GameCube controller: Difference between revisions

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[[File:GCCont.jpg|thumb|An indigo GameCube controller]]
[[File:GCCont.jpg|thumb|An indigo GameCube controller]]


The '''Nintendo GameCube controller''' is the [[controller]] for the [[GameCube]]. It is somewhat in the vein of the [[Nintendo 64 controller]], but it lacks the middle grip.  
The '''Nintendo GameCube controller''' is the [[controller]] for the [[Nintendo GameCube]]. It is somewhat in the vein of the [[Nintendo 64 controller]], but it lacks the middle grip. While having the same buttons as its predecessor, the GameCube controller moves the [[Z button]] onto the right shoulder as well as converts the [[C button]]s into a [[C-Stick]] for a much more ergonomic design where all buttons can be easily accessed.


The GameCube controller is used to play ''[[Super Smash Bros. Melee]]'' on the GameCube. The [[Wii]] is also compatible with the GameCube controller, meaning that ''[[Super Smash Bros. Brawl]]'' can be played using a GameCube controller, and the [[Virtual Console]] release of ''[[Super Smash Bros.]]'' can also be played using the GameCube controller. Certain third-party GameCube controllers are not recognized by ''Brawl''.
==Compatibility==
[[File:Wii U GameCube adapter.jpg|thumb|The Wii U-GameCube controller adapter.]]
The GameCube controller is the only controller compatible with ''[[Super Smash Bros. Melee]]'', as it was the default controller for the GameCube at the time of release.
The [[Wii U]] is compatible with the GameCube controller through the use of an official adapter, however, it is only compatible with {{forwiiu}}. Additionally, a GameCube controller was specifically made for ''SSB4'', which is sold separately from the adapter unless a bundle is purchased.


The Family Edition and Wii Mini versions of the Wii do not utilize the GameCube controller as the hardware for backward compatibility was removed. The GameCube controller option still appears in-game, since it's compatible with the software, but only the Wii Remote-based options are possible.
Early models of the [[Wii]] are also compatible with the GameCube controller, meaning that ''[[Super Smash Bros. Brawl]]'' can be played using a GameCube controller, and the [[Virtual Console]] release of ''[[Super Smash Bros.]]'' can also be played using the GameCube controller. Certain third-party GameCube controllers are not recognized by ''Brawl''. The Wii Family Edition and Wii Mini do not utilize the GameCube controller as the hardware for backward compatibility was removed. The GameCube controller option still appears in-game, since it's compatible with the software, but only the Wii Remote-based options are possible. However, it is possible to solder GameCube controller ports into a family edition Wii as the tabs are still present.


GameCube Controller support is also available for ''[[Super Smash Bros. Ultimate]]''. It requires the use of a USB Adapter in the same manner as ''Super Smash Bros. for Wii U''. Nintendo is also selling a new adapter along with new ''Ultimate'' themed GameCube controllers. Unlike the Wii U, the [[Nintendo Switch]] recognizes the GameCube controller as a [[Nintendo Switch Pro Controller|Pro Controller]], and thus all games that support the Pro Controller unofficially support the GameCube controller by extension (rather than exclusively ''Super Smash Bros.'' series games). However, some games may not function well with the GameCube controller due to having less buttons than required for gameplay purposes, and only a small number of games, such as ''Super Smash Bros. Ultimate'', specifically detect it as a GameCube controller and map buttons accordingly. In addition, Nintendo sells a licensed, wireless version of the GameCube controller, produced by PowerA, which keeps the original controller layout while adding on the additional buttons used with the Switch. Like the wired version, it can be used with every supported game on the console. Like the wired version, the console recognizes the wireless controller as a Pro Controller outside of ''Ultimate''.
The [[Wii U]] is compatible with the GameCube controller through the use of an official adapter, however, it is only compatible with {{forwiiu}}. The adapter uses a USB cable, which technically makes the GameCube controller compatible with other devices like PC, though specific drivers may have to be installed to work properly. Additionally, a GameCube controller was specifically made for ''SSB4'', which is sold separately from the adapter unless a bundle is purchased.
 
GameCube Controller support is also available for ''[[Super Smash Bros. Ultimate]]''. It requires the use of a USB Adapter in the same manner as ''Super Smash Bros. for Wii U''. Nintendo is also selling a new adapter along with new ''Ultimate'' themed GameCube controllers. Unlike the Wii U, the [[Nintendo Switch]] recognizes the GameCube controller as a [[Nintendo Switch Pro Controller]], and thus all games that support the Pro Controller unofficially support the GameCube controller by extension (rather than exclusively ''Super Smash Bros.'' series games). However, some games may not function well with the GameCube controller due to it lacking buttons and gyro functions other Switch-compatible controllers possess that may be required for gameplay purposes. Only a small number of games, such as ''Ultimate'' and the version of ''{{s|mariowiki|Super Mario Sunshine}}'' in ''{{s|mariowiki|Super Mario 3D All-Stars}}'' following an update, specifically detect it as a GameCube controller and map buttons accordingly.
 
In ''Brawl'', ''For Wii U'', and ''Ultimate'', the buttons on the GameCube controller can be remapped in the [[Controls]] menu to perform other functions. Although the GameCube controller is recognized as a Pro Controller, it cannot natively have custom button mapping via the system's settings as of Nintendo Switch hardware version 10.0.0.
 
In the case of the ''3DS'', it is impossible to natively use a GameCube controller. However, it is possible through modding, and can utilise a [[C-stick]] if used in this way, even on non-New 3DS.<ref>[https://youtu.be/0Fj6iIPR2iw?si=g6x8BFVLiTyVsOGT GameCube controller mod for 3DS]</ref> If played in this way, controls can be mapped, albeit only through a 3DS lens.


==Standard controls==
==Standard controls==
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GameCube controllers have the lowest latency of any Smash-related controller when used with ''Melee'' — albeit with high variance — experiencing lows of 44.25ms (2.5 frames) and highs of 75.91ms (4.5ms). If used in ''Brawl'', the latency increases to lows of 86.91ms (5.1 frames) and highs of 102.75 (6.1 frames). If used in ''Smash 4'' with the GameCube controller adapter, it experiences lows of 69.53ms (4.1 frames) and highs of 88.7ms (5.2 frames). When used with a GameCube controller adapter for ''Ultimate'', however, the latency drastically increases, roughly doubling compared to ''Melee''; it experiences lows of 87.86ms (5.1 frames) and highs of 109.53ms (6.5 frames).<ref>[https://www.polygon.com/2018/12/14/18140814/super-smash-bros-ultimate-input-lag-latency-feel Smash Controller Latency Article]</ref>
GameCube controllers have the lowest latency of any Smash-related controller when used with ''Melee'' — albeit with high variance — experiencing lows of 44.25ms (2.5 frames) and highs of 75.91ms (4.5ms). If used in ''Brawl'', the latency increases to lows of 86.91ms (5.1 frames) and highs of 102.75 (6.1 frames). If used in ''Smash 4'' with the GameCube controller adapter, it experiences lows of 69.53ms (4.1 frames) and highs of 88.7ms (5.2 frames). When used with a GameCube controller adapter for ''Ultimate'', however, the latency drastically increases, roughly doubling compared to ''Melee''; it experiences lows of 87.86ms (5.1 frames) and highs of 109.53ms (6.5 frames).<ref>[https://www.polygon.com/2018/12/14/18140814/super-smash-bros-ultimate-input-lag-latency-feel Smash Controller Latency Article]</ref>


If a wireless Wavebird controller is used on the Channel 1 setting for ''Melee'', the latency amounts to lows of 53.11ms (3.1 frames) and highs of 78.78ms (4.5 frames), making it strictly outclassed by a wired controller.<ref>[https://www.youtube.com/watch?v=OTPY9DWJ6Zo Latency video]</ref> If used in ''Brawl'', this drastically increases, reaching lows of 92.28ms (5.5 frames) and highs of 106.45ms (6.2 frames). If used with ''Smash 4'', the latency is a bit lower, being about the same as the [[Wii U GamePad]] in the lower end of the spectrum; it experiences lows of 71.2ms (4.1 frames) and highs of 92.86ms (5.5 frames).
If a WaveBird wireless controller is used on the Channel 1 setting for ''Melee'', the latency amounts to lows of 53.11ms (3.1 frames) and highs of 78.78ms (4.5 frames), leaving it outclassed by a wired controller in terms of latency.<ref>[https://www.youtube.com/watch?v=OTPY9DWJ6Zo Latency video]</ref> If used in ''Brawl'', this drastically increases, reaching lows of 92.28ms (5.5 frames) and highs of 106.45ms (6.2 frames). If used with ''Smash 4'', the latency is a bit lower, being about the same as the [[Wii U GamePad]] in the lower end of the spectrum; it experiences lows of 71.2ms (4.1 frames) and highs of 92.86ms (5.5 frames).


===Software===
===Software===
[[File:Control_stick_angle_overview_(shield).png|thumb|upright=0.5|Overview of all value options during the shielding animation]]
[[File:Control_stick_angle_overview_(shield).png|thumb|upright=0.5|Overview of all value options during the shielding animation]]
====Shoulder buttons====
====Shoulder buttons====
The sliding potentiometers of the shoulder triggers use values from 0 to 255. Values from 0 to 73 take no in-game effect at all. In ''Melee'', values from 74 to 174 scale inversely proportionally to shield size. Values of 174 and higher produce the same shield size as digital presses (all the way down through the click threshold), but only the digital press triggers techs and air dodges. In ''Brawl'', only the digital press has any effect in gameplay, as every other controller option does not use analog input for their shoulder buttons. However, in ''Smash 4'', the analog input now counts as a digital input, making the actual digital press of the shoulder buttons unnecessary. The analog input in ''Smash 4'' works similarly to ''Melee'', as there must be some distance traveled before the action mapped to L or R is recognized.
The sliding potentiometers of the shoulder triggers use values from 0 to 255. Values from 0 to 73 have no in-game effect at all. In ''Melee'', values from 74 to 174 are inversely proportional to shield size. Values of 174 and higher produce the same shield size as digital presses, but only the digital press triggers techs and air dodges. In ''Brawl'', only the digital press has any in-game effects, as the game ignores the analog values entirely. However, in ''Smash 4'', the analog input is counted as a digital input, making the actual digital press of the shoulder buttons unnecessary.


====Analog sticks====
====Analog sticks====
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====Analog sticks====
====Analog sticks====
Control stick and C-stick make up the three most important parts: the stick itself, the stick box it is attached to, and the potentiometers the stick box is attached to.  
Control stick and C-stick make up the three most important parts: the stick itself, the stick box it is attached to, and the potentiometers the stick box is attached to.  
The shape of the stick box prevents the value extremes from being achieved, and the octagonal shape on the outer shell of the controller further cuts down the effective input range to approximately 25-230. This range varies from controller to controller and decreases with use as the friction between the inner stick box parts creates a gap and thus a loose zone. Because of this, a worn-down controller's stick will push the potentiometer less than a fresh controller's stick.
The shape of the stick box prevents the value extremes from being achieved, and the octagonal shape on the outer shell of the controller further cuts down the effective input range to approximately 25-230. This range varies from controller to controller and decreases with use as the friction between the inner stick box parts creates a gap and thus a loose zone. Because of this, a worn-down control stick will push the potentiometer less than a fresh control stick.


====Screws====
====Screws====
Standard GameCube controllers use 2.5mm<ref>[https://www.youtube.com/watch?v=v6pWAoIx7KY&lc=UgxsL-717yLLhQ6Ynxd4AaABAg.8iUQc0ceypV8iVyZmXi7ra GUIDE: How to Open a Gamecube Controller - YouTube] comment by Panda Hugs ''"Hi! What size is the triwing screwdriver that you used in the video? Thanks!"'' reply by zenith SSBM ''"2.5mm!"''</ref> tri-wing screws (also called [[wikipedia:List of screw drives#Tri-point|tri-point]] screws).
Standard GameCube controllers use 2.5mm<ref>[https://www.youtube.com/watch?v=v6pWAoIx7KY&lc=UgxsL-717yLLhQ6Ynxd4AaABAg.8iUQc0ceypV8iVyZmXi7ra GUIDE: How to Open a Gamecube Controller - YouTube] comment by Panda Hugs ''"Hi! What size is the triwing screwdriver that you used in the video? Thanks!"'' reply by zenith SSBM ''"2.5mm!"''</ref> tri-wing screws (also called [[wikipedia:List of screw drives#Tri-point|tri-point]] screws).
===Licensed variants===
===={{iw|wikipedia|WaveBird Wireless Controller}}====
[[File:WaveBird.jpg|thumb|250px|WaveBird controller, with the adapter.]]
Released in 2002 by Nintendo, the WaveBird emits radio frequencies which wirelessly connect to a receiver dongle inserted in the controller port, making it the first offical wireless controller from Nintendo. Being wireless, the WaveBird allows for more freedom of movement for the player; either for better elbow room, or for sitting further from a setup. 
To power, a WaveBird requires two AA batteries. The wireless range is 6 metres (though some have reported up to 21<ref>[https://web.archive.org/web/20070202021854/http://uk.gear.ign.com/articles/361/361933p1.html WaveBird Review]</ref>) and uses RF communication, rather than the more common infrared method.<ref>[https://en.m.wikipedia.org/wiki/WaveBird_Wireless_Controller WaveBird controller on Wikipedia]</ref> Its radio transceiver runs at 2.4 GHz. The wireless adapter used for the WaveBird has sixteen channels to connect controllers, allowing sixteen WaveBirds to be in the same given area. Unlike standard GameCube controllers, it lacks [[rumble]] feedback, likely to reduce battery consumption.
However, at best, the controller's input latency is a frame worse off compared to a wired controller, at 3.1 frames of delay. In later games, this almost increases, being 5.5 frames at best in ''Brawl'' and 4.4 frames when used with the GameCube controller adapter in later titles.<ref>[1]</ref> Furthermore, its wireless adapter, due to the channel system, is vulnerable to player interference. The latter issue has led to the WaveBird seeing some bans in large-scale tournament play, but does see play in local environments.
====ASCII GameCube Keyboard====
[[File:ASCII-GCN-Controller.png|thumb|250px|ASCII GameCube Keyboard Controller]]
Released in 2002, {{iw|wikipedia|ASCII Corporation}} partnered with [[Sega]] to release a GameCube controller with a built-in [[keyboard]] for the GameCube release of ''Phantasy Star Online Episode I & II''. However, the keyboard buttons are only compatible with that game and no others without [[modding]].
====PowerA GameCube Styled Controller====
Released in 2018, this is technically not a GameCube Controller, but instead a [[Nintendo Switch Pro Controller]] with the basic layout of a GameCube controller but with the addition of all the buttons of said Pro controller. This "GameCube controller" is wireless by default, but has a USB-C port to allow a wired connection.


==In competitive play==
==In competitive play==
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<gallery>
<gallery>
WiiU GameCubeControllerSuperSmashBrosEdition img 04.png|GameCube controller Super Smash Bros. Edition for ''Super Smash Bros. for Wii U''.
WiiU GameCubeControllerSuperSmashBrosEdition img 04.png|GameCube controller Super Smash Bros. Edition for ''Super Smash Bros. for Wii U''.
Wii U GameCube adapter.jpg|The Wii U-GameCube controller adapter.
Super Smash Bros Edition GameCube Controller - SSB Ultimate.png|GameCube Controller Super Smash Bros. Edition for ''Super Smash Bros. Ultimate''.
Super Smash Bros Edition GameCube Controller - SSB Ultimate.png|GameCube Controller Super Smash Bros. Edition for ''Super Smash Bros. Ultimate''.
Hori Mini pad n64 controller GC controller.png|Size comparisons between a N64, Hori Mini Pad, and GameCube controllers.
Hori Mini pad n64 controller GC controller.png|Size comparisons between a N64, Hori Mini Pad, and GameCube controllers.
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*{{for3ds}} is the only game in the series so far to not be natively compatible with the GameCube controller in any format.
*{{for3ds}} is the only game in the series so far to not be natively compatible with the GameCube controller in any format.
**This means that no single controller type is officially compatible with every ''Smash'' game.
**This means that no single controller type is officially compatible with every ''Smash'' game.
*Masahiro Sakurai stated in a [[YouTube]] video that he proposed replacing either the [[L button]] or [[R button]] on the GameCube controller with a scroll wheel, as he believes that would be the ideal option for menu navigation.<ref>[https://www.youtube.com/watch?v=-_3ZnSiwlnc I Want to Choose Fast! <nowiki>[UI]</nowiki>]</ref>


==References==
==References==
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