We've gathered up the submissions here for display. We'll let the submissions speak for themselves because, well, with most of these we're at a loss for words.
Charlie K
Pretty good designs you had there, but they have no soul. They where made using the basic rumors thats going around on the internet. Sure they're neat ideas, but you can't base an entire controller over them. Nintendo has said it will be different, but as Reggie has said "Imagine all of the controllers in the past 20 years put together" (not the exact quote, but you know what I mean). So heres my idea. I made this on the Nintendo Revolution Controller Maker (https://claudiotosado.vilabol.uol.com.br/nintendocontrollerfakeeditor/ under the guise of Killa), but I altered it to better specifications. Its different, yet can still be considered a "normal" controller.
I call it the Breakaway controller!
It has the basic interface of a controller (though tweeked). The joystick, Dpad, face buttons, and L and R buttons. The controller is still wired to the console (I'll elaborate on this when I discuss figure two). What I did different though was move the Z trigger to an area more suited for a actual "Trigger button". Two of them (the larger Z buttons) are analog, while the buttons under them are just regular buttons. Also, the C-stick has been transformed into the C-Orb (sounds better than C-Ball in my opinion) which can be pushed down as though it was a face button too. I've also reduced the number of face buttons from four to three (A, B, and D with the C-Orb also acting as a face button). And finally I've re-introduced the Select button (mostly added for symmetry, but it can have some uses as proved with the PS2 controller). This pretty much lets the people play games the way the have been, and keeps thing from being to "radically different".
But whats that? Those two extra buttons on that middle square? What gives with those? Which brings me to the reason why its called the Nintendo Break Away controller.
By pressing the two black buttons on the controller hub (the little rectangle part with the Nintendo logo) you can separate the controller into two separate wireless parts. When separated the parts internal gyroscopic devices activate (they are inactive when connected to the hub) allowing for a different style of play and to hold it like you would a Guncon controller using the triggers as actual *gasp* triggers!. But why hold the parts as so? Why like that if you aren't playing Duck Hunt or Time Crisis? Well, beside the charging ports is an infrared port to allow games to be played as such and also adds a more capatablility for the downloadable games (Duck Hunt, Yoshi's Safari, ect.). The hub itself acts as a charger for the parts, a wireless receiver, and lets the controller be just a normal (though tweeked) controller and lets companies port games and create games without forcing them to be "innovative". This way when your done playing, you just plug the controllers into the hub and let them charge and play a plain old regular game. Its different, innovative, and allows things to get back to the basics (though enhanced).
Simple as that, yes it is a misporportionized picture and such, but its the best I can do with the tools available to me (Flash MX 2004). Hope you enjoy it!
JR N.
Operation Saba
We've all experienced it. You want to combine your 2 loves: gaming and eating. Yet despite your best efforts you end up grabbing quick bites in loading screens or trying to manipulate your controller with one hand. According to Nintendo's research this been a major problem in attracting the greatly sought after fat and lazy demographic to gaming. Post-Revolution this will be a problem no longer.
Taking exiting technology which has never before been used in gaming, Nintendo has crafted a revolutionary gaming controller. Introducing:
THE NINTENFORK.
The NINTENFORK is just the first in a whole line of NINTENSILS designed to greatly expand the gaming market. Look forward in the coming weeks to further announcements of additions to the NINTENSILS range, such as: the NINTENSTRAW; the NINTENSCRATCHER; and building on the 'Touching is good' theme of the DS, the NINTENSTROKE, for those gamers who want to add another level of interactivity to games featuring their favorite action heroines.
Dustin W
Okay, hang with me for a moment and I'll explain what all these circles are as briefly as I can.
I don't believe we need two analog sticks so I put one on the left handle in secondary position and a small trackball button on the right handle in secondary position.
I would not imagine Nintendo would give the stick a button function as their competition does.
Not pictured are the main analog triggers with the digital clicking function as well as the digital scroll wheel buttons beneath the triggers.
I replaced the face buttons and dpad with wheels that are used by pressing the buttons on them.
The wheels could be used for analog jumping, rolling, steering, scrolling, zooming, reloading a pistol, spinning the player in football, swinging a golf club, reeling in a fish, and more. In a boxing game the wheels could be used to throw punches at specific speeds controlling the hands seperatly.
I don't know if Nintendo will be putting a mic in the controller or putting a jack on it so I didn't bother with it. What I did do was address the camera, assuming Nintendo will release a camera packaged in with the console. The camera is a small repositionable ball that connects the two handles of the controller together and charges them at the same time plugging into the Cube ports on the system. The camera could be used facing the player to map facial expressions onto the game character, control camera through head tilting, or simply map a picture of the player onto a character in the game. It could be positioned facing forward allowing for the controller to be used to aim in a game. Unplugged from the controller the camera could then be placed somewhere at a distance for a wider view of the gamer's body. Each handle of the controller would contain a gyro (some games would play one handed) and would work wirelessly.
Maybe the camera idea is way too far; if you feel so then just look over it. I would rather have the wheels on the face of the controller.
revolution:
1.The act or state of revolving.
2. A motion in a closed curve around a center, or a complete circuit made by a body in such a course.
3. Mechanical rotation about an axis, as in a spiral, so as to come to a point corresponding to the starting point.
4. The movement of a planet around the sun or of any celestial body around a center of attraction.
5. A cycle of successive events or changes.
6. The overthrow and replacement of a government or political system by those governed.
7. A drastic change in a condition, method, idea, etc: a revolution in industry.
Don'tHate742
I first posted this on the PlanetGameCube forums at the beginning of the whole Rev Controller controversy. I am Don'tHate742 from those forums. After a year or so, I now realize that something like this might actually come to light, but of course, I won't get my hopes up.
After reading your predications, I noticed that a controller that can be used well by both left and right-handed people is very important.
I won't change my mock up, but I realize that if I made my two part controller switchable and ergonomic to both hands, that it would be a far superior controller to anything every made thus far.
The buttons, colors, and triggers are entirely rushed. I don't think the buttons will look like "beans" nor will they all be red.
My controller has:
4 buttons and 4 triggers (the triggers are green) I forgot to add a start and a reset button (for the gyration), so please take that into account 2 analog sticks and 1 d-pad Both controllers are fitted with gyration, that allow for x/y/z displacement as well as the ability to gather information regarding if the controller is turned to its side or tilted forward.
It has straps for each part of the controller, so games that require mostly gyration controller aren't physically taxing on the hand muscles. Basically it allows for your arm to hold the controller up-right and your wrist to turn it or tilt it. Niether requires your hand muscles to constantly squeeze and hold the controller.
This type of controller would work well with any game, but best for FPS and games such as Pikmin. I also think that an true archery game could finally be made with this controller. Imagine putting both controllers next together, side by side, then pressing and holding down "A" on the right controller as you pull your right hand back. This would simulate the pulling of the arrow on the bow.
Your left hand would regulate the aiming of the arrow (it would be too confusing if both your right and left hand control the aiming of the arrow as with real archery, although an expert mode could be provided in such a game). To release the arrow simply let go of "A".
*The following paragraphs describe a FPS....in a very lenghty description...this is just a warning*
In FPS's, the left hand gyration would control the camera (or your head). It would be akin to controlling something like a mouse (with depth neglected) except instead of residing on a horizontal plane (like your desk), it would on a vertical plane (in this case the air).
Imagine a mouse and a mouse pad. When you move your mouse to the top right of your mouse pad, your mouse on-screen moves to the top right of your screen and STAYS THERE. Now take that information and try to understand that aspect except this time with a controller. When you hold your controller in the air, the controller would have a neutral position (the center), as well as a square around it (much like a mouse pad). When you move it to the top-right of this imaginary square (more likely a circle) your camera view moves there, but also STAYS THERE. If you move outside the circle, your camera will start spinning in that direction. So the farther away you move your hand outside of the imaginary vertical circle, the faster you would spin your camera in that direction.
However, if you were to move your hand within the circle, your camera view would stay fixed in that position (so you can run and shoot in any direction). The size of the circle would be determined by a sensitivity option, much like the one in Halo. Remember, depth is not a factor. So if you were to pull your hand closer to your face while keeping the x and y coordinates of your hand the same, it would not effect your camera.
The camera has another feature though, a "lean" feature to be precise. When you squeeze a certain trigger on the left controller, your vision will lock into place allowing you to then move your controller left or right, to lean around a corner. But that's not all, "locking" your controller activates the yaw and pitch of the camera so you can lean over a balcony.
A camera control such as this would be much more intuitive to play with, though very hard to master. That is the key though. Many games should be fun regardless of skill level, but should be very intense for those that take the time to master it. A good example of a game like this is Super Smash Bros. Melee. And if it's fun right off the bat, more people will be willing to sit down and really get good at it (especially if the competition is there....online anyone?).
Back to the topic. Your right hand gyration would control your gun. Most FPS's today have your gun fixed in the middle of the camera. It has never been feasible to displace your gun from your camera since that would call for a third analog stick (one for movement, one for your camera, one for your gun). However, with gyration and more importantly my controller, you have four "analog" sticks, two of which are far more sophisticated than true analog sticks (gyration allows for depth to be a factor as well as yaw and pitch).
What's the use of having your gun seperated from your camera, you ask? Well that's simple, it would allow you to shoot anywhere. Anywhere, as in off-screen as well as on-screen or even behind you. This would allow for more life-like gameplay with the possiblities being as crazy as blindly shooting around a corner, shooting over a crate, or even shooting yourself!
Your gun would be controlled as if you were holding a real one. You can turn in, twist it, tilt it, and of course point it in any direction you want. This is far simpler (to the player, not the developer) than any analog stick, yet even more precise and intuitive.
Whenever your aiming circle of your gun comes in contact with your camera view, you will be able to see what you are aiming at, with the circle being visible on-screen.
And what about duel weilding weapons? All you would have to do is add an aiming circle to your camera's view and fix it into the center, much like many FPS's today, for your second gun. So you would control your camera and a gun with one hand, and the other gun with your other hand. This would allow you to increase your fire power, but more importantly shoot in two different directions. You could kill two opponents at the same time!
As intriguing as duel weilding weapons is, what about the other possiblities?
Duel weidling a sheid and a gun? A translucent, liquidy-crystal shield could be selected as a weapon and set to one of your left or right triggers (which ever you prefer). Although you can't shoot about freely if it's set to your "gun"
hand, which ever that is. But do remember that if it's attached to your "camera"
hand, it's hard to look through a shield that's being shot up, no matter how translucent. Realistically, I can only protect the front, sides, and top of my body. Anyway, let's say I set it to my "gun" hand, and set my weapon to shoot from my "camera" hand. I can activate my sheild (which I'm sure will have health and a time limit), rush into a place, and cover the area which is attracting the must gun fire. I can then retaliate with my "camera" hand and shoot the living blazes out of my opponents. Get a few teammates and you can form your own wall, akin to the romans and greeks.
The idea of a shield has never been appealing becuase it would have never worked with out the need for a third analog stick. And even with an analog stick, it could have never been emulated so well.
The only problem I see with this control is doing all three at once: Moving, Camera aiming, and Aiming your gun. It sounds very difficult in theory, but in practice I bet it's actually very easy to get a hang off.
*/End FPS rant*
The possibilities for this type of controller are only bound to the limits of your arm. This controller in fact can micking the entire arm. Boxing games can now be far more sophisticated, with you throwing the punches you want to throw.
As well as playing hand drums in a music game (just put a pillow on your lap and bang away). Also a virtual drum kit could come into play. And theres more....
what about a motor cycle game that actually has you lean the direction you want to turn, while having your wrist gun the throttle? What about a fishing game, or even a rodeo game centered around lassoing cows? Sword fighting as well...It's all possible.
However, I feel that this controller has horrible flaws. One being that the rechargable battery will weigh down the controller, making the fun....less fun.
Another being that the battery life would be horrible, so you'd have to be responsible enough to recharge it everyday. Another also being that it could be to expensive.
Ohh well....wishful thinking.
Thanks for reading,
Don'tHate742
Peter
Hello there,
My name is Peter and I'm from Holland. I can't wait till Nintendo shows the real controller so I created my own. I made it with Paint so don't expect beauitful 3D images...
Well, take care!
- Peter
Kirk
Here are a couple of controller designs I created, for your Predicting the Revolution page.
Joobot
here's my controller concept. It's a hybrid of the Gamecube and Xbox controller but with a gyro sensor, a trackball, and pressure sensative grip.
Thomas
Main points of the design:
1. Gyroscopic sensor works out direction of point
2. Analogue stick/button mostly for movement of game charecter. (as even non-gamers dont have trouble
working that one).
3. No other buttons at all.
4. A liner moter provides force-feedback. It dosnt rubble like normal pads but recoils, perfect for gun fire.
Examples of use:
Mario ~ Stick controlls movement as normal. Physicaly flicking the stick up makes mario jump, moveing the point in a clockwise arc makes him slide forward...anticlockwise would make him do a backflip. Effectively mario acts like he is attached to the pointer ver some invisable cord.
Raceing ~ Held sideways, you turn the pointer like a stearing wheal. Analogue stick up/down for speed, left/rightfor gears.
FPS games ~ Couldnt be easier.........just point at the thing you want to shoot and press the stick.
Release day game:
Donkey Kongductor
Hope you like the design...and yes, I am aware that it would be perfect for "other use's", but that didnt stop Sega's vibrateing add-on for Rez. I think it fits most of Nintendos critera....expect perhapes older games.
Jason W
Hello people at IGN. I'm kinda dissapointed with the ideas you've thrown out, and believe that the Big N would have quite a bit of trouble marketing any of those ideas, no matter how powerful they are and how loyal many (including myself) are to them. So I've made my own design, and I believe it could fit everything they said. If you want a simple controller with a few buttons, fine, buy that swappable face plate, need a couple analog sticks and triggers for an FPS? Go buy one.
So I made a controller model that has a base plate type thing and faceplates that'll pop onto the controller base or vice versa (and i guess it'll be wireless? ignore my wire). So here's the pictures.
Andrew
Here are my ideas for the controller..hope you like them.
Jesse K
Revolution's Controller finally revealed; it's the 'Nintendo Imagination!' Though playing Gamecube games will require the Gamecube controller, the 'Nintendo Imagination!' will take gamers to a new level of interactivity with Revolution games. The 'Nintendo Imagination!' is perfectly suited for each gamer's individual needs, and its size (seen below, marker added for size comparison) ensures that there will be no big hands/small hands problems like those of X-box's launch. This also explains how Nintendo expects to get away with the Revolution having the least power of the next-gen consoles. A Revolution game played with the 'Nintendo Imagination!' will look, sound, run and overall just feel as good as the gamer wants it to! No more "I wish they'd..." or "This game would be better if..."; with the 'Nintendo Imagination!' Nintendo will truly lead a revolution in gaming!
-J
Justin E
Luckily for me I don't have to speculate. An insider at Nintendo gave me actual photos of the revolution controller. Look within.
Bryan D
Dear IGN,
Here is my version of the Revolution's control. What sets this one apart from the rest is that here your hands don't have to be together when playing. Each one is independent allowing for a higher range of motion. It doesn't matter in which hand you hold which piece making it more comfortable for Left-handed players.
"Egg" was designed so you can reach all the buttons with equal ease. Because its about the size of an average computer mouse it fits in almost everyones hand snuggly. It brought back the c-stick for another round. It has the A and B buttons which both increased in size and have become more oval shaped.They were postioned in the lower part to give your pinky and ring-finger a workout. The shoulder button is the R-button by default but can be set as the L-button for the Left-handed players. The X and Y buttons were left out in this controller so it wouldn't look so complicated for the "older" gamers.
"Touch" gives the gamer a revolutionary new way to play. Forget the d-pad and analog stick, the "touch pad" is the future. The pad is ultra sensitive and provides even higher range of motion than its DS counterpart. Through the DS if you want to make Mario run, it has the tendency to slow down the character once you reached a corner of the screen making you have to bring the stylus back to the middle and start running again. The Touch pad doesn't have that problem since its pressure sensitive. It also has the default L-button and the Z-button. Z is once again a trigger button like it was in the N64 making FPSs more comfortable.
"Screen" is a like a mini DS. It's even equiped with its own stylus. This was created to be a portable option screen. Everytime you pause your screen, (altough it isn't a burden), you loose your game play visual and all you see is the option menu. With this all the options are touch accessible and you won't loose sight of the gameplay. All your customiztaion would be done on this screen and the information would be transferred to all of your games as your default settings. It would also be used like the GBA was used on the Gamecube, completely wireless of course. Imagine Tingle ranting at you on a touch screen. The best part is that if you don't feel right with your hands apart while playing, this could be used as a base to attatch the three parts to create a traditional style controller.
So next time you get beaten for the 20th time by that impossible boss and you feel like taking a swing at the TV, you can, without having to worry of letting go of the control or disrupting your other hand.
Emu
Hello my name is Umu, here is a quick mockup of the least that I expect from Nintendo. As you can see it is very simple, minimalistic and cost effective (cheap) and easy for the evil axis of powerhouses to copy. I would think they would apply some sort of force feedback in advance of current generations. I was just making up a Nintenball and Nintenstick yesterday I guess everybody are starting to focus the speculation down to a commonality.
Brandon S
Behold!!! The future of gaming!!!! By simplifying all game actions to a single button, Nintendo plans to revolutionize the industry and open it up to thousands of new consumers!!! Gaze upon the wonders of the future!!! Gaze upon... THE BUTTON!!!!!
David O
Back to Basics.
Teng
This the Nintendoom.
A.A.
Based on the description given by Nintendo, about the new controller, one could assume that there is a total lack of a control stick, and instead gyroscopes define movement on the X, Y, and Z axis. This grants the controller extra space to host new buttons that were traditionally a control stick or a cross on the left side of traditional controllers. In this case, the four kidney shaped buttons may be used as control buttons for up, down, left and right, in order to make traditional gameplay possible. When in full gyroscope-mode, they may be used as ordinary face buttons, five on each side, plus 2 analog shoulder butons.
Cyriel
Dear IGN,
Here's my controller i made.
I made it in lightwave 3d.
It was made to fool other people, and i told them it was a concept of the real controller.
Dave
This controller is fully gryoscopic motion sensing. Tilting and twisting of the controller can act as a replacement for the joystick. The face is a complete touch screen as seen on the DS but covers almost the entire unit(there is touch screen where the R & L & Z buttons usually are on the gamecube controller). To blend in with the evolutions ability to play all past Nintendo games, an image of the controller that belongs with the specific game will be displayed on screen. Simply slide your fingers around the screen as you would a normal controller. The center of the screen can be used like the DS for things like the map on mario kart or regular stylus controlling.
Justin P
Here's my idea of what Revolution's controller will look like:
Steve
My design for the Revolution's controller is very similar to the current gamecube controller. This is because Revolution has to be able to play gamecube games and the re-released N64 games that nintendo says will be able to be downloaded off the internet(revolution games could use the buttons or ignore them completely depending on who the game is supposed to appeal to). The major differences with this controller vs the gamecube's is that the c-stick is replaced with a trackball(props to whoever thought of that on the revolution 720 controller)all buttons will have tactile force feedback(props again) and a touch-screen similar to the DS(allowing DS games to be played on the revolution if nintendo desides to do
that) and the same stylist that the DS uses is located next to the analog. The gear below the screen is for the frequency of the wireless controller(like on the wavebirds for the gamecube). If gyroscopic motion sensors were to be available, they could be a separate addition like the rumble-pak on the N64 controller.
All buttons will be illuminated, making the controller easier to use in the dark (for the people with home theatre systems). These additions alone could make the controller revolutionary, depending on the games made using the controller.
Operation Saba
The following controller uses touch and temperature sensations to enhance the gaming experience.
Imagine playing 'Metroid Prime 3' and feeling all the environments from the soft cold snow on the surface to the hard hot rocks deep underground.
Or think of new puzzle possibilities in a new 'Zelda' game where, for example, you have to run your hands across a wall to feel for a secret switch.
Please see the notes on the image for more descriptions of how the design works. These are purely ideas about possible inclusions in a controller design rather than a complete design for a controller. When combined with other rumored functions, like gyroscopes, they could contribute to something really revolutionary.
Joshua S
The Triangle Revolution Controller:
This controller features gyroscopic technology and a single touch screen, like in the Nintendo DS. The touch screen enables you to place both thumbs onto it while playing. It can be programmed to have a touch screen A button on either side of the touch screen, along with the B button, so left and right handed players can feel more comfortable while playing it. If you tap the thumb that is on the touch screen A button twice, the controller knows your pressing the A button. The same goes for the B button. It is held with both hands firmly by putting every finger onto the underside of the controller.
Using gyroscopic technology, you can control the movement in the game you are playing by changing how you are holding the controller. By pointing the front of the controller down, you start going forward in the game. Pulling the tip back up, farther then it was at the start, you go backwards. the same goes for pressing the left and right parts of the triangle. by pressing them, you go either left or right. If you turn the tip of the controller so the tip is facing a diagonal direction, you can go in any diagonal direction you want.
Its super slim and sleek design also makes it a truly revolutionary controller.
Tom V