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But after further inspection, then-Sony-President Norio Ohga decided he liked the design and chose to go with it. Once the familiar controller's design was ready, Goto had to determine what to put on the familiar diamond-arranged buttons. His decision to pick the triangle, circle, X, and square was well thought out. The circle and X represent 'yes' or 'no' decision-making and I made them red and blue respectively.
Goto has had a long career at Sony and also designed the PlayStation 2, PlayStation 3, and related peripherals. Be respectful, keep it civil and stay on topic. We delete comments that violate our policy , which we encourage you to read. You couldn't escape the comedy jpegs of batman holding the pad either. We wanted to present an avant-garde model for the show, running a risk of being criticized.
It's safe to say that the criticism quickly followed. When asked about his personal thoughts on the controller and if he liked it, Goto replied, "It was very futuristic visually, but practically speaking you only had to hold it to realize how it compared to the Dual Shock 2. You know there are so many players who are used to the PlayStation controller; it's like a car steering wheel and it's not easy to change people's habits. Beginning the trademark "handlebar" design that persists to this day, the original PlayStation controller seemed designed with one eye looking forwards with the inclusion of shoulder triggers and one eye looking back the only primary inputs remained a d-pad and four face buttons, exactly the same as the Super Nintendo.
It lasted from to , with only one minor revision being released in which made slight changes to the controller's cable. Dual Analog Controller - An experiment of sorts, the Dual Analog Controller was Sony's attempt at improving camera and directional controls in a 3D game by giving the player more precise input than a d-pad and trigger buttons could afford. Featuring two thumbsticks, it also included a central "ANALOG" button that, should a PlayStation game support the pad earlier games obviously weren't coded to take advantage of the technology , when pressed would enable this improved control.
The Dual Analog Controller didn't just introduce new controls, though. Its first release in Japan also introduced rumble to the PlayStation controller family again, though, only for titles which supported it , though the feature was quickly removed when it was found that the rumble engine used was highly unreliable.
The Dual Analog Controller was first released in early , yet was off the market only a year later. DualShock - The reason the Dual Analog Controller had such a short life was because Sony had come up with what it felt was a superior take on the design: the DualShock.
While it kept the same general design as the Dual Analog Controller, it had a number of important changes. Firstly, with the inclusion of two rumble engines hence the name "DualShock" , the feature was able to be retained and released across all markets.
Secondly, while the Dual Analog Controller's plastic thumbsticks had inverted recesses for the player to rest their thumbs on, the DualShock's pads featured protruding rubber tips. Thirdly, the Dual Analog Controller's trigger buttons were "ridged", a small plastic bump helping players know where their fingers were resting; on the DualShock, this ridge was removed.
And finally, the DualShock's handles were a full 1. The DualShock first entered the market in , and while originally an optional accessory, it soon became the "official" PlayStation controller, included with all new consoles. DualShock 2 - With the release of the PlayStation 2 in came a new DualShock, though at first glance, you wouldn't pick it.
The DualShock 2 was almost identical to the DualShock in appearance, the only real differences being that the DS2's face buttons were pressure sensitive.
Aside from that and some colour differentiations, though, they really were almost exactly the same pad; you could even use DS2 controllers on a PS1 and DS1 controllers on a PS2.
The Boomerang - When the PlayStation 3 was first shown off to the public, the most interesting thing about it wasn't the console's size, but the design of the controller, which with its sweeping curve looked set to be Sony's first major control pad overhaul in over a decade. Sadly, the company scrapped this design in favour of something more traditional by the time the console actually reached the marketplace in late Sixaxis - A public relations disaster for Sony, the Sixaxis was the controller originally shipping with the PlayStation 3.
While again almost physically identical to the last two DualShock controllers, the Sixaxis omitted rumble technology in favour of cramming some basic motion control functionality into the pad, a move which upset many users.
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