Before the arrival of the NES, the success of Pong and its
associated clones meant dials were prevalent on home console controllers. Number
pads were also common. The Atari 2600’s joystick controller had a single red button on
it. The Vectrex was one of the first consoles to feature a layout resembling a
pad as we now know it, with a micro joystick on the left and four circular
buttons in a horizontal line on the right (labelled 1-2-3-4). The 1983 release of the
Famicom in Japan introduced the home console audience to the D-pad, a cardinal
direction input borrowed from Nintendo’s Game & Watch line of portable LCD
games. It also introduced Select and Start, and labelled its two primary input
buttons (initially square, though quickly replaced with circular versions) B
and A. The outer button was where the player’s right thumb would naturally fall
and therefore became A. Primary actions like jumping would usually be mapped to
this, with B assuming secondary duties such as firing. Returning to games from
this period often throws up anomalies for modern players. It feels peculiar to use Select to toggle between menu options now that we’re all accustomed to
using the D-pad and hitting A to confirm, B to cancel. The NES kept the
Famicom’s basic design, though changing the B and A buttons from black to red. Sega’s
Master System used an 8-directional input on the left and two buttons on the
right, labelled 1 and 2. Nintendo and Sega’s handheld consoles would ape the
control schemes of their home-based brethren, though positioned at a more
natural and comfortable angle. The Turbografx/PC Engine would reverse Sega’s
numbers and make them Roman numerals.
The Vectrex and its pad (Source: Evan Amos) |
With the increased processing power of fourth generation home
consoles, devs needed more inputs for more complex games. The
Sega Genesis/Mega Drive ditched numbers in favour of A-B-C slanted on a chunky
pad with a pellet-shaped Start hovering above. The SNES, while also gaining
shoulder buttons (L=Left, R=Right), took B and A from the NES and added two
buttons above in a diamond formation. D and C would seem the most natural
choice (the Neo Geo went with these) but Nintendo chose instead Y and X. Perhaps it
helped separate the pair in function from B and A, as evidenced by the
lozenge-shaped border surrounding each pair, though why they didn’t
choose Y and Z is puzzling. Nintendo also gave these buttons colours. A
retained the glossy red from the NES, while B turned yellow. X picked up the
third primary colour, blue, leaving Y with green. The curved shape of the pad
coupled with the new diamond formation meant that B became the default position
for the right thumb and Mario’s jump moved there. The US version of the SNES
received a makeover that removed the primary colours (presumably a marketing
strategy to make the console appear less toy-like), making B-A purple and Y-X lilac.
While the Mega Drive pad would grow to accommodate three
extra X-Y-Z buttons above A-B-C, the Saturn had six buttons as standard at the
start of the fifth generation. The three-pronged N64 pad was perplexing until
you realised you only held two of them. Nintendo moved the diamond buttons
further up the pad, made them yellow and rechristened them C-buttons (Cardinal
buttons, perhaps?) above B and A (now occupying the spaces left by Y and B
respectively). Once again, A became the principal input, now blue, while the
central Start button inherited the glossy red colour from before. B was,
obviously…, erm, green.
As confusing as this may seem, Sony were about to turn
everything on its head with the PlayStation. Letters, numbers – who needs ‘em? Sony’s
shapes became icons, surpassing even the SNES’ colourful diamond formation.
Triangle pointed upwards so it took the top of the diamond. The SNES’ A button became
Circle (which Japanese players use to confirm) and primary B became Cross
(which Westerners use to confirm). Square took the remaining space, originally intended as a 'page' button for sub-menus or inventory functions. The design
was slick, easily identifiable and it endures (as does the East/West
confirm/cancel confusion). Less durable examples include: SNK’s Neo Geo CD, which
borrowed the SNES’ colours and diamond formation with (clockwise from the top) D-B-A-C labelling from
the AES’ joystick controller; Philip’s CD-i, which used the
familiar diamond with an array of ‘dots’ (·, ··, ·, and, of course, ·/··); and
Atari’s Jaguar, which took Sega’s layout and flipped it horizontally.
Following 'A' around Nintendo's pads... |
...and following Sony's shapes. |
Both Sony and Microsoft kept the same basic configurations for the seventh generation. Nintendo, however, unveiled a TV remote. After initial confusion, it became clear that they’d simply split the standard pad in two and augmented it with some accelerometers and an IR pointer, providing a non-threatening and familiar form factor for wary non-gamers put off by increasingly complex conventional pads. It retained the GameCube’s chunky, satisfying A button, planted the D-pad above it and added '-' and '+' (playing the roles of Select and Start respectively) and a Home menu button. Relegating B to the underside, it brought back numbers for ancillary functions at the bottom (1 and 2) which served as ‘B and A’ when the pad was rotated and assumed the ‘classic’ NES-like configuration. The whole thing, buttons and all, was finished in a benign glossy white. While continually trying new things in the home, Nintendo finally bid farewell to the trusty Select-Start-B-A combo of the Game Boy and dusted off the classic SNES X-A-B-Y diamond for their new portable, the DS (sans the sexy colours).