N64 - Controller grey/charcoal grey (region free)
  • N64 - Controller grey/charcoal grey (region free)
  • N64 - Controller grey/charcoal grey (region free)
  • N64 - Controller grey/charcoal grey (region free)
  • N64 - Controller grey/charcoal grey (region free)
  • N64 - Controller grey/charcoal grey (region free)
  • N64 - Controller grey/charcoal grey (region free)
  • N64 - Controller grey/charcoal grey (region free)
  • N64 - Controller grey/charcoal grey (region free)
  • N64 - Controller grey/charcoal grey (region free)
  • N64 - Controller grey/charcoal grey (region free)
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N64 Grey/Charcoal Grey controller
Used Nintendo 64 controller

This controller works on any Nintendo 64 console worldwide.
The grey/charcoal grey controller was originally included in the Japan-exclusive Mario Kart 64/controller package. The back of the controller reads Made in Japan, as opposed to the regular controllers, that read Made in China.

Tested, works. In excellent condition. Thumbstick still very steady. Please refer to pictures for details of condition and contents.

Genre: controllers

The Nintendo 64 controller (NUS-005) is the standard game controller included with the Nintendo 64. Released by Nintendo in late 1996 in Japan and North America, and 1997 in Europe, it features ten buttons, one digital "Control Stick" and a directional pad, all laid out in an "M" shape.


"The first time [Nintendo's lead game designer Shigeru Miyamoto] played with the controller, because he’s working most of the time on Mario 64, he would have seen Mario 64 with it. It wasn’t so much that controller dictated Mario 64, it was just that was the game he was working on. Mario was the way of testing it out. Probably more the other way around. The actual movement of Mario came from the N64 controller, the way you move the central stick."

— Giles Goddard, Super Mario 64 programmer

"I think that’s a misnomer to say that the N64 controller was designed around Super Mario 64. Yes, Mr. Miyamoto wanted analog control because he had a vision of how he wanted that game to work, but the controller wasn’t designed specifically for one game."

— Jim Merrick, Technical Director at Nintendo

The controller was designed by Nintendo R&D3, who were directed to try out new ideas that would break from the standard mold of gaming controllers. With original visual designs having been mocked up in clay form, and extensive test group studies being performed before and during the design phase, the Nintendo 64's controller design was eventually solidified in tandem with that of Miyamoto's gameplay mechanics in Super Mario 64.

Nintendo of America's head designer, Lance Barr, said that the design studies revealed that "most games use a few buttons for most of the main controls, such as jumping and shooting, or accelerating and braking. That's why the A and B Buttons are placed for easiest access on the new controller and why they are larger than the other buttons. They're the buttons that get high traffic."

The controller was designed to be held in three different positions. First, it can be held by the two outer grips, allowing use of the D-pad, right-hand face buttons and the "L" and "R" shoulder buttons (but not the "Z" trigger or analog stick). This style was intended to optimize play in 2D games by emulating the setup on the Super NES controller. It can be also held by the center and right-hand grip, allowing the use of the single control stick, the right hand-buttons, the "R" shoulder button, and the "Z" trigger on the rear (but not the "L" shoulder button or D-pad). This style was intended for 3D games. Finally, the controller can be held by the center and left-hand grip, allowing for a combination of the D-pad, L-shoulder, analog stick and Z button.[5] This was implemented in GoldenEye 007. Additionally, though the controller was not designed with this setup in mind, one controller can be held in each hand with a thumb on each analog stick and index fingers on the "Z" trigger. This setup allows dual-analog control on some first-person shooters such as Perfect Dark. The analog stick and right-hand face and shoulder buttons are usually used in games. In some games such as Mortal Kombat Trilogy, the control stick and directional pad are interchangeable. Very few games use the directional pad exclusively; two examples are the 3D puzzle game Tetrisphere and the side-scrolling platformer Kirby 64: The Crystal Shards.

This design is controversial, as by its nature it prevents the use of all of its features with the player's hands in any one position; the D-pad, L-shoulder, analog stick and Z-trigger can not all be used at the same time as it requires the player to switch hand positions, taking the hands off of the key directional controls. When Sony released its Dual Analog and DualShock controllers for the competing PlayStation, it retained the original controllers' two-handled ergonomics, placing the analog sticks below and inside the primary D-pad and face buttons, allowing the player to quickly switch from the D-pad and face buttons to the analog sticks without letting go of the controller. This layout would become dominant in gamepad design, and several third-party manufacturers would produce aftermarket N64 controllers with more conventional layouts, such as the MakoPad and Hori Mini. Nintendo itself would largely follow suit with the stock controller for its GameCube console, but swapped the positions of the analog stick and D-pad, as by that time the left analog stick had become universally accepted as the primary movement control on 3D games across all consoles.

The controller also includes four "C buttons", which were originally intended to control the camera in the N64's three-dimensional environments. However, since the pad only contains three other face buttons, the C-buttons often became assigned to ulterior functions. An example of this is The Legend of Zelda: Ocarina of Time, where three of the C-buttons can be assigned to secondary items and the upper C-button is used to orient the camera.

One game, Robotron 64, allows one player to use two controllers to control an avatar. This way, the game plays like its predecessor, Robotron 2084Star Wars Episode 1: RacerGoldenEye 007 and Perfect Dark also use this set up for slightly different gameplay experiences (in terms of control, at least) compared to the standard single controller option.

The controller initially came in six colors (grey, black, red, green, yellow and blue) but other colors were released later, many of them coinciding with the release of a similarly colored or designed system. Some of these others include smoke black, watermelon red, jungle green, fire orange, ice blue, grape purple, and special edition colors like gold, atomic purple, extreme green, "Donkey Kong 64" banana bunch yellow, "Pokémon" blue and yellow, and "Millennium 2000" platinum.

When the Nintendo 64 is switched on, the joystick on each controller is automatically calibrated by recording the current position as the center position. That works assuming the hands are off the joystick when the Nintendo 64 is powered on. The joystick can also be recalibrated while the Nintendo 64 is on, by pressing L+R+START to indicate that the current position of the joystick is the center position.

Analog stick

The Nintendo 64 controller was one of the first gaming controllers to utilize analog stick technology as a main feature, intended to provide the user with a wider range of functions such as mobility and camera control. The stick is designed to detect 360 independent directions, compared to the 8 independent directions detected by a d-pad, allowing the potential for Nintendo 64 games to more accurately emulate 360° of motion.

Analog joysticks prior to the Nintendo 64 include those used by the Atari 5200, Sega's arcade systems, the Neo Geo CD analog stick in 1994, Sega's analog Mission Stick for the Saturn (which launched on September 29, 1995),[8] and Sony's Analog Joystick. The Nintendo 64 controller distinguished itself from these precursors by using an analog thumbstick, which was predated only by the Mega Drive's XE-1 AP in 1989. The Nintendo 64 controller was released contemporaneously with Sega's 3D Pad for their Saturn system, and was followed during the fifth console generation by Sony's Dual Analog and DualShock controllers for the PlayStation system.

The N64 analog stick uses a pair of optical encoding disks to determine its position. This is very similar to how ball mice work. Since optical encoding disks only give the system relative changes in the position of the analog stick, the system assumes that the stick is centered during power-on and tracks relative movements from there. If things get out of sync, or if the control stick was not centered during power-on, the center position can be reset by pressing the left and right shoulder buttons (L and R) at the same time as the Start button. The system then assumes the joystick is centered and continues to track relative movements from there. While the optical encoding disks are mostly digital and provide very accurate relative movements, third party controllers and joysticks often use cheaper potentiometers instead. These allow the controller to track the absolute position of the joystick, but since the signal is analog, it's very noisy and can fluctuate even if the joystick isn't moved.

Source: Wikipedia

This is a n64 grey/charcoal grey controller. The EAN code is 4902370502893, product code is NUS-005. A used Nintendo 64 controller, tweedehands retro besturing.

Numero de articulo: N64-4902370502893
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