As we look forward to an exciting future of HD-Rumble with the Nintendo Switch I thought now would be the perfect time to look back at one of the pioneers of force feedback technology; The N64 Rumble Pak.
In 1997 Star Fox 64 (or Lylat Wars as we knew it in the UK)
was released for the Nintendo 64. The first-party sequel to the Super Nintendo’s
Starfox (or Starwing as we knew it in the UK) was met with huge critical
acclaim for its fast, fluid, arcade action and for its memorable cast of characters
with their catchy one-liners. “Do a Barrel-Roll!” “Hey Einstein, I’m on your
side!” “Can’t let you do that Starfox!”
Bundled with the game though was an exciting, new,
controller accessory that promised to immerse the player in a way never before
possible; by letting them feel the on
screen action! That was the idea anyway.
Simply titled the Rumble Pak, the peripheral used a weighted
motor to send vibrations through the controller giving the player the sensation
of firing the Arwing’s laser, the impact of an incoming projectile or the rough
terrain of a surface you totally didn’t mean to fly into.
The accessory required two AAA batteries to operate and satisfyingly
slotted into the expansion slot on the back of the controller. Though somewhat
bulky, it gave the pad a satisfying weightiness that, at least in my opinion, made
it feel a little less toy-like in the hands.
Two months after the release of Starfox 64, the Rumble Pak
was made available to buy separately and from then on, it became pretty much standard
for first and third-party N64 games to include some form of rumble support.
Suddenly rumble was all the rage and third-party peripheral manufacturers everywhere
scrambled to release their own take on the device.
Though obviously limited in its range of sensations the
Rumble Pak was however able to convey
several different contexts by using varying degrees of vibration. No game
illustrates this better than the king of the console FPS; Goldeneye.
Goldeneye attempts to recreate the perversely satisfying
feeling of shooting a gun by using the Rumble Pak to give the player a sense of
the weapon’s knockback. Pistols give a short sharp jolt whereas automatic
weapons give a long slow rumble. In fact even different weapons of the same type
seem to have distinct rumbles. The Magnum feels much stronger than the PP7 for
instance. Combined with the N64’s unique Z-Trigger button and pistol like grip
it gave gamers a brand new, and exciting level of immersion. Shooting people in
the head had never been so fun!
(Apparently someone on the development team of Goldeneye even
pitched the idea of reloading the guns by removing and reinserting the Rumble Pak. In the end the idea was ditched and reload was
assigned to a simple press of the B-Button. Probably for the best.)
Another notable use for the device was in the Legend of
Zelda: Ocarina of Time. If the player manages to collect enough Gold Skulltula
Tokens to break the curse of the fabulously wealthy (but hideously deformed) family
in Kakiriko Village they are rewarded with the Stone of Agony. The Stone of
Agony (which looks somewhat familiar…) gives clues to the location of secret
areas and items by vibrating when Link is close. Pretty neat, eh?
Less than a year after the release of Starfox 64, Sony unveiled
the dual-shock Playstation controller. The updated controller added two analogue
sticks and featured two built-in rumble motors. The dual-shock improved on the
N64’s rumble in several ways. Most notably it didn’t require batteries, instead
drawing on the console for power, and due to the position of the motors being
in the controller grips, it allowed for a much more intense vibration through
the players hands.
Nevertheless, despite its slightly clunky design and the
fact that it quickly became outdated, the N64 Rumble Pak was undoubtedly the
essential catalyst in taking controller force-feedback from a gimmick to the
industry wide staple that has endured to this day.
Often it’s all too easy to take simple innovations for
granted, and sometimes we barely even notice their existence at all, but next
time your controller vibrates in your hand, take a moment to appreciate
that rumble was once a new and exciting technology and one that in its own
small way helped bring video-game experiences to life.
No comments:
Post a Comment