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GameCube Home | Accessory Info | Games Database (Reviews/Previews) | Screen Shots | Release Dates Controller Info | Periferal Info | GameCube's True Size
1-Primary Analog Stick (ANALOG): It use is much like the center analog stick on the Nintendo 64. Most likely going to be used for movement and the like. This stick is fully analog and has spring recentering. 2-L&R Buttons (ANALOG): These buttons are positioned much like the ones on the N64 controller. But with a catch, they are both analog. In other words, they are pressure sensitive. The more you push down on them, the more whatever you are doing does. IE: In a racing game to alter your speed all you have to do is either press down more of less and your speed will change appropriately. 3-C Analog Stick (ANALOG): Most likely going to be used for altering camera views in most games, this stick is fully analog, much like the primary one. This one does most likely not have spring recentering. Though the primary use is probably going to be for camera centering, developers are free to use it for whatever they want. 4-Cross D Pad: Nintendo is once again using it's patented Cross Directional Pad. Its use will be that much like the use in all other games before it that have used a D Pad. Need I say more? 5-Z Button: Replacement to the N64 controller's trigger? Not as such, no. But with a surprise move, Nintendo added a Z button to the top right of the controller, right about the R button. Its most likely use will be to lock camera views and may be used as another action button, if the developer wishes. 6-Y Action Button: One of the action buttons on the GameCube controller, it is positioned right above the A action button. A developer can use this for whatever they want, but to note: this button is not analog. 7-X Action Button: Same use as the Y button but positioned to the right of the A action button, as with the Y button, it is not analog. 8-A Action Button: This is the controller's "hub" button, the use is much like other action buttons, but since it may be analog that opens a whole new field of uses for the developer. IE: To jump higher, all you have to do is push the button down more. 9-B Action Button: Much like the Y and X action buttons, this one is open to be used in whatever way the developer wishes. This one is not analog, just like the Y and X buttons. 10- Start Button: Need I say more? Its use is like that of every system released in the past 15 years. It is not analog. Other Key Features:
Notes: This is taken from an older version of the controller, the final version is just a bit different than thisone.
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