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GameCube
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=== Controller === {{Main|GameCube controller|WaveBird Wireless Controller}} [[File:Gamecube-controller-breakdown.jpg|thumb|left|Indigo GameCube controller]] Nintendo learned from its experiences—both positive and negative—with the Nintendo 64's three-handled [[game controller|controller]] design and chose a two-handled, "handlebar" design for the GameCube. The shape was popularized by Sony's [[PlayStation (console)|PlayStation]] controller released in 1994 and its follow-up [[DualShock]] series in 1997 with [[Haptic technology|vibration feedback]] and two [[analog stick]]s to improve the 3D experience. Nintendo and [[Microsoft]] designed similar features in the controllers for their sixth-generation consoles, but instead of having the analog sticks in parallel, they are staggered by swapping the positions of the [[d-pad|directional pad]] (d-pad) and left analog stick. The GameCube controller features a total of eight buttons, two analog sticks, a d-pad, and a [[Haptic technology#Video games|rumble]] motor. The primary analog stick is on the left with the d-pad located below and closer to the center. On the right are four buttons: a large, green "A" button in the center, a smaller red "B" button to the left, an "X" button to the right, and a "Y" button at the top. Below and to the inside is a yellow "C" analog stick, which often serves a variety of in-game functions, such as controlling the camera angle. The Start/Pause button is located in the middle, and the rumble motor is encased within the center of the controller.<ref name="DualShock">{{Cite web |last=Plunkett |first=Luke |date=June 28, 2011 |title=The Evolution of the PlayStation Control Pad |url=http://kotaku.com/5816069/the-evolution-of-the-playstation-control-pad/ |url-status=live |archive-url=https://web.archive.org/web/20130727095330/http://kotaku.com/5816069/the-evolution-of-the-playstation-control-pad/ |archive-date=July 27, 2013 |access-date=July 16, 2013 |publisher=[[Kotaku]]}}</ref><ref name="Controller – ZDNet">{{Cite news |last=Satterfield |first=Shane |date=November 16, 2001 |title=What's Inside the GameCube? |work=[[ZDNet]] |url=https://www.zdnet.com/article/whats-inside-the-gamecube/ |url-status=live |access-date=July 15, 2013 |archive-url=https://web.archive.org/web/20120307005736/http://www.zdnet.com/news/whats-inside-the-gamecube/117056 |archive-date=March 7, 2012}}</ref><ref name="Controller – Nintendojo">{{Cite web |last=England |first=Kyle |date=April 5, 2012 |title=The Legend of the Gamepad: A Brief History of Nintendo Consoles Told with Buttons and Joysticks. |url=http://www.nintendojo.com/features/editorials/the-legend-of-the-gamepad |url-status=live |archive-url=https://web.archive.org/web/20121130073145/http://www.nintendojo.com/features/editorials/the-legend-of-the-gamepad |archive-date=November 30, 2012 |access-date=July 15, 2013 |publisher=Nintendojo}}</ref> On the top are two "pressure-sensitive" trigger buttons marked "L" and "R". Each essentially provides two functions: one analog and one digital. As the trigger is depressed, it emits an increasing analog signal. Once fully depressed, the trigger "clicks" with a digital signal that a game can use for a separate function. There is also a purple, digital button on the right side marked "Z".<ref name="Controller – L & R">{{Cite web |date=July 27, 2001 |title=GCN Controller: See It in Action |url=https://www.ign.com/articles/2001/07/27/gcn-controller-see-it-in-action |url-status=live |archive-url=https://web.archive.org/web/20141116122312/http://www.ign.com/articles/2001/07/27/gcn-controller-see-it-in-action |archive-date=November 16, 2014 |access-date=July 15, 2013 |website=[[IGN]]}}</ref> The A button has a uniquely prominent size and placement, having been the primary action button in past Nintendo controller designs. The rubberized analog stick, within the overall button orientation, addresses "[[Nintendo thumb]]" pain.<ref name="Nintendo Thumb">{{Cite magazine |last=Graziano |first=Claudia |date=December 3, 1998 |title='Nintendo Thumb' Points to RSI |url=https://www.wired.com/culture/lifestyle/news/1998/12/16579 |url-status=live |magazine=Wired |archive-url=https://web.archive.org/web/20121023115900/http://www.wired.com/culture/lifestyle/news/1998/12/16579 |archive-date=October 23, 2012 |access-date=July 15, 2013}}</ref><ref>{{Cite web |last=Powers |first=Rick |date=October 6, 2001 |title=GameCube Controller |url=http://www.nintendoworldreport.com/impressions/2727 |access-date=July 15, 2013 |publisher=Nintendo World Report}}</ref> In 2002, Nintendo introduced the [[WaveBird Wireless Controller]], the first [[wireless]] gamepad developed by a first-party console manufacturer. The [[Radio frequency|RF]]-based wireless controller is similar in design to the standard controller. It communicates with the GameCube with a wireless receiver dongle. Powered by two AA batteries, it lacks vibration.<ref>{{Cite web |last=Wiley |first=M. |date=June 11, 2002 |title=Nintendo WaveBird Review |url=https://www.ign.com/articles/2002/06/11/nintendo-wavebird-review |url-status=live |archive-url=https://web.archive.org/web/20130923231827/http://www.ign.com/articles/2002/06/11/nintendo-wavebird-review |archive-date=September 23, 2013 |access-date=July 15, 2013 |website=[[IGN]]}}</ref> {{Clear}}
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