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30 décembre 2018 Non Par admin

Commander nintendo switch pack fifa 18 et avis nintendo switch pack prix

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be controlled
it needed a control scheme that could fit nearly any game idea
this was very unlike the game & watch line, which could implement a new control scheme for each game
in addition, the control scheme needed to be easy to use and easy to design for if nintendo ever hoped to have third party developers create software for their system
nintendo once again toyed with the idea of joysticks, since similar units like the atari line of home computers/entertainment systems made use of them as their primary interface device
however, it was takao sawano who eventually convinced nintendo to use yokoi’s d-pad design
he connected a game & watch unit directly with the prototype famicom to show how well it controlled, and the design stuck
sawano continues on at nintendo to this day, and was one of the key architects of the wii balance board
meanwhile, the d-pad has continued on through nintendo history, featuring prominently in every subsequent nintendo console and handheld
in fact, it even found its way back to yokoi when he included it in the design for the immensely popular game boy
gunpei yokoi didn’t originally think to patent his d-pad design, specifically because he never intended it to be a generalized control scheme
it was ichiro shirai, a fellow nintendo employee, who eventually filed a patent for the device in 1983
the patent was granted in 1987, and to this day it is shirai’s name that is listed as the inventor of nintendo’s “multi-directional switch” on their patent documentation
owning a patent meant that other game companies could not include a d-pad on their gaming console, but any avid gamer knows that just isn’t what happened during the early console wars
sega‘s system had a d-pad, as did sony’s playstation and microsoft’s xbox
in order to do this, these companies had to prove that their d-pad designs were legally distinct from nintendo’s
this was one of the earliest examples of legal gymnastics in the gaming world
the nintendo d-pad was known by many names, including the aforementioned multi-direction switch, as well as “directional pad” and “+ control pad
” sega called the d-pad on their genesis controller the “directional button” to differentiate it from nintendo’s design
instead of having the cross itself held in place by the frame of the controller, sega’s d-pad was a circular piece of plastic that rocked freely, and even had recessed diagonal sections for eight-way movement
while nintendo’s d-pad had a ball pivot attached to the plastic cross piece, sega had a metal ball bearing placed in between the input buttons that the entire piece rocked on
and that was a particularly smart way to dodge legal problems
earlier sega products were not so lucky
the sega master system’s d-pad, for example, wasn’t even a raised cross
it was just a flat square that rocked on a pivot underneath
every other company’s d-pads had similar design differences that made them legally distinct from nintendo’s original design
the playstation d-pad was totally recessed into the controller shell and its pivot was built out of multiple parts
the xbox 360 d-pad was mounted on a joystick-like shaft rather than a ball pivot
this, by the way, is part of why the xbox 360’s d-pad design was so inaccurate
nintendo’s patent expired in 2005, allowing anyone to use their design without legal ramifications, and while you might have seen several copy-cat d-pads on non-gaming devices such as set-top boxes and dvd players, you might notice that sony and microsoft haven’t suddenly jumped at the opportunity to use nintendo’s design
this is because they understand something that yokoi understood so many years ago: the advantage of any d-pad is the way it feels
the d-pad succeeded because it felt natural
it allowed gamers to use muscle memory instead of visual memory to control their games
each d-pad derivation carried with it its own feel, and that feel actually affected what games became popular on each platform
sony’s d-pad feels stiff but accurate
this makes it perfect for discrete quick button presses, and as a result we saw the rise of rpgs, which make use of heavy menu-based gameplay, and fighting games, which require incredibly accurate directional inputs, on sony consoles
the lack of accuracy of the xbox 360’s d-pad made it more suitable for secondary actions, and so it became used for item and perk usage in first-person shooters, which more heavily relied on analog sticks and triggers to control
and nintendo? well nintendo’s d-pad was always built for one simple purpose: movement
that’s where this journey began
so obviously nintendo’s d-pad would be best used for platformers and other movement-heavy games
and for a long time it was
however, nintendo eventually outgrew their own d-pad design
with the creation of the n64 and the development of the analog stick, a new movement device was created
the n64’s d-pad was largely ignored, as was the gamecube’s, and the wii and wii u d-pads were only secondary control devices, if they were used at all
which brings us to the nintendo switch, a console that has brought nintendo full circle
unlike every other nintendo console to date, the nintendo switch does not have a d-pad, instead relying on the four directional button setup that was originally abandoned in the game & watch era
what does this mean for the d-pad? is it obsolete? has nintendo accurately predicted that the analog stick has taken the place of the d-pad for practically every function?
or has the d-pad taken on a life of its own outside of nintendo’s original design? is it still

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