This is the controller for the ill-fated Atari Jaguar, a peripheral so so poorly-conceived that, even eighteen years later, it looks as stupid as the day it was first unveiled.
Hitting the market in 1993, the Jaguar was the last console Atari ā former powerhouses of the video game market ā would ever release. This was the machine that broke them, and it was the Jaguarās controller that broke our hands. And our hearts.
Sensing the fact that games were becoming so complex theyād require more complex controllers, the Jaguar, in one way, got it right. In addition to the seven primary face buttons, it contained a large pad beneath them that housed a further twelve buttons, arranged like a telephoneās keypad.
The thinking behind these was that they could function almost like a PC keyboard (or Atariās own 5200 ātelephoneā peripheral). It even, as was the fashion of time in PC land, was hoped that games would make use of ātemplatesā, pieces of paper that would be laid over the pad to show users what each button did in that particular game.
It was a good idea. In theory. But the games of the time just werenāt yet that complex, the templates proved to be a silly idea and the size of the extra buttons meant adding a huge ass to the bottom of the controller, one that made the pad difficult to hold, made it uncomfortable and made it tougher for the user to hit the buttons.
Perhaps the worst thing about it, though (aside from the fact the pads would come unplugged if you even looked at them), was how such foresight could be applied to the bottom half of the controller and not the top. In the early 90s, the video game market was slowly realising that 2-3 āprimaryā buttons were not enough to control many modern games. Titles like Street Fighter II had shown that more buttons were needed, and companies like Sega ā with its redesigned Genesis pad ā responded.
The Jaguar, supposedly a generation ahead of the Genesis and SNES (which had six main buttons to begin with), released with a scant three face buttons. It simply wasnāt enough. Control schemes for games either had to remain basic, convolute themselves in the name of cramming into those ātopā buttons or begin relegating actions to the cumbersome bottom pad.
Eventually, Atari realised this and released the Atari Jaguar Pro Controller, which featured six face buttons instead of three (including shoulder buttons), but it was too late. By the time this pad hit the market in 1995 the Jaguar had only a few months left to live, and with its demise Atari would soon follow with it.
While the controller is far from the worst ever made by anyone, it certainly must rank among the worst first-party offerings from a major hardware manufacturer. And though it was far from the only problem with the Jaguar ā its lack of quality software (Aliens vs Predator and Tempest 2000 excepted) was a bigger concern ā it still serves as an example of how something as seemingly innocuous as a control pad can help influence the fortunes of a console.
The Jaguarās was seen as a joke, a joke that persisted until the consoleās early demise. Two later controllers (the āBoomerangā PS3 pad and the original Xbox āDukeā) that were notably mocked learned from that lesson, and were either replaced before launch in the case of the āBoomerangā, or with a vastly superior model in the case of the āDukeāsā successor, the āSā pad
Total Recall is a look back at the history of video games through their characters, franchises, developers and trends.