Analog joysticks 's arcade
electro-mechanical game MotoPolo (1968), the earliest game with analog
joystick controls. JS-1 (1976), the first known analog joystick for
microcomputers.
Sega's two-player arcade
electro-mechanical game MotoPolo, released in early 1968, introduced
joystick controllers, one for each player. They were essentially analog joysticks, using analog
magnetic lever technology to move miniature motorbikes in any direction on the table. Shortly after the introduction of the first
microcomputers,
Cromemco introduced a
S-100 bus card containing an
analog-to-digital converter, and shortly after in 1976, a card with two of these and an associated analog joystick, the JS-1. This is the first known example of such a device for a
personal computer. The first consumer games console which had analog joysticks was the
Prinztronic/Acetronic/Interton series, launched in 1978. This system was widely cloned throughout Europe and available under several brand names. The 2 sticks each used a pair of potentiometers, they were not self-centering in most models but some, such as those of the Interton VC4000 models did self-center. When the
Apple II was released, it shipped with an analog
paddle controller as a standard input, but these failed to meet
FCC emissions guidelines and
Apple Inc. was forced to stop selling them. This left hundreds of games unable to be used, and this problem was quickly rectified by 3rd party suppliers. Not long after, these same companies began producing analog joysticks for the system, but these took some time to become popular. 's
Armatron (1982), a
toy robot arm moved by dual analog joysticks. The
Armatron, a
toy robot arm introduced by
Tomy in 1982, was moved by dual analog control joysticks. (1982) controller with analog joystick In 1982,
Atari, Inc. released a controller with a potentiometer-based analog joystick for their
Atari 5200 home console. However, its non-centering joystick design proved to be ungainly and unreliable due to the filing, alienating many consumers at the time. During that same year, General Consumer Electronics introduced the
Vectrex, a
vector graphics based system which used a self-centering analog joystick. It is possible for the joystick to be moved with the thumb, like a thumbstick. In 1985,
Sega's
third-person rail shooter game
Space Harrier, released for the
arcades, introduced an analog flight stick for movement. It could register movement in any direction as well as measure the degree of push, which could move the
player character at different speeds depending on how far the joystick is pushed in a certain direction. Sega's analog Mission Stick was released for the
Saturn console on September 29, 1995. On April 26, 1996, Sony released a potentiometer-based analog joystick for use in Flight-Simulation games. The Sony Dual Analog
FlightStick featured twin analog sticks and was used in games such as
Descent to provide a much greater degree of freedom than the typical digital joysticks of the day.
Analog thumbsticks The
Sony JS-303T for
MSX and the
Bullet-Proof Software BPS-Max for
Famicom, both released in 1987, are early examples of a thumb pad-based joystick controller. In this case it is not an analog stick, but a mechanism that triggers the
D-pad. The BPS-Max was later sold in the United States as
NES Max by Nintendo. The Quickshot Chimera 2 is another example of an early thumbstick controller available to the NES. In 1989, the Japanese company Dempa released an analog thumbstick controller called the XE-1 AP for the
Mega Drive console and several Japanese computers (
MSX,
PC-88,
PC-98,
FM Towns, and
X68000). It was also compatible with
PC Engine via an adapter. An adapter for
Famicom was also released but it only supports digital mode. It was intended to replicate the
HOTAS controls found in Sega’s arcade games at the time, such as
After Burner II (1987). This controller included a thumb-operated control stick which allowed for varying levels of movement and near-360-degree control, translating into far more precise movements than what is possible with a D-pad. It was released twice, with a price drop upon its re-release in 1994. A few games on the Mega Drive (as well as the
Sega CD and
32X add-ons) supported the controller’s analog stick functions, including some of Sega’s first-party games for the system. , announced in 1995 and released in 1996, popularized the analog thumbstick. Initially announced in late 1995,
Nintendo released their
Nintendo 64 controller on June 23, 1996, in Japan. The new controller included a thumb-operated control stick which, while a digital stick (the analog stick operated on the same principles as a
mechanical ball-type computer mouse), still allowed for varying levels of movement and near-360-degree control, translating into far more precise movements than were possible with a D-pad. The digital/optical technology was seen before on the
Sidewinder 3D Pro announced on 18th September 1995. For three generations, Nintendo's control stick was distinguished from analog sticks used in other major consoles by its surrounding
octagonal area of freedom that assisted players in perfectly aligning the stick with any of the eight directions achievable with a D-pad. Nintendo would eventually change this octagonal area to the circle widely used in other console controllers during the
eighth generation starting with the Nintendo 3DS and
Wii U. 3D Pad (1996), an analog thumbstick controller On July 5, 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 pad intended to give the player more fluid control over that game's
flight-based gameplay. The analog pad used magnet-based
Hall effect sensors, which was a unique implementation of the technology that was carried forward into the design of the
Dreamcast controller as well. The Saturn's analog controller was previously mentioned in the June 1996 issue of
Computer and Video Games magazine. Hall effect analog pads have since gained a resurgence in the 2020s as a sturdier alternative to
potentiometer-based analog sticks. On April 25, 1997, Sony introduced the first dual-stick controller for its
PlayStation console. Based on the same potentiometer technology that was used in the larger Dual Analog Flightstick, the Sony
Dual Analog Controller featured rumble (removed in overseas versions), three modes of analog (Flightstick, Full Analog and Analog-Off), and dual plastic concave thumbsticks. It also added two new buttons, L3 and R3, under the thumbsticks, which could be used by pressing down on the sticks. On November 20, 1997, Sony released their third analog controller to the market: the
DualShock. The controller featured similar twin analog sticks to the Dual Analog, although they featured convex rubber tips rather than concave plastic ones. It also removed the third analog (Flightstick) mode and added two rumble motors. In 1999, Sony's
Ape Escape became the first video game to require two analog sticks. In the console generations that
followed, many
video game console controllers have included two analog sticks, with the exception of the Dreamcast controller and
Nintendo's
Wii Remote controller. Other exceptions to this dual-stick rule are
PlayStation Portable and
Nintendo 3DS handheld game consoles aside from the
New 3DS (although the former may be upgraded to dual-stick functionality through the use of an accessory), which both feature only a single small, flat sliding analog "nub". ==See also==