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GameCube controller

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The Nintendo GameCube controller.
A purple GameCube controller

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.

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.

The Wii U-GameCube adapter.

The Wii U is compatible with the GameCube controller through the use of an official adapter, however, it is only compatible with Super Smash Bros. for Wii U. 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 utilise the GameCube controller as the hardware for backwards 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.

The GameCube is the most commonly used controller in competitive Smash, usually being used over the other options for Smash 64 and Brawl, for not only being the same as the Melee controller but for being wired (unlike all Wii Remote possibilities) and having an effective layout. Using the Raphnet Tech adaptor, it is possible to use the GameCube Controller for Smash 64, and any other N64 game.

GameCube Controller support is also coming to Super Smash Bros. Ultimate. It will require the use of a USB Adapter in the same manner as Super Smash Bros. for Wii U. Nintendo will also sell a new adapter along with new GameCube controllers. Unlike the Wii U, however, the adapter also supports every game available on the Nintendo Switch, albeit with some limitations due to the GameCube controller missing some buttons.

Standard controls

Super Smash Bros. Melee, Super Smash Bros. Brawl, Super Smash Bros. for Wii U, Super Smash Bros. Ultimate

File:GCN ControlStick.png Move
File:GCN AButton.png Standard attacks
File:GCN BButton.png Special moves
File:GCN CStick.png Stick-smash
File:GCN XButton.pngFile:GCN YButton.png Jump
File:GCN ZButton.png Grab
File:GCN LButton.pngFile:GCN RButton.png Shield
File:GCN DPad.png Taunt (up only in Melee)
File:GCN StartPauseButton.png Pause

Super Smash Bros. (Virtual Console)

Control N64 equivalent Action
File:GCN ControlStick.png File:N64 ControlStick.png Move
File:GCN AButton.png File:N64 AButton.png Standard attacks
File:GCN BButton.png File:N64 BButton.png Special moves
File:GCN CStick.pngFile:GCN XButton.pngFile:GCN YButton.png File:N64 CButtons.png Jump
File:GCN ZButton.png File:N64 RButton.png Grab
File:GCN LButton.pngFile:GCN RButton.png File:N64 ZButton.png Shield
File:GCN DPad.png File:N64 LButton.png Taunt
File:GCN StartPauseButton.png File:N64 StartButton.png Pause
Nothing File:N64 DPad.png Nothing

Technical data

All buttons use rubber dome-switches. This includes the File:GCN AButton.png, File:GCN BButton.png, File:GCN XButton.png, File:GCN YButton.png, File:GCN ZButton.png and File:GCN StartPauseButton.png buttons, the directional pad(File:GCN DPad.png) and the File:GCN LButton.png and File:GCN RButton.png buttons, though those use a sliding potentiometer for "analog" control as well. Both analog sticks use potentiometers to measure the directional input.

Software

Every pixel represents a discrete value combination.
Overview of all value options during the shielding animation

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 travelled before the action mapped to L or R is recognized.

Analog sticks

Control stick and C-stick use two potentiometers that induce values from 0 to 255 with 128 being considered the center. An input of (0,0) would be diagonally down and left (225°). Values from 106 to 150 are generally considered neutral inputs and behave just like 128. In many player states, this range expands even further. For example, during the standing animation (WAIT), y (vertical) values from 73 to 180 take no effect, while at the same x (horizontal) uses the standard neutral range (106-150).

Hardware

Analog sticks

File:GCN ControlStick.png stick and File:GCN CStick.png-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.

Gallery

Trivia

  • Super Smash Bros. for Nintendo 3DS is the only game in the series so far to not be natively compatible with the GameCube controller in any format. However, it is possible to modify the Nintendo 3DS to enable support for Nintendo GameCube controllers.[1][2][3]

References