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Miyamoto speaks more about controllers.

Indeed, and probably to an even larger degree.

Which is fine by me, I'll have one or two other systems for those games, but for those people who only want one system or can only afford one...well, there'll be choices to be made.
 
now if only they could get the mainstream as curious about the controller...
 
human5892 said:
Not only that, but the simplicity comes at a cost in genres like traditional fighting games -- imagine trying to play VF4 with those bean buttons.

This is a problem Nintendo has had with the past two generations of controllers (GC and N64) -- layouts that work quite well for specific games, but are nowhere near universal. Whatever this new controller ends up being, it seems likely that it will continue the trend.

ARgh! Why won't anyone acknowledge my post/idea as a good one?

The problem with weird shaped controls is that versatility and balance is lost. The pros of weird shaped controls is that, they can indeed be more intuitive and flowing given the right game.
The solution would be allowing both and all! Tailor the controller to meet the game! Hell they can probably even do it so you can control RPGs and the like singlehanded.
 
AniHawk said:
Sega took the analog stick and made a monstrosity before Nintendo could launch the N64


Nah, Nintendo got theirs out first--by a matter of days. The N64 released in Japan on June 23rd, 1996. Nights released on the Saturn (along with the analog controller) in Japan on July 5th, 1996.

But yeah, Sega copied the idea from Nintendo. Nintendo showed the N64 controller the year before at the Shoshinkai trade show. I think Sega was trying to beat them to market. Sony didn't even copy the analog stick for a while, but when they did, they added another.

Nintendo's rumble pack came first as well (shipped with Starfox), although other companies (notably Sony, of course) one-upped them with built-in rumble.
 
human5892 said:
Not only that, but the simplicity comes at a cost in genres like traditional fighting games -- imagine trying to play VF4 with those bean buttons.

This is a problem Nintendo has had with the past two generations of controllers (GC and N64) -- layouts that work quite well for specific games, but are nowhere near universal. Whatever this new controller ends up being, it seems likely that it will continue the trend.
I haven't played VF4, but I can tell you the GC controller kicks all kinds of ass w/SC2. The way everything is placed around the A button makes it ideal for combos. That's not possible for the triangle type setup used for PS2 and Xbox. I also think GCs controller feels the most comfortable and has the best shoulder buttons.
 
Zaptruder said:
ARgh! Why won't anyone acknowledge my post/idea as a good one?
It is a good idea, although the average gamer as well as children could be thrown off by having to pop out and reassemble parts of their controller for different games. It could also be kind of a hassle to want to switch games and have to fumble around with the controller to do so. Personally, I think one well-designed default configuration that can potentially work at least decently in any scenario -- like the Xbox 360's controller for example -- is preferable.

Also, if Nintendo's revolutionary idea is just a controller that you can take apart that's already on the market (with the same name, even!) I think a lot of folks will be mighty disappointed, and justifably so after all the hype.
 
MadOdorMachine said:
I haven't played VF4, but I can tell you the GC controller kicks all kinds of ass w/SC2. The way everything is placed around the A button makes it ideal for combos. That's not possible for the triangle type setup used for PS2 and Xbox.
I've not played SC2 on the GCN so I can't comment. I do think the speed and timing required for VF4 would make bean buttons an unnecessary obstacle rather than convenience.

I also think GCs controller feels the most comfortable and has the best shoulder buttons.
To each his own, but personally I hate those shoulder buttons -- the constant resistance they offer for the "digital click" just ends up making my index fingers sore and uncomfortable in certain games, such as Metroid Prime.
 
It's very easy to [photo]copy.

It's official. Revolution is controlled by a piece of paper.
Miyamoto "Soaked in a bio-chemical spores, the paper forms a uninon with the player's mind, creating an abstract interface that allows us to transmit porn directly into the sub concious"
-

But really, it rules out the controller being comprised of some new space age technology or holograms or anything else. Whst could it be other than Gryo's?
 
human5892 said:
It is a good idea, although the average gamer as well as children could be thrown off by having to pop out and reassemble parts of their controller for different games. It could also be kind of a hassle to want to switch games and have to fumble around with the controller to do so. Personally, I think one well-designed default configuration that can potentially work at least decently in any scenario -- like the Xbox 360's controller for example -- is preferable.

Also, if Nintendo's revolutionary idea is just a controller that you can take apart that's already on the market (with the same name, even!) I think a lot of folks will be mighty disappointed, and justifably so after all the hype.

But you see, the difference between that revolution and the revolution built for such a function from the get go is the functionality that you can include into the games with it.

It is a hassle though, but toys are like that...

the biggest problem against my suggestion though is... what about multiplayer? I doubt they'd include 4 copies of the controller pieces for each game...
 
Is the interface they keep bringing up different from the controller? Does it mean being displayed on your TV, because I'm totally confused.
 
Dave Kosak said:
The PlayStation 2 controller may scare off younger players, but it has not deterred older players.

I belive he's got it backwards. The young aren't scared off by complex controllers. They grab them and quickly adapt. They're willing to overcome an obstacle to satisfy their desire to get to the gaming content.

It's older, non-gamers who are scared off by interface complexity. They undertood the Pac-Man input, but couldn't begin to tell you how to control Master Chief.
 
human5892 said:
I've not played SC2 on the GCN so I can't comment. I do think the speed and timing required for VF4 would make bean buttons an unnecessary obstacle rather than convenience.
I would think the GC setup would make the timing better. When your thumb is resting on the centralized A/Green button, all other bottons are either left, up or right. It's very quick and easy to memorize. I think it is a better setup, but people are just used to the old SNES setup. Anyway, I hope Revolutions controller is different than all of their past controllers. That's one of the reasons I've always gone with Nintendo as a first choice in choosing a console. Not only do you get better graphics, but you get a new gameplay experience.
 
Zaptruder said:
But you see, the difference between that revolution and the revolution built for such a function from the get go is the functionality that you can include into the games with it.
That's true. Like I said, I think it's a good idea -- it's just that a.) I don't know how well it'd work out in reality, and b.) I don't think such an idea would justify the hype and mystique about the Revolution and its gameplay-changing interface from Nintendo (although at this point I don't suppose anything really could in some people's eyes).
 
Actually I believe the Atari 5200 was the first console to use an analog stick in 1982 not the N64 over a decade later. The thing was a piece of crap though.
 
Revolver said:
Actually I believe the Atari 5200 was the first console to use an analog stick in 1982 not the N64 over a decade later. The thing was a piece of crap though.

was it a real analog controller? Or did it just look like one?

Regardless, the N64 is the first console to implement an analog device in a successful fashion.

human5892 said:
That's true. Like I said, I think it's a good idea -- it's just that a.) I don't know how well it'd work out in reality, and b.) I don't think such an idea would justify the hype and mystique about the Revolution and its gameplay-changing interface from Nintendo (although at this point I don't suppose anything really could in some people's eyes).

I'm just thinking along the possibilities of what could reasonable alter the way people play games... and the only things that come to mind ultimately end up gimmicky... or unfeasible... or both.

home console game controllers have been through over 2 decades of evolution... and in the last couple of generations, the formula has been refined to such a point that the only changes that can be made are trivial aesthetic and ergonomic changes rather than changes to functionality...

A controller that can be changed per game to suit the games functionality is about as radical as I can imagine such a basic and standardized periphial a depature from the status quo, but that line of thought already has problems.
 
Flynn said:
I belive he's got it backwards. The young aren't scared off by complex controllers. They grab them and quickly adapt. They're willing to overcome an obstacle to satisfy their desire to get to the gaming content.
I think with 'younger' they mean below 10. 'Older' is, like, 16-30.
 
I try to make my parents play gamecube games like mario kart DD and when they saw the controller the said:" too much buttons for me"

Really for us, pro gamers :D , numbers of buttons isn´t a problem, but for novice players (who i think nintendo is trying to atract) is a big problem. I really want to know how they will make videogames easy and fun :)
 
Zaptruder said:
was it a real analog controller? Or did it just look like one?

Regardless, the N64 is the first console to implement an analog device in a successful fashion.

From Wikipedia:

In 1982 Atari released the first controller with an analog stick for their Atari 5200 home console. However, the non-centering joystick design proved to be ungainly and unreliable, alienating many consumers at the time.

In 1996 Nintendo introduced the modern analog stick on their Nintendo 64 controller. Unlike the D-pad, the analog stick allowed for varying levels of pressure and 360-degree control, translating into more precise movements in games such as Super Mario 64. Incidentally, Super Mario 64 DS was criticized by some for imprecise control due to lack of an analog stick on the Nintendo DS.

Super Mario 64 was released in Japan on 23 June 1996. On 5 July 1996, Sega released NiGHTS Into Dreams for their Saturn console in Japan; bundled with it was the Saturn 3D control pad which featured an analog stick intended to give the player more fluid control over that game's flight-based gameplay.

Sony's response was to release the DualShock in 1998. In an effort to outdo Nintendo, the DualShock featured not one, but two analog sticks as well as two motors (one for "rumbling", one for "vibrating"). (Note: In 1999, Ape Escape became the first major video game to require the use of two analog sticks.)

Since then, all major video game console controllers have included two analog sticks, with the exception of the Sega Dreamcast controller.

I had a 5200 and that controller was pretty bad. The stick didn't self-center and most of the time it felt unresponsive.
 
Jade Knight 08 said:
dontpanic.jpg

Awww, isn't that cute! A nintendogs paw buttons :lol



And replace the words "don't panic" with "Easy" button. <--- for those who given up on games and couldn't beat it. :D
Why would you like to destroy a perfectly fine Hitchhiker's Guide to the Galaxy allusion?
As a punishment, google 20 "meaning of life" threads on various boards and post 42... but be quick, it usually turns up within the first 5 replies.
 
Vieo said:
I think that says a lot right there. The controller isn't going to be normal. It almost sounds as if he's apologizing for it right now. :D

you are reading too much into what he's saying, really. and drop the visor idea, thats just stupid.
 
talking head said:
maybe they are bringing back the joystick. how can ANYONE be intimidated by this? (besides men with micropenis)

con_AtariJoystick.jpg


ahh the joystick... interesting speculation.. imagine a controller with two big old school joysticks, but with modern analogue percisions and 6 or 7 giant face buttons. i wonder what advantages that would have, other than appealing to old school arcade gamers. i don't think it would be comfortable to play laying on your bed but it might look more "fun to play" to a novice.
 
"Actually, at Nintendo, we're not even sure which is better. Is the + control pad the better way to, go or is the analog stick the better way to go? I haven't really been able to decide which is best."

Analog D-pad FTW.
 
I just don't buy the whole "People won't play games because of all the buttons!" argument. If someone sees a game that looks really fun and they want to play it, I HIGHLY doubt people are going to go "Man, that game looks awesome! But OMG! LOOK AT ALL THOSE BUTTONS!!!11!!". Halo is a very good example of that. I personally know people who never played games get into it and after about 30-40 minutes of messing with the controller they ended up figuring it out.

Nintendo also needs to learn that simplifying the controller/game TO much is really bad *cough* Kirbys Air Ride *cough*. They need to just focus on games like Halo that makes gamers go "Wow I REALLY wanna play that!" Make them say that and it won't matter if the controller has 2 or 20 buttons:)
 
Synbios459 said:
I just don't buy the whole "People won't play games because of all the buttons!" argument. If someone sees a game that looks really fun and they want to play it, I HIGHLY doubt people are going to go "Man, that game looks awesome! But OMG! LOOK AT ALL THOSE BUTTONS!!!11!!". Halo is a very good example of that. I personally know people who never played games get into it and after about 30-40 minutes of messing with the controller they ended up figuring it out.

Nintendo also needs to learn that simplifying the controller/game TO much is really bad *cough* Kirbys Air Ride *cough*. They need to just focus on games like Halo that makes gamers go "Wow I REALLY wanna play that!" Make them say that and it won't matter if the controller has 2 or 20 buttons:)


Try giving your xbox pad playing halo2 to your father for example, remember Nintendo is a family company.....
 
i remember an old post during one of the speculation threads about the idea of a controller that only had shoulder buttons... a controller with triggers for each finger. the idea being that instead of pressing buttons you just think of it as moving your finger which would be less intimidating to people and help them better keep track of which button does what... i'm not sure i agree with that theory... i doesn't seem intuitive to me, but he seems very interested in shoulder buttons in that interview. i know teddman saw a wavebird style prototype, but the face buttons could easily become shoulder buttons on the final controller. i'd hate for the revolution to just be a new kind of controller layout.... i'm sure there will be something more to it.
 
Yes but isnt it then perhaps a little short-sighted to be investing in a age-range of people not long for this world?

As said, the reason people buy a console is for the games. People don't inspect the controller first before making such a decision, your eyes are immediately drawn to a screen showing what is being played. The controller is very much at the back of someone's mind. Only when you see someone hammering away at bongo's or shaking maraca's does the person in question maybe log the controller before the on-screen action.
 
So, I'm thinking that the 'revolutionary' aspect of the new system will be the combination of the the controller/interface and the on-screen design. A sort of of pseudo-3D combination or something. This tends to make sense to me. Nintendo's hardware has never been that great and their innovation in this area really isn't all that...but where Nintendo does it best is the combination of hardware with glove-like fitting software to showcase it. This is most likely where the 'revolutionary' bit comes in.
 
Bluemercury said:
Try giving your xbox pad playing halo2 to your father for example, remember Nintendo is a family company.....
Yeah, but my dad doesn't care about videogames, so obviously he is not going to invest the time into trying to learn them.

I'll give another example. in HS taking something like Calculus would've been very hard for me, so should I go up to the teacher and say 'Hey, this is tough, make it not so hard!". Ultimately you CAN make it simpler, but then you lose out on everything you can do with it.
 
Luckett_X said:
Yes but isnt it then perhaps a little short-sighted to be investing in a age-range of people not long for this world?

As said, the reason people buy a console is for the games. People don't inspect the controller first before making such a decision, your eyes are immediately drawn to a screen showing what is being played. The controller is very much at the back of someone's mind. Only when you see someone hammering away at bongo's or shaking maraca's does the person in question maybe log the controller before the on-screen action.
I believe Nintendo said they want everyone to play games, not 80 year olds exclusively. :lol
 
From Wikipedia:

Super Mario 64 was released in Japan on 23 June 1996. On 5 July 1996, Sega released NiGHTS Into Dreams for their Saturn console in Japan; bundled with it was the Saturn 3D control pad which featured an analog stick intended to give the player more fluid control over that game's flight-based gameplay.

Sony's response was to release the DualShock in 1998. In an effort to outdo Nintendo, the DualShock featured not one, but two analog sticks as well as two motors (one for "rumbling", one for "vibrating"). (Note: In 1999, Ape Escape became the first major video game to require the use of two analog sticks.)
Sony's "Dual Analog" Pad.
The Playstation Dual Shock has become an industry standard for gamers, but many might not know that it wasn't Sony's first attempt at an analog controller with thumbsticks. That honor goes to the long-forgotten "Dual Analog Pad," model# SCPH-1180, released in the U.S. in August of 1997. Its design was subsequently retooled to become the ubiquitous Dual Shock (SCPH-1200), which replaced it less than a year later in May of 1998. The Dual Shock model became the pack-in with new PlayStations, and its same design was later used for the PS2's Dual Shock 2 as well (with the addition of analog fuctionality to the face buttons). Meanwhile, the Dual Analog Pad (DAP) was quietly discontinued and never heard from again.
 
Redbeard said:
He's surprised they didn't adopt bean-shaped buttons around a big A button? Is this what he's saying?

I'm thinking "digital-click".. though they did copy the wireless (not infrared) controller.
 
Dracos said:
"Graphic chips are one thing."

Wonder what this means?
That it's easier to copy a weird controller feature late in development (or after system release, even) than something weird on the internal hardware.
 
JoshuaJSlone said:
That it's easier to copy a weird controller feature late in development (or after system release, even) than something weird on the internal hardware.

Yeah, literally I know what it means, just was wondering if he was hinting at something being done with their graphics chip that was different.
 
Synbios459 said:
I just don't buy the whole "People won't play games because of all the buttons!" argument. If someone sees a game that looks really fun and they want to play it, I HIGHLY doubt people are going to go "Man, that game looks awesome! But OMG! LOOK AT ALL THOSE BUTTONS!!!11!!".
I agree, but there are different levels of this to consider. Whenever someone develops an interface of any type, they have to balance accessibility concerns (and learning curves) with those of raw functionality. If a user is extremely motivated to learn/cope with the system, the balance can be on the side of functionality at the expense of other factors, but if the goal is to reach as many people as possible, sometimes it's better to err on the other side. Halo has complicated controls, but overall it's not as complicated as some other console FPS systems (in my recollection), or some other games where you can do a hundred different things, have to deal with different button combinations and have to go into menus and submenus, etc.
 
Mama Smurf said:
Yes.

I think he's putting a bit too much emphasis on how important that was personally, it was never likely to be copied. I see what he's saying, that it's better, and I know plenty of people here will disagree with me, but I do find GC games easier to pick up initially with the different shaped buttons beneath my thumb. Just makes it easier to remember which button does what action.

Only...it's only SLIGHTLY easier and the advantage lasts about half an hour at best. So that has to go in the pile with the water pack in Sunshine and the click on the shoulder buttons of things Nintendo thought would be copied because they don't get it, rather than the analogue stick and rumble pak pile.
The rationale behind the GC controller layout is obviously the fact that in the vast majority of games, one main button is used much more than the others. Knowing this fact, why not make one of the buttons larger and centre it under the thumbs natural resting point (easier/faster to hit and more comfortable to use)?
The other buttons should be as close to the main button as possible (obviously not so close that you can hit them by accident) and sit in the natural "swing radius" of the thumb, not in a diamond shape with a centimetre between them.

The only slight criticism I have of the GC button layout is that it uses letters to name the buttons. On the N64 it was very easy to see a yellow arrow on the screen and immediately mentally map that to the controller layout. They should have done the same with the GC pad discarding alphabetic buttons entirely.

When the GC button layout is criticised, it's "strangely" always fighting games that are brought up as a game type unsuited for the configuration.
“Strangely”, because I really can’t think of any other example of games being hampered by the button layout.
So should the entire future of gamepad evolution depend upon one single genre with archaic special needs? Make a special controller for that, I say. People donÂ’t play lightgun games with a regular pad, so why not have special beatthemup pads?

Beatthemups really need to move on from d-stapping “remember a combo” gameplay that has been the mainstay of that gametype for the last twenty years.
 
Has anyone thought that maybe Miyamoto & co. are trying to throw off the competition (mainly Sony as they have yet to show a final controller either) with comments like that? I mean, when you out and out say "it's going to be easy to copy" you're basically telling the competition to wait for what you're doing which could be a way to throw them off altogether?

If it is "easy to copy" then it must not be too big of a deal which, again, goes along with what Teddman said. Another new thought is maybe they plan on making the controller *look* less complicated/intimidating asthetically. I know that non-gamers look at controllers and think there's too much. And drop-out or casual gamers who are used to simpler controls might not think it's too much, but wish they didn't have so many places to place their thumbs (4 face possitions & shifting between them is too much for some people).

The GCN controller (and system for that matter) look toyish to casuals and non-gamers and that may have more to do with why they won't touch it. For those who give it a chance and feel the memorizable face button layout, the comfortable hanles and the excellent trigger possitioning...they love it! Changing the way it looks would do wonders for Nintendo to actually get people to even look at it or pick it up. Look at the Revolution system...much more hi-tech and serious looking than GCN...that's for sure.

My less intimidating face button layout...
I would suggest that the buttons should match the color of the controller with only a small color-coded circle around & colored A B X Y on the surface of the buttons. Keep the SNES diamond layout to make them look basic and "normal". Right there that loses the Fisher Price look that scared alot of people from the GCN. To keep it "Nintendo like" though, they should give a different "feel" for each button so people can memorize each buttons possition...not with shapes & sizes like the GCN, but more with how each button is contoured and texturized. I suggest:
-A: convex with a smooth surface, feels normal
-B: concave with a spiraling surface, feels like quicksand
-X: soft with a dotted texturized surface, feels like rubber
-Y: flat with a wavy lines along the surface, feels like jelly
Normal, familiar, less intimidating yet with a bit of a difference that let's you know what you're pressing. To go further, I thought about making this layout feel right for playing GCN games and decided to give a little bit of an area (in the shape of a thumbprint) around the A button to give it the feel that it's bigger without making it bigger...this would fit in better with playing GCN games and even when veiwing the HUD of GCN games. This thumbprint surface could also be given more function. I don't mean to say it'll be a button, but maybe making it sensory so the player could feel different sensations like buzzing, pulsating or throbbing. In the past I had the idea of a "sensory feel button", but now it's more of a simplistic thing that would have to do more with force feedback (or more, sensory feedback) for the player.

The rest of the controller overall should have a tighter feel. I think a problem with today's controller is the 4 different face possitions and some players not even knowing where to place their thumbs. I think the D-Pad should be brought closer to the control stick and that the secondary stick (or I'm hoping trackball) should be brought closer to the buttons. To avoid accidental slipage and hitting the wrong thing, they could raise the surface around the sticks so that they can be close, but still stay somewhat seperate.

Nintendo may not be "dumbing things down" as they implied...I think they mean that the controller can be more open to gamers & non-gamers alike if it looks and feels more simplistic. The way controllers look (and sometimes feel) to today's non-gamer is very intimidating and complex to them. I think adding everyday funtions that alot of people are used to (when they turn up the dial on their stereo or use a toggle wheel on a mouse, or use a mouse or tracball in general) could be a way to attract them too...so I'm hoping for a trackball in place of the C-Stick and L & R clickable toggle wheels. More added functions that some early gamers might've wished existed long ago would be the addition of grip sensitive handles & a tilt pak...'cos everyone can understand holding & movement.
 
DrGAKMAN said:
I would suggest that the buttons should match the color of the controller with only a small color-coded circle around & colored A B X Y on the surface of the buttons. Keep the SNES diamond layout to make them look basic and "normal". Right there that loses the Fisher Price look that scared alot of people from the GCN. To keep it "Nintendo like" though, they should give a different "feel" for each button so people can memorize each buttons possition...not with shapes & sizes like the GCN, but more with how each button is contoured and texturized. I suggest:
-A: convex with a smooth surface, feels normal
-B: concave with a spiraling surface, feels like quicksand
-X: soft with a dotted texturized surface, feels like rubber
-Y: flat with a wavy lines along the surface, feels like jelly

In fact, that makes a lot of sense, different textures for the buttons :D
 
I am eagerly awaiting the unveiling of the rev controller, and have always been pretty optimistic about how it will turn out. This interview has me a little bit worried though, quotes like:

"The GameCube controller, with its distinctly shaped buttons, probably was the easiest of the controller to use. When asked about this, Miyamoto expresses surprise that Sony and Microsoft did not adopt this innovation."

Does he mean the big A button? I prefer the original snes setup kthanxbye

What really made me worry was reading this:

"But if we showed our controller, we'd be revealing way too much. It's very easy to copy."

That makes me think its just button arragements, nothing truly revolutionary.

I hope I'm wrong though.
 
stone128 said:
I am eagerly awaiting the unveiling of the rev controller, and have always been pretty optimistic about how it will turn out. This interview has me a little bit worried though, quotes like:

"The GameCube controller, with its distinctly shaped buttons, probably was the easiest of the controller to use. When asked about this, Miyamoto expresses surprise that Sony and Microsoft did not adopt this innovation."

Does he mean the big A button? I prefer the original snes setup kthanxbye

What really made me worry was reading this:

"But if we showed our controller, we'd be revealing way too much. It's very easy to copy."

That makes me think its just button arragements, nothing truly revolutionary.

I hope I'm wrong though.

It HAS to be easy to copy if it can also play normal games like the ones for the 360 and PS3.

Analog stick: huge change in control, but easy to copy.
 
Kulock said:
Kudos for the correction, I was just about to say something. Because I was one of those unlucky bastards who dropped the cash in that inbetween time. :P It was something like just a month after I bought it that the DualShock was announced for US release...

Yep, I bought one too just before they announced the DualShock. Fortunately I had kept my receipt and was able to take it back for a refund. Though I did like the controller's size and dimpled analog sticks. I didn't fare as well with another controller change though, shortly after I bought an Xbox with the Duke, they announced the Controller S would be the new pack-in. :(
 
Gamespy interview said:
The GameCube controller, with its distinctly shaped buttons, probably was the easiest of the controller to use. When asked about this, Miyamoto expresses surprise that Sony and Microsoft did not adopt this innovation.

HAHAHA!

Holy shit am I ever glad that neither Sony nor Microsoft adopted the 'innovation' that was the Gamecube controller's layout.

Zaptruder said:
Lets see....

what could they feasibly do?

To differentiate their controller enough to make it notable, and still have it backwards compatible with their previous systems?

Why does everyone think that the Rev's controller is going to be remotely utilitarian? Everyone assumes that because the system is backwards compatable with Gamecube games and can emulate NES, SNES and N64 games that the controller won't be some insane design tangent. It could be, who knows, but let me ask you this...

Why are there four ports for Gamecube controller ports on the Revolution?

I mean those would be superfluous if the Revolutions controller was perfectly utilitarian andcould work with GC, N64, SNES and NES games right?
 
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