “I wanted to focus on the immediate recognition of the main button on the joypad. In SNES it was the “A” button, in the GameCube, it is the green one. It is pleasant to the touch and the player is immediately aware what button is the most important one, the main control between him and what permits him to interact, for example, with Mario. ”
It would be designed as a culmination of his past ideas from previous controllers, but instead of every single button being round, many of the buttons were kidney-shaped for more intuitive controls.
“Well, the whole idea was to be able to feel them [kidney shaped buttons] with your eyes closed and have them more intuitive versus everything always being round,” said Perrin Kaplan,
when asked about the controller’s unusual button layout.
Ashida Kenichiro, one of Nintendo’s hardware designers on the GameCube,
said the controller was designed to make you forget that you are holding a controller. But it was challenging to incorporate so many features into the controller while keeping it comfortable.
“In my opinion, the ideal controller is one which the player forgets he is even holding. It was very difficult to accomplish this task with the Gamecube controller, because we wanted to incorporate so many features into it. From the beginning to end of the project I kept asking myself, “How can I arrange the features comfortably?,” said Kenichiro.
Miyamoto felt that he had succeeded in creating a controller that was superior to the Nintendo 64′s controller, but he also believed the GameCube controller would
set a new standard for future game controllers from Nintendo, Sony, and Microsoft.
“I had some confidence with the N64 controller, too. However, when I compare the two, I can tell that the GCN Controller is better designed for game play. What I really want to say is,
“Get accustomed to the GCN Controller because,
10 years from now, this controller will be the standard“ said Miyamoto.