Since the sticker says „NR Disc Checker“, I guess it was only made to press A on a few menus, not for actual gameplay. That‘s why most of the buttons are missing.
Possibly - that would make the controller functional but...still seems kinda odd to me...i mean, was Nintendo saving that much money by not including a few buttons?
@@hard4games May have not been a cost-saving measure, but more to prevent devs from using this particular version of the controller as reference/for testing etc.
Why include a B button though? And make it that you have to break the seal? For that matter why keep the joystick and triggers? Are the other buttons even present on the circuit board?
There were several versions of development controllers produced this was not an engineering sample more a cheap controller that they produce so that they can easily swap out parts and change locations of pieces without spending too much money on dual layer pcb I hardly doubt that this controller was used for anything but out the layout of the PCBs and maybe A few development tests
@@renakunisaki the triggers and joystick both have a range of motion which is useful for testing for debug purposes, like how in mario sunshine you can press the trigger in more to have fludd shoot more pressure, there's usually always a debug for that. The b button was probably included to back out of menus, idk why they wouldn't have it built together though, maybe it was put together by hand, so they knew the a button was needed and just stuck it in before putting the sticker on, so only the outside shell, buttons, and circuitry was produced by machine, and the rest of the buttons were just lost since the developers didn't care about putting them in.
In fact, this is neither the first nor the last iteration of Gamecube prototype controllers. For example, while your version already has the regular Gamecube connector, early prototypes, like the N64 devkit for SGI Indy, had an RJ11 connector to connect to the devkit; this can be seen, for example, by the people of Assemblergames (RUclips video "prototype gamecube controllers"). In fact, from a technical point of view, N64 and Gamecube controllers are compatible with each other, which explains why the color scheme of the buttons was adopted from the N64. At the presentation at Spaceworld 2000 for example ( cubemedia.ign.com/media/news/image/spaceworld2000/DSC00020.JPG ) a later iteration was shown, there the start and z buttons did not have the square shape anymore, but the color scheme was still close to the N64 controller. It is very reminiscent of the Gamecube DS5 controller; the DS5 was already the Gamecube hardware in near finalized form, while previous prototypes, for example, still came in an AT tower case. The DS5 also uses the final connector. Previous iterations (DS3 and DS4) even experimented with the button layout. Therefore this controller should probably be dated to mid 2000, I guess. By the way, the reference to the Virtual Boy is not bad, especially if you look at the prototype of the Virtual Boy.
Note: N64 and GameCube controllers are compatible, but use different protocols. If you wired an N64 controller to a GameCube or vice versa, it would only work with a game programmed to talk to that controller. It's purely a matter of software though. The GameCube SDK does support some N64 controllers, though I don't know if this was something intended for games to use, or only for devkits, or just leftover code from the N64 SDK. Compare to the NES and SNES controllers, which use the same protocol, meaning a SNES controller will work with most NES games. (The other way around, probably not, because of the missing buttons.)
Thank you for this addition, but I am aware of it. I just didn't want my comment to degenerate into a novel. They are electrically compatible, also the protocol is almost identical, but the payload is different, they use different controller IDs and thus different data structures result - which is logical, because the Gamecube controller has 2 analog sticks and 2 analog triggers in its final form, has a different approach to force feedback and also no memory packs or transfer packs. It is also true that the official Gamecube SDK had support for a number of old, official N64 controller types as compatibility mode, which was mainly due to the fact that several "experiments" were done on the controller design during development. Therefore developers could fall back on N64 controllers, since the original Gamecube controller designs were not yet mass-produced, but only as small series with low availability. It is also the case that the different revisions of the Gamecube controllers each have their own controller IDs and also different data structures, since by no means all versions had the same range of functions. There was a certain "evolution". The controller shown in this video is already quite recent. However, this differs somewhat more from the compatibility between NES and SNES in the matter, since the SNES was originally intended with NES compatibility in mind, which was then rejected for various reasons later in the development. For this reason, the first bits the Control Deck can request from the controller are identically formatted, but the SNES controller would be able to return more data before the shift register overflows (the additional buttons). However, since a shift register was used and is completely controlled by the Control Deck, it is also possible to request less data without any problems, which is why the controller also works on the NES as a side effect. In this case, the data is exactly what the NES expects. This was not planned for the Gamecube in this sense, instead it was a pure convenience for the developers, because they could start the development early. If you are interested in the details of the compatibility between NES and SNES controllers, I recommend the well made video "Controllers - Super Nintendo Entertainment System Features Pt. 08" by "Retro Game Mechanics Explained". Using the SNES controllers completely on the NES might not be easy even with homebrew, since certain hardware automatisms happen on the NES and the data would have to be reworked by the software, which would cost valuable computing power. As an analogy, I'd rather suggest that it behaves similar to network protocols; Ethernet doesn't care much whether HTTP or POP3 is transmitted over it, for example. Ethernet stands here for the N64/Gamecube/Wii Controller protocol (the Wiimote was also originally "only" a Gamecube controller), while the application level protocols (HTTP, POP3) would represent the respective controller types. However, the underlying "protocol" for N64 / Gamecube & co is very, very simple, much simpler than e.g. Ethernet. So I didn't mean compatibility as promised in the Plug&Play advertising of the 90s. In other words, when you adapt the controllers, they are not magically supported automatically by the software. You could also see it similar to PC hardware, which needs a driver and software layer to use the hardware without any problems. Since the operating system and drivers of the N64 and in parts also of the Gamecube were inseparably part of the game (based on how the SDK was built), one cannot expect any additional support on old software. On the other hand, you should be able to retrofit support for Gamecube pads in N64 homebrew without any problems, since "only" support for the corresponding controller IDs and the corresponding data structures would have to be integrated into the SDK. For retail games, however, the adaptations might require more complex rom patches.
Wrong, the A Button is blue and B is Green on N64, whereas it'd be Green for A and Red for B. On the proto the A Button was purple and the B Button was blueish green.
Did you know there are more molecules in a breath of air than there are breaths in the atmosphere? So you're very likely breathing in a molecule of [insert historical figure here]'s dying breath? Not related, but thought it might be another thing you don't know.
There's a bunch of differences between those two controllers that development controller has single layer PCBs and why there's two PCBs stacked in there with the wires in there is so that they could save money on pcbs and key difference is that the triggers only have buttons and no linear triggers only have buttons and no linear actuator on the development controller start and select button are also not made from the same material they're made from momentary switches with a plastic cap depending on what version of the development controller you have an may or may not work with an official GameCube if you have any other questions regarding the dolphin development kit or the Nintendo Wii development kit including strange accessories or software I'll be happy to fill in what I know from working with it on the developer side a lot of the stuff is not under NDA anymore so I'm allowed to talk about it
William Hetherington all the buttons currently in the controller worked but when I pressed those circles in the locations where buttons were missing, those areas didn’t work. My guess is that the full button needs to be inserted to actually press the button.
The GC controller has always been my favourite controller due to its shape. Absolutely fascinating to see one from its development cycle. Thank you so much for this vid.
I've taken apart and repaired a few different gc controllers. The hardware differences on the triggers had a different analog slider for the "trigger axis". The retail one feature a rolled stop at the bottom to give it that solid click. The z button has the same push button on it, but they added two small springs and the larger bumper style button. They also added some small rubber to dampen the click. But it's the same button and same spot on the board. They repeated this process with the start button minus the springs.
Is the controller functional on a retail gamecube? I would assume so, but I'd be interested to see if it's able to interpret the triggers the same considering how different the actual analog function looks.
That controller is first shown off at space World 2000 at the Nintendo Booth was on display but never touched so it's pretty incredible that you have it
Like you said, it's obvious that the start/Z buttons were a prototype design and were never intended to stay that way. Interesting changes elsewhere though. I think the bigger stick would have been nice. Wish they'd kept the transparent shell too! Things you possibly don't know: 1) GameCube also had some attempt at stereoscopic graphics, but it was scrapped. Seems like someone really liked the Virtual Boy! 2) GameCube controllers can be told to report the sticks and triggers in a lower resolution. I don't know what's the point of that or if any games used it. Would be interesting to see if this one supports that. 3) Renamon is best waifu.
Things you don't know: Star Control II for the 3DO is an amazing game worth playing either via emu or by downloading the PC fan remaster "Star Control II Ur Quan Masters". SERIOUSLY. THIS IS TRUE.
Thank you for presenting really interesting topics as always! I enjoy all time. Here is the only channel I can see lots of prototype devices and video games:) Prototype Z button looks really fragile.
as far as i'm concerned the gamecube controller we got was still a prototype that needed work. it may be fine to play smash but anything else the PS2 or Xbox controller was just better.
Hi there, I'm from the game Dev industry and one of the possible reasons for the buttonless controller, is that sometimes we are sent with controllers that come with interchangable buttons. This is as the company that sent the controller are not yet happy with the buttons and want to change their mold or what have you. Hope this helps!
I thought the intro was "There are more games Pizza Hut" and I was so confused thinking how this even related to the channel and I looked at the title and then it all came to me.
I read somewhere that the controller originally wasn't going to have the Z button but a developer requested additional shoulder buttons, so that's where they put the Z (and only one because of the N64 compatibility). Would explain why the prototype has a crappy Z button.
Do you have a Hori Mini Pad controller? Those have GCN styled analog sticks but I believe they are a bit bigger than the standard GCN sticks. Perhaps the prototype controller uses the same stick from the Hori Mini Pads?
I had a friend who was working on peripherals for the third gen iPod back in the day. That’s the one with the four touch buttons for controls. The device they got had been scribbled on with permanent marker by Apple. This way if photos of it leaked out, they could know exactly who it was that did it. Perhaps the weird selection of (lack of) buttons was similar in function
Here's something you didn't know, when shooting at distances over 1200km you need to adjust your sights for the earths rotation, it's called the coriolis effect
So I’m just guessing here, but maybe the original idea for the gcn controller was to have 4 buttons surrounding the large A button, which would explain why the b button uses the same design of the x/y in the prototype...
The trigger mechanism was probably never meant to be exposed like it is in the prototype. Mainly it would be harder to install in the factory, also who knows dirt and gamer grime might get in easier.
Really interesting stuff! Nintendo did have final builds for the indigo/clear combo later on as stand-alone controllers too. Never realized it was likely a callback to these prototypes.
It looks like the PS2 controller made them add extra top buttons because of the dualshock 2 (they appear to be a physically cut out afterthought, because that's what you do when you're always a follower of technology)
Why do I get the feeling some manufacturers saw this and thought "that would make a good third party controller?" lol. Thus the Thrustmaster was born lol.
From the angles you show us the prototype controller i couldn't see it clearly, but it seems that the rumble motor is missing the weight. Probably it's missing wiring too? It's definitely interesting how an early prototype this thing is if that's the case.
Since the sticker says „NR Disc Checker“, I guess it was only made to press A on a few menus, not for actual gameplay. That‘s why most of the buttons are missing.
Possibly - that would make the controller functional but...still seems kinda odd to me...i mean, was Nintendo saving that much money by not including a few buttons?
@@hard4games May have not been a cost-saving measure, but more to prevent devs from using this particular version of the controller as reference/for testing etc.
Why include a B button though? And make it that you have to break the seal? For that matter why keep the joystick and triggers?
Are the other buttons even present on the circuit board?
There were several versions of development controllers produced this was not an engineering sample more a cheap controller that they produce so that they can easily swap out parts and change locations of pieces without spending too much money on dual layer pcb I hardly doubt that this controller was used for anything but out the layout of the PCBs and maybe A few development tests
@@renakunisaki the triggers and joystick both have a range of motion which is useful for testing for debug purposes, like how in mario sunshine you can press the trigger in more to have fludd shoot more pressure, there's usually always a debug for that. The b button was probably included to back out of menus, idk why they wouldn't have it built together though, maybe it was put together by hand, so they knew the a button was needed and just stuck it in before putting the sticker on, so only the outside shell, buttons, and circuitry was produced by machine, and the rest of the buttons were just lost since the developers didn't care about putting them in.
In fact, this is neither the first nor the last iteration of Gamecube prototype controllers. For example, while your version already has the regular Gamecube connector, early prototypes, like the N64 devkit for SGI Indy, had an RJ11 connector to connect to the devkit; this can be seen, for example, by the people of Assemblergames (RUclips video "prototype gamecube controllers"). In fact, from a technical point of view, N64 and Gamecube controllers are compatible with each other, which explains why the color scheme of the buttons was adopted from the N64.
At the presentation at Spaceworld 2000 for example ( cubemedia.ign.com/media/news/image/spaceworld2000/DSC00020.JPG ) a later iteration was shown, there the start and z buttons did not have the square shape anymore, but the color scheme was still close to the N64 controller.
It is very reminiscent of the Gamecube DS5 controller; the DS5 was already the Gamecube hardware in near finalized form, while previous prototypes, for example, still came in an AT tower case. The DS5 also uses the final connector.
Previous iterations (DS3 and DS4) even experimented with the button layout. Therefore this controller should probably be dated to mid 2000, I guess.
By the way, the reference to the Virtual Boy is not bad, especially if you look at the prototype of the Virtual Boy.
Note: N64 and GameCube controllers are compatible, but use different protocols. If you wired an N64 controller to a GameCube or vice versa, it would only work with a game programmed to talk to that controller. It's purely a matter of software though. The GameCube SDK does support some N64 controllers, though I don't know if this was something intended for games to use, or only for devkits, or just leftover code from the N64 SDK.
Compare to the NES and SNES controllers, which use the same protocol, meaning a SNES controller will work with most NES games. (The other way around, probably not, because of the missing buttons.)
Thank you for this addition, but I am aware of it. I just didn't want my comment to degenerate into a novel. They are electrically compatible, also the protocol is almost identical, but the payload is different, they use different controller IDs and thus different data structures result - which is logical, because the Gamecube controller has 2 analog sticks and 2 analog triggers in its final form, has a different approach to force feedback and also no memory packs or transfer packs.
It is also true that the official Gamecube SDK had support for a number of old, official N64 controller types as compatibility mode, which was mainly due to the fact that several "experiments" were done on the controller design during development. Therefore developers could fall back on N64 controllers, since the original Gamecube controller designs were not yet mass-produced, but only as small series with low availability.
It is also the case that the different revisions of the Gamecube controllers each have their own controller IDs and also different data structures, since by no means all versions had the same range of functions. There was a certain "evolution". The controller shown in this video is already quite recent.
However, this differs somewhat more from the compatibility between NES and SNES in the matter, since the SNES was originally intended with NES compatibility in mind, which was then rejected for various reasons later in the development. For this reason, the first bits the Control Deck can request from the controller are identically formatted, but the SNES controller would be able to return more data before the shift register overflows (the additional buttons). However, since a shift register was used and is completely controlled by the Control Deck, it is also possible to request less data without any problems, which is why the controller also works on the NES as a side effect. In this case, the data is exactly what the NES expects.
This was not planned for the Gamecube in this sense, instead it was a pure convenience for the developers, because they could start the development early.
If you are interested in the details of the compatibility between NES and SNES controllers, I recommend the well made video "Controllers - Super Nintendo Entertainment System Features Pt. 08" by "Retro Game Mechanics Explained". Using the SNES controllers completely on the NES might not be easy even with homebrew, since certain hardware automatisms happen on the NES and the data would have to be reworked by the software, which would cost valuable computing power.
As an analogy, I'd rather suggest that it behaves similar to network protocols; Ethernet doesn't care much whether HTTP or POP3 is transmitted over it, for example. Ethernet stands here for the N64/Gamecube/Wii Controller protocol (the Wiimote was also originally "only" a Gamecube controller), while the application level protocols (HTTP, POP3) would represent the respective controller types. However, the underlying "protocol" for N64 / Gamecube & co is very, very simple, much simpler than e.g. Ethernet.
So I didn't mean compatibility as promised in the Plug&Play advertising of the 90s. In other words, when you adapt the controllers, they are not magically supported automatically by the software. You could also see it similar to PC hardware, which needs a driver and software layer to use the hardware without any problems. Since the operating system and drivers of the N64 and in parts also of the Gamecube were inseparably part of the game (based on how the SDK was built), one cannot expect any additional support on old software.
On the other hand, you should be able to retrofit support for Gamecube pads in N64 homebrew without any problems, since "only" support for the corresponding controller IDs and the corresponding data structures would have to be integrated into the SDK. For retail games, however, the adaptations might require more complex rom patches.
Great info. I think this Blue A green B and the disc windows in Console's top were shown in magazines as Japanese version console.
Wrong, the A Button is blue and B is Green on N64, whereas it'd be Green for A and Red for B. On the proto the A Button was purple and the B Button was blueish green.
The assembler games youtube channel is gone... I don't know what happened
Did you know there are more molecules in a breath of air than there are breaths in the atmosphere? So you're very likely breathing in a molecule of [insert historical figure here]'s dying breath?
Not related, but thought it might be another thing you don't know.
There's a bunch of differences between those two controllers that development controller has single layer PCBs and why there's two PCBs stacked in there with the wires in there is so that they could save money on pcbs and key difference is that the triggers only have buttons and no linear triggers only have buttons and no linear actuator on the development controller start and select button are also not made from the same material they're made from momentary switches with a plastic cap depending on what version of the development controller you have an may or may not work with an official GameCube if you have any other questions regarding the dolphin development kit or the Nintendo Wii development kit including strange accessories or software I'll be happy to fill in what I know from working with it on the developer side a lot of the stuff is not under NDA anymore so I'm allowed to talk about it
I'd like to see a video of you playing Melee with that controller.
Under the missing buttons looks like it's made with Legos.
If you wanted to, you could restore the controller. that would be cool to restore a weird piece of nintendo history
the NR controller isn’t common for parts, however you can restore one easily using parts from a DS5 3/4 speed controller
What year was this controller made?
it feels like 1/12 of this video is the intro.
How about...
My puppy has horrible depth perception.
i wonder if it would work if you stuck some buttons and a c-stick in there
William Hetherington all the buttons currently in the controller worked but when I pressed those circles in the locations where buttons were missing, those areas didn’t work. My guess is that the full button needs to be inserted to actually press the button.
You don't know the last 100 digits of pi
Trick question. Pi continues forever. There are no "last 100 digits"! 😋
@@hard4games but what if Pi is not infinite and we just havn't calculated the End yet🤔
Today's episode is brought to you by the word "engulfs"
😂😂
When you learn a new word on the dictionary:
The GC controller has always been my favourite controller due to its shape. Absolutely fascinating to see one from its development cycle. Thank you so much for this vid.
I like that A and B hat the same colors as on the N64 controller :D
I've taken apart and repaired a few different gc controllers. The hardware differences on the triggers had a different analog slider for the "trigger axis". The retail one feature a rolled stop at the bottom to give it that solid click. The z button has the same push button on it, but they added two small springs and the larger bumper style button. They also added some small rubber to dampen the click. But it's the same button and same spot on the board. They repeated this process with the start button minus the springs.
Is the controller functional on a retail gamecube? I would assume so, but I'd be interested to see if it's able to interpret the triggers the same considering how different the actual analog function looks.
One solution would be to make some buttons with a 3D printer.
They look the same as the final version, so you could just harvest them from a broken controller.
@@renakunisaki But it would have to open the prototype control, making some buttons to fit outside, would not need.
That controller is first shown off at space World 2000 at the Nintendo Booth was on display but never touched so it's pretty incredible that you have it
That controller reminds me of the ones featured in the October 2000 issue of Nintendo power. Legitimately an interesting find.
Like you said, it's obvious that the start/Z buttons were a prototype design and were never intended to stay that way. Interesting changes elsewhere though. I think the bigger stick would have been nice. Wish they'd kept the transparent shell too!
Things you possibly don't know:
1) GameCube also had some attempt at stereoscopic graphics, but it was scrapped. Seems like someone really liked the Virtual Boy!
2) GameCube controllers can be told to report the sticks and triggers in a lower resolution. I don't know what's the point of that or if any games used it. Would be interesting to see if this one supports that.
3) Renamon is best waifu.
Does this prototype controller can work on the final GC or it only work on dev kit?
ZoneofDoom I’ll have to test that. The controller did work on my NR reader.
this specific model works on all GameCubes
why you never plug it in and test it, also someone should fit it with new buttons lol, 3dprint that shit yo.
Things you don't know:
Star Control II for the 3DO is an amazing game worth playing either via emu or by downloading the PC fan remaster "Star Control II Ur Quan Masters".
SERIOUSLY. THIS IS TRUE.
I hope they can restore that controller to make it usable.
(Edit: more like getting the buttons to fill in the spaces to have the full prototype)
its missing buttons because its meant for the development tools
Thank you for presenting really interesting topics as always! I enjoy all time. Here is the only channel I can see lots of prototype devices and video games:) Prototype Z button looks really fragile.
You don't know that my name is Matt. And you never will. -Matt
One thing you didn’t know is that I have a Heineken GameCube
as far as i'm concerned the gamecube controller we got was still a prototype that needed work. it may be fine to play smash but anything else the PS2 or Xbox controller was just better.
Tony you ever take a in depth look at that arcade motherboard i sent you photos about, any tips on preserving the rom data?
Unfortunately I'm not familiar enough with arcade hardware/software. As far as preservation goes, I wouldn't know where to start. 🤔
Love that is has the Y/X style button slot in the B slot, just like the Space World 2000 prototype.
I imagine the buttons weren’t finalised yet and not all of the buttons were expected to be mapped yet in the prototype games anyway.
My biggest issue with the GameCube controller was the awful C stick and the Dpad being rather subpar. Other then that I love the layout of it.
Hi there, I'm from the game Dev industry and one of the possible reasons for the buttonless controller, is that sometimes we are sent with controllers that come with interchangable buttons. This is as the company that sent the controller are not yet happy with the buttons and want to change their mold or what have you. Hope this helps!
I have a third-party GameCube controller, and its B button is the same shape as the X and Y buttons.
someone make a replacement shell for both wired and wavebird to replicate the prototype. my hands would thank you.
Is it good for playing melee competitively?
Did you know?
if you lower the quality of RUclips video
It makes loading faster useful when your list in mood for tuned
The prototype grips are extremely cursed for me, idk why,
After seeing the prototype button layout I think I prefer it for the original but that maybe just be my recency bias
I just noticed the rumble motor does not have a weight on it. Essentially making it useless.
And this doesn't have more views than your subscriber count because...?
The way you say buttons is like the inspector gadget DVD meme
Wish you could get your hands on the prototype motion controller of the gamecube!
1:06 I Don't Know Why But I Like The Way He Says B
This prototype is really strange and beautiful at the same time.
Man i hope you reach 100k soon you deserve it!!!
I still wish it kept that design. It was easily the most comfortable there.
Am I the only one truly appreciating the low key Megaman 8 music in the background
You don't know I remember The Grapening.
I feel like I like the color of the buttons on the prototype better but the final I like to
You don't know the average age of a goffer. Cheers.
I thought the intro was "There are more games Pizza Hut" and I was so confused thinking how this even related to the channel and I looked at the title and then it all came to me.
the prototype looks just like a bootleg one i used to have lol
Bet that controller would be terrible to use
You clearly don’t know that Genis Sage is a guy, seeing as how you referred to him as a girl in that Symphonia video.
Was that me or Bill?
Can’t wait to see someone play Smash with that thing.
1:32 How do you take something on without fighting it?
What you *_DON'T KNOW...._* is that I took a shower and put the same panties back on.
Time to buy a second pair!
But can it consistently shield drop?
Someone should go to EVO with this
They didn't wanna spoil it
Good video really interesting
I got tingles (asmr) when you put the start buttons up to the mic for acoustic differences of the mechanics
actually this entire video has hints of asmr shining through
You don’t know where I am
kinda prefer the prototype
I’m hard for games...
You guys deserve more subs
He's a good guy!
Very introdasting
Awesome video love seeing all this prototype stuff! :D
Does it work ?
I love your intro
I read somewhere that the controller originally wasn't going to have the Z button but a developer requested additional shoulder buttons, so that's where they put the Z (and only one because of the N64 compatibility). Would explain why the prototype has a crappy Z button.
Do you have a Hori Mini Pad controller? Those have GCN styled analog sticks but I believe they are a bit bigger than the standard GCN sticks. Perhaps the prototype controller uses the same stick from the Hori Mini Pads?
*NGC*
GC, GCN, NGC, does it matter? By the way, GCN is a pretty common abbreviation.
I had a friend who was working on peripherals for the third gen iPod back in the day. That’s the one with the four touch buttons for controls. The device they got had been scribbled on with permanent marker by Apple. This way if photos of it leaked out, they could know exactly who it was that did it. Perhaps the weird selection of (lack of) buttons was similar in function
Here's something you didn't know, when shooting at distances over 1200km you need to adjust your sights for the earths rotation, it's called the coriolis effect
So I’m just guessing here, but maybe the original idea for the gcn controller was to have 4 buttons surrounding the large A button, which would explain why the b button uses the same design of the x/y in the prototype...
Skip the worst theme song you'll ever hear 0:35
No
The trigger mechanism was probably never meant to be exposed like it is in the prototype. Mainly it would be harder to install in the factory, also who knows dirt and gamer grime might get in easier.
Really interesting stuff! Nintendo did have final builds for the indigo/clear combo later on as stand-alone controllers too. Never realized it was likely a callback to these prototypes.
Tony, I engulfed my breakfast this morning. (You asked for something you didn't know). Thanks for the video! Always interesting!
It looks like the PS2 controller made them add extra top buttons because of the dualshock 2 (they appear to be a physically cut out afterthought, because that's what you do when you're always a follower of technology)
meh
Why do I get the feeling some manufacturers saw this and thought "that would make a good third party controller?" lol. Thus the Thrustmaster was born lol.
From the angles you show us the prototype controller i couldn't see it clearly, but it seems that the rumble motor is missing the weight. Probably it's missing wiring too? It's definitely interesting how an early prototype this thing is if that's the case.
My guess is that if they send the prototype on controllers not assembled, Nintendo will save money somehow? I feel like that's a stretch though.
How bout the GC-controller with no buttons (featured in one of the MS's E3 conferences)?
Thanks, Tony! Is the D pad larger on the prototype controller? That would have been great.
Is it possible to make that a working controller?
You don't know obamas last name
Barack is Obama's first name, Obama is Barack's last name, If you form it together, His name is Barack Obama
The original "Three Beans, No Skittles" design.
Erm, you don't know what was doing while I watched this?
ver.B IRD
wavebird how it got its name? lol
I suppose you have to watch more videos to know who Andrew is?
Thank you for this interesting comparison
Dose it connect to a normal GameCube?
yes, you can see the normal plug throughout the video
@@glitchedblood I guess I was blind 3 years ago, thanks
Jack Bros. is the best game ever made
0:50 Could someone get me the name of the song that plays around here?
Megaman 8 - Aqua man, there is also this app called shazam that finds songs for you if you don't know its name.