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===Controller===
 
===Controller===
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{{Main|GameCube controller|WaveBird Wireless Controller}}
  
Nintendo learned from its experiences – both positive and negative – with the Nintendo 64's three-handled [[game controller|controller]] design and went with a two-handled, "handlebar" design for the GameCube. The shape was made popular by Sony's [[PlayStation (console)|PlayStation]] controller released in 1994 and its follow-up [[DualShock]] series of [[gamepad]]s introduced in 1997. In addition to [[Haptic technology|vibration feedback]], the DualShock series was well known for having two [[analog stick]]s to improve the 3D experience in games. Nintendo and [[Microsoft]] designed similar features in the controllers for their sixth-generation consoles, but instead of having the analog sticks parallel to each other, they chose to stagger them by swapping the positions of the [[d-pad|directional pad]] (d-pad) and left analog stick. The GameCube controller features a total of eight buttons, two analog sticks, a d-pad, and an internal [[Haptic technology#Computer and video games|rumble]] motor. The primary analog stick is on the left with the d-pad located below and closer to the center. On the right are four buttons: a large, green "A" button in the center, a smaller red "B" button to the left, an "X" button to the right, and a "Y" button at the top. Below and to the inside is a yellow "C" analog stick, which often serves a variety of in-game functions, such as controlling the camera angle. The Start/Pause button is located in the middle, and the rumble motor is encased within the center of the controller.
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Nintendo learned from its experiences – both positive and negative – with the Nintendo 64's three-handled [[game controller|controller]] design and went with a two-handled, "handlebar" design for the GameCube. The shape was made popular by Sony's [[PlayStation (console)|PlayStation]] controller released in 1994 and its follow-up [[DualShock]] series of [[gamepad]]s introduced in 1997. In addition to [[Haptic technology|vibration feedback]], the DualShock series was well known for having two [[analog stick]]s to improve the 3D experience in games. Nintendo and [[Microsoft]] designed similar features in the controllers for their sixth-generation consoles, but instead of having the analog sticks parallel to each other, they chose to stagger them by swapping the positions of the [[d-pad|directional pad]] (d-pad) and left analog stick. The GameCube controller features a total of eight buttons, two analog sticks, a d-pad, and an internal [[Haptic technology#Computer and video games|rumble]] motor. The primary analog stick is on the left with the d-pad located below and closer to the center. On the right are four buttons: a large, green "A" button in the center, a smaller red "B" button to the left, an "X" button to the right, and a "Y" button at the top. Below and to the inside is a yellow "C" analog stick, which often serves a variety of in-game functions, such as controlling the camera angle. The Start/Pause button is located in the middle, and the rumble motor is encased within the center of the controller.<ref name="DualShock">{{cite web|url=http://kotaku.com/5816069/the-evolution-of-the-playstation-control-pad/|title=The Evolution of the PlayStation Control Pad|last=Plunkett|first=Luke|date=June 28, 2011|publisher=Kotaku|accessdate=July 16, 2013}}</ref><ref name="Controller - ZDNet">{{cite web|url=http://www.zdnet.com/news/whats-inside-the-gamecube/117056|title=What's inside the GameCube?|last=Satterfield|first=Shane|date=November 16, 2001|publisher=ZDNet|accessdate=July 15, 2013}}</ref><ref name="Controller - Nintendojo">{{cite web|url=http://www.nintendojo.com/features/editorials/the-legend-of-the-gamepad|title=The Legend of the Gamepad: A brief history of Nintendo consoles told with buttons and joysticks.|last=England|first=Kyle|date=April 5, 2012|publisher=Nintendojo|accessdate=July 15, 2013}}</ref>
  
 
[[File:Gamecube-controller-breakdown.jpg|thumb|left|Indigo GameCube controller]]
 
[[File:Gamecube-controller-breakdown.jpg|thumb|left|Indigo GameCube controller]]
On the top of the controller are two "pressure-sensitive" trigger buttons marked "L" and "R". Each essentially provides two functions: one analog and one digital. As the trigger is depressed, it emits an analog signal which increases the more it is pressed in. Once fully depressed, the trigger "clicks" registering a digital signal that can be used for a separate function within a game. There is also a purple, digital button on the right side marked "Z".
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On the top of the controller are two "pressure-sensitive" trigger buttons marked "L" and "R". Each essentially provides two functions: one analog and one digital. As the trigger is depressed, it emits an analog signal which increases the more it is pressed in. Once fully depressed, the trigger "clicks" registering a digital signal that can be used for a separate function within a game. There is also a purple, digital button on the right side marked "Z".<ref name="Controller - L & R">{{cite web|url=http://www.ign.com/articles/2001/07/27/gcn-controller-see-it-in-action|title=GCN Controller: See it in Action|date=July 27, 2001|publisher=IGN|accessdate=July 15, 2013}}</ref>
  
Unique to the GameCube is the controller's prominent size and placement of the A button. Having been the primary action button in past Nintendo controller designs, it was given a larger size and more centralized placement for the GameCube. The rubberized analog stick in combination with the controller's overall button orientation was intended to reduce the dreaded "[[Nintendo thumb]]" – a term used to describe pain in any part of the hands, wrists, forearms, and shoulders as a result of long-term play.
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Unique to the GameCube is the controller's prominent size and placement of the A button. Having been the primary action button in past Nintendo controller designs, it was given a larger size and more centralized placement for the GameCube. The rubberized analog stick in combination with the controller's overall button orientation was intended to reduce the dreaded "[[Nintendo thumb]]" – a term used to describe pain in any part of the hands, wrists, forearms, and shoulders as a result of long-term play.<ref name="Nintendo Thumb">{{cite web|url=https://www.wired.com/culture/lifestyle/news/1998/12/16579|title='Nintendo Thumb' Points to RSI|last=Graziano|first=Claudia|date=December 3, 1998|publisher=Wired|accessdate=July 15, 2013}}</ref><ref>{{cite web|url=http://www.nintendoworldreport.com/impressions/2727|title=GameCube Controlle|last=Powers|first=Rick|date=October 6, 2001|publisher=Nintendo World Report|accessdate=July 15, 2013}}</ref>
  
In 2002, Nintendo introduced the [[WaveBird Wireless Controller]], the first [[wireless]] gamepad developed by a first-party console manufacturer. The [[Radio frequency|RF]]-based wireless controller is similar in design to the standard controller. It communicates with the GameCube by way of a wireless receiver dongle connected to one of the console's controller ports. Powered by two AA batteries, which are housed in a compartment on the underside of the controller, the WaveBird lacks the vibration functionality of the standard controller. In addition to the standard inputs, the WaveBird features a channel selection dial – also found on the receiver – and an on/off switch. An orange [[Light emitting diode|LED]] on the face of the controller indicates when it is powered on. The controller is available in light grey and platinum color schemes.
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In 2002, Nintendo introduced the [[WaveBird Wireless Controller]], the first [[wireless]] gamepad developed by a first-party console manufacturer. The [[Radio frequency|RF]]-based wireless controller is similar in design to the standard controller. It communicates with the GameCube by way of a wireless receiver dongle connected to one of the console's controller ports. Powered by two AA batteries, which are housed in a compartment on the underside of the controller, the WaveBird lacks the vibration functionality of the standard controller. In addition to the standard inputs, the WaveBird features a channel selection dial – also found on the receiver – and an on/off switch. An orange [[Light emitting diode|LED]] on the face of the controller indicates when it is powered on. The controller is available in light grey and platinum color schemes.<ref>{{cite web|url=http://www.ign.com/articles/2002/06/11/nintendo-wavebird-review|title=Nintendo WaveBird Review|last=Wiley|first=M.|date=June 11, 2002|publisher=IGN|accessdate=July 15, 2013}}</ref>
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