NeGcon
DeveloperNamco
ManufacturerNamco
Release dateJP: January 1, 1995; NA: 1995
PlatformPlayStation, PlayStation 2
RelatedJogCon
GunCon

The NeGcon (ネジコン, Nejikon), stylized as neGcon, is a motion-based game controller manufactured in 1995 by Namco for the PlayStation. One of the first third-party peripherals for the system, the controller is connected by a swivel joint, allowing the player to twist the halves relative to each other. The controller also replaces the "symbol" buttons on the original PlayStation controller with two "A" and "B" buttons, as well as "I" and "II" buttons that allowed for analogue control. A black variant was released exclusively in Japan.

The NeGcon was created to replicate the analog-stick movement used in the arcade game Cyber Sled (1993); the name comes from the Japanese word "nejiru", meaning "to twist". The controller was intended for use in racing games, including Ridge Racer, Gran Turismo and Wipeout. Critical reception for the NeGcon was highly positive, being praised for its responsive control in games and unique design.

Description

The NeGcon is a video game peripheral released for the PlayStation by Namco, and is also compatible with the PlayStation 2. It is inserted into the system through the controller port located on the front. The left of the controller features a D-pad and a start button, while the right features two blue "A" and "B" buttons and two red "I" and "II" buttons. Two shoulder buttons, labeled "L" and "R" respectively, are located at the top of the controller. The D-pad opts for a cross-shaped circular design similar to the one found on consoles such as the Sega Genesis or the TurboGrafx-16, as opposed to the directional button layout found on the original PlayStation controller.

The halves of the NeGcon are connected by a large swivel-joint, which allows the user to twist both halves relative of each other to allow for precise movements in games. This swivel-joint is operated by gears that turn the shafts of two potentiometers within the device, the central pivot utilizing a ring gear driving a pinion on the shaft of the potentiometer. The I and II buttons are both analogue and have approximately 7mm of travel, which can allow for sustained, responsive button presses. The buttons also detect how much the user pushes them. The L shoulder button is also analogue and has approximately 5mm of travel. All three analogue buttons have a rack driving pinions similar to the ones in the swivel-joint.

Use

The neGcon's design was prompted by Namco's desire to accurately replicate the dual-lever controls of their arcade game Cyber Sled on the PlayStation.[1]

Examples of racing games that took advantage of the neGcon are the original PlayStation iterations of the Ridge Racer series (Ridge Racer Type 4 also supported the Namco Jogcon), Gran Turismo, Motor Toon Grand Prix, Motor Toon Grand Prix 2, Destruction Derby, Colin McRae Rally, TOCA, Rally Cross, V-Rally and the Pole Position games on Namco Museum volumes 1 and 3, as well as Ridge Racer V on the PlayStation 2. The Wipeout series (including Wipeout Fusion on the PS2) also supported the neGcon. The number of non-racing games which supported the neGcon was limited, almost solely confined to Namco's Ace Combat series (which also carried over to PS2). Although the neGcon was not strictly protocol-compatible with the standard PS1 controller, Sony's libraries seemed to support the neGcon as a standard controller even at launch. Because of this, a neGcon could be used in most games that didn't require the use of R2, L2 or select buttons, including the system's built-in memory card manager and CD player. Additionally, the neGcon library was also used to provide finer controls for third-party steering wheels, with long throw I and II buttons used for pedals in such controllers. However, said long throw of the I and II buttons makes the neGcon not a top-quality substitute for a regular PS1 controller. In particular, games that required rapid button pressing of the square or X buttons were difficult to play well.

Gran Turismo 3: A-Spec and Gran Turismo 4 for the PS2 do not support the neGcon. This had the effect of breaking compatibility with steering wheel controllers that previously used the neGcon protocol, although other games such as Le Mans 24 Hours and World Rally Championship (with control mode set to digital) allowed for compatibility. GT3 and GT4 are compatible with the standard PS2 DualShock 2 which provides analog throttle and brake input. For finer control than the short-throw DualShock 2 buttons offered, a user could use a Logitech-produced wheel which was specifically produced for these games. The Logitech wheels were large and non-portable but were well matched to the Gran Turismo games.

History

The NeGcon was the creation of Namco designer Satoru Kuriyama.[2] Best known as the production manager for Ridge Racer (1993), Kuriyama envisioned the idea for the NeGcon while observing a fellow Namco employee, Valkyrie no Densetsu creator "Ms. Okawa", playing a Super Famicom racing game while simultaneously tilting the controller in the direction the car was turning in the game.[2] Kuriyama then began thinking of a controller that could twist and turn to perform movement in precise game movements.[2] Namco's console game division caught wind of the idea and suggested that if the controller was drastically different from other game controllers already on the market, it could help create new, interesting game concepts.[2] The team looked to racing games for inspiration, thinking of creating a controller akin to a steering wheel that allowed for quick, precise turns. The name NeGcon is based on the Japanese word "nejiru", meaning "to twist".[2]

Yutaka Isokawa, a Namco engineer, was assigned to the NeGcon production team shortly after completing work on two Yu Yu Hakusho games for the Super Famicom.[2] Originally a developer at Asmik that designed Catrap for the Game Boy, he was integrated into Namco's console game division to begin work on the new controller.[2] Isokawa believes that part of the idea behind the NeGcon was based on Namco's desire to create hardware for the home console market, rather than be strictly a third-party publisher for companies such as Nintendo and Sony Computer Entertainment — this idea was further fueled by the fact that Namco's rival, Sega, was at the time one of the largest hardware manufacturers in the home video game market.[2] Isokawa believes that the company intended to begin producing controllers and potentially consoles before the PlayStation was released.[2]

While designing the NeGcon, the production team turned to racing games for inspiration; they specifically looked at steering wheels and how they moved to potentially create a controller that allowed for quick, responsive turns around corners in tracks.[2] The controller itself was mainly designed by Kazumi Mizuno, the graphical planning manager in Namco's consumer game division.[2] It was suggested by Isokawa and others that the controller could be twisted to recreate the feeling of a steering wheel, rather than having it be held at a specific angle.[2] Multiple prototypes were proposed, including one with a longer controller prong at one hand and another with all four buttons being analogue.[2] Many of the designers were nervous about the swivel that allowed the controller to be twisted as they thought it would be too fragile.[2]

During production of the NeGcon, Isokawa began work on a video game that could show off the controller's capabilities.[2] It was a golf game that had the player twist the NeGcon to simulate the action of swinging a golf club to hit the ball.[2] Isokawa scrapped the game as Namco would have to compete with Sony's Everybody's Golf, which he felt was not possible due to the latter's widespread success.[2] He also believed that golf players who tried out the game would dislike it for its controls and concept overall.[2] Although the game itself was cancelled, the team used it to test the NeGcon prototype units as a way to help correct potential issues and finalize the design.[2]

Supported games

List of NeGcon-compatible video games
YearTitlePlatformPublisherRef.
1994Ridge RacerPlayStationNamco[3]
1994Motor Toon Grand PrixPlayStationSony Computer Entertainment[4]
1995Ridge Racer RevolutionPlayStationNamco[5]
1995Cyber SledPlayStationNamco[4]
1995Air CombatPlayStationNamco[6]
1995WipeoutPlayStationPsygnosis[7]
1995Destruction DerbyPlayStationPsygnosis[8]
1995Namco Museum Vol. 1[a]PlayStationNamco[9]
1996J-League Soccer Prime Goal EXPlayStationNamco
1996Studio PPlayStationArgent[2]
1996The Need for SpeedPlayStationElectronic Arts[4]
1996World Stadium EXPlayStationNamco[4]
1996Wipeout 2097PlayStationPsygnosis[6]
1996Rage RacerPlayStationNamco[4]
1996Motor Toon Grand Prix 2PlayStationSony Computer Entertainment[4]
1996Galaxian3PlayStationNamco[9]
1996Namco Museum Vol. 3[b]PlayStationNamco[9]
1996Tempest X3PlayStationInterplay[4]
1996Destruction Derby 2PlayStationPsygnosis
1996Road Rage/Speed KingPlayStationKonami[10]
1996Hardcore 4x4PlayStationASC Games (NA), Gremlin Interactive (EU)[11]
1997Rally CrossPlayStationSony Computer Entertainment[7]
1997Ace Combat 2PlayStationNamco[12]
1997Formula Karts Special EditionPlayStationTelstar[13]
1997Peak PerformancePlayStationAtlus[14]
1997Xevious 3D/G+PlayStationNamco[9]
1997V-RallyPlayStationInfogrames Multimedia[4]
1997Gran TurismoPlayStationSony Computer Entertainment[6]
1997Arkanoid ReturnsPlayStationTaito
1997Need for Speed IIPlayStationElectronic Arts
1997Ray TracersPlayStationTaito[4]
1997TOCA Touring Car ChampionshipPlayStationThe 3DO Company
1997Rapid RacerPlayStationSony Computer Entertainment[15]
1998Arcade's Greatest Hits: The Atari Collection 2PlayStationMidway Games[16]
1998Klonoa: Door to PhantomilePlayStationNamco
1998Auto DestructPlayStationElectronic Arts[17]
1998NASCAR 99PlayStationElectronic Arts
1998Puchi CaratPlayStationTaito
1998Rally de AfricaPlayStationPrism Arts[18]
1998R4: Ridge Racer Type 4PlayStationNamco[6]
1998Twisted Metal IIIPlayStationSony Computer Entertainment
1998Need for Speed III: Hot PursuitPlayStationElectronic Arts
1998Colin McRae RallyPlayStationCodemasters
1998World Stadium 2PlayStationNamco[9]
1999Ace Combat 3: ElectrospherePlayStationNamco[4]
1999Crash Team RacingPlayStationSony Computer Entertainment[4]
1999Formula One 99PlayStationSony Computer Entertainment[19]
1999Gran Turismo 2PlayStationSony Computer Entertainment
1999Need for Speed: High StakesPlayStationElectronic Arts
1999V-Rally 2PlayStationElectronic Arts (NA), Infogrames Multimedia (EU)
1999Side by Side SpecialPlayStationTaito[4]
1999Wipeout 3PlayStationPsygnosis[20]
2000Formula One 2000PlayStationSony Computer Entertainment[21]
2000Mille MigliaPlayStationSCi Games
2000NASCAR RumblePlayStationElectronic Arts
2000Need for Speed: Porsche UnleashedPlayStationElectronic Arts
2000Colin McRae Rally 2.0PlayStationCodemasters
2000Rally de EuropePlayStationPrism Arts[22]
2000RC RevengePlayStationAcclaim Entertainment
2000Ridge Racer VPlayStation 2Namco[23]
2000Touge Max GPlayStationAtlus[4]
2000Dave Mirra Freestyle BMXPlayStationAcclaim Entertainment
2000Dave Mirra Freestyle BMX: Maximum RemixPlayStationAcclaim Entertainment
2001Ford RacingPlayStationEmpire Interactive
2001Formula One 2001PlayStationSony Computer Entertainment[24]
2001Battle Gear 2PlayStation 2Taito[4]
2002Wipeout FusionPlayStation 2Sony Computer Entertainment[6]
2005NamCollectionPlayStation 2Namco[6]

Variants

NeGcon has been built in three variants.

  • The First Generation model is a basic white neGcon with curved shoulder buttons. It was manufactured in South Korea.
  • The Second Generation model has more rectangular shaped shoulder buttons and was manufactured in China. The Second Generation also uses different components inside.
  • The Third Generation model is a black slightly smaller version of the neGcon. It was designed as a cheaper version of white neGcons, but it has never been officially sold outside of Japan. The black neGcon had reshaped handles designed to be more ergonomic. However it's built of cheaper plastic and components. It is mostly based on the second generation model, sharing most of its components. The black NeGcon was released on April 29, 1998, in Japan.[25]

Reception

According to Electronic Gaming Monthly, upon release in Japan the neGcon "received rave reviews from the gaming press because of its unusual design, shape and method of control".[26]

Retrospective coverage of the NeGcon has been similarly positive, and has noted its outlandish, unique design. Time, who ranked it as the 4th strangest gadget of all time, stated that the NeGcon "stands apart as one of the few simultaneously bizarre and functionally intrepid" of video game controllers, commending its responsive button input and general suitability for racing games.[27] GameSpot agreed, saying that the controller helped redefine the overall design of the traditional PlayStation controller. They said its design was strange and bizarre, yet responsive, and that it was an excellent controller for racing games like Ridge Racer.[28] IGN expressed disappointment towards the NeGcon's poor sales due to it being seen as strange by the general public, writing that it "just goes to show where genuine innovation will get you."[29]

See also

Notes

  1. ^ The included port of Pole Position supports the NeGcon.
  2. ^ The included port of Pole Position II supports the NeGcon.

References

  1. ^ "Cybersled". Maximum: The Video Game Magazine. ' (5): 50. Emap International Limited. April 1996.
  2. ^ Szczepaniak, John (4 August 2014). The Untold History of Japanese Game Developers. pp. 641–669. ISBN 978-0992926021.
  3. ^ "Namco Discuss the Making of Ridge Racer for the Sony PlayStation!". Electronic Gaming Monthly. No. 66. Ziff Davis. January 1995. pp. 170–171. ISSN 1058-918X
  4. ^ Ghegs (2 May 2013). "The Namco neGcon and the PlayStation Games Supported". Racketboy. Archived 25 September 2018 at the Wayback Machine. Retrieved 11 January 2020.
  5. ^ "Special Extended Play The sequel to the stunning original! Ridge Racer Revolution". Maximum: The Video Game Magazine. No. 5. Emap International Limited. April 1996. ISSN 1360-3167
  6. ^ Klepek, Patrick (25 April 2016). "That Time Ridge Racer Got Its Own Super Weird Controller". Kotaku. Archived 1 April 2017 at the Wayback Machine. Retrieved 11 January 2020.
  7. ^ "10 Best And Most Memorable Uses Of Video Game Hardware". GameSpot. CBS Interactive. 1 April 2018. Archived 5 April 2019 at the Wayback Machine. Retrieved 11 January 2020.
  8. ^ "Twisty Times are Here!". No. 4. Paragon Publishing. Play. January 1996. Retrieved 11 January 2020.
  9. ^ "ナムコ プレイステーション用周辺機器 - ネジコン". Bandai Namco Entertainment. Archived 29 June 2019 at the Wayback Machine. Retrieved 11 January 2020.
  10. ^ "Road Rage". PlayStation DataCenter. Retrieved 17 October 2022.
  11. ^ "Hardcore 4x4 (PAL back cover art)". MobyGames. Retrieved 2023-07-15.
  12. ^ CVG Staff (September 1997). "Exclusive Namco/Ace Combat 2 Interview!". No. 190. EMAP Images. Computer and Video Games. pp. 36–39. Retrieved 22 December 2019.
  13. ^ "FORMULA KARTS SPECIAL EDITION - Review - ABSOLUTE PLAYSTATION"
  14. ^ IGN Staff (29 April 1997). "Peak Performance". IGN. Archived 2 October 2019 at the Wayback Machine. Retrieved 11 January 2020.
  15. ^ "Auto Destruct". PlayStation DataCenter. Retrieved 11 June 2024.
  16. ^ "Review Crew: AGH: Atari Collection 2". Electronic Gaming Monthly. No. 107. Ziff Davis. June 1998. p. 111.
  17. ^ "Auto Destruct". PlayStation DataCenter. Retrieved 11 February 2024.
  18. ^ "Rally de Africa". PlayStation DataCenter. Retrieved 25 July 2023.
  19. ^ "Formula One 99 (PAL back cover art)". MobyGames. Retrieved 2023-07-15.
  20. ^ "Review: Wiep3out Special Edition". PlayStation Plus. No. 58. EMAP. July 2000. p. 30.
  21. ^ "Formula One 2000 (PAL back cover art)". MobyGames. Retrieved 2023-07-15.
  22. ^ "Rally de Europe". PlayStation DataCenter. Retrieved 25 July 2023.
  23. ^ Williamson, Colin (7 March 2000). "PS2 Launch: Ridge Racer V Peripherals". IGN. Archived 11 January 2020 at the Wayback Machine. Retrieved 11 January 2020.
  24. ^ "Formula One 2001 (PAL back cover art)". MobyGames. Retrieved 2023-07-15.
  25. ^ Ohbuchi, Yutaka (March 6, 1998). "NeGcon Goes Black". GameSpot. Archived October 6, 2000 at the Wayback Machine. Retrieved October 21, 2022.
  26. ^ "In Total Control: Companies Take Aim at Gamers with New Gadgets". Electronic Gaming Monthly. No. 80. Sendai Publishing. March 1996. pp. 16–18.
  27. ^ Fitzpatrick, Alex (7 July 2016). "The 25 Weirdest Gadgets of All Time". Time. Archived 12 May 2019 at the Wayback Machine. Retrieved 12 January 2020.
  28. ^ GameSpot Staff (1 April 2018). "10 Best And Most Memorable Uses Of Video Game Hardware". GameSpot. CBS Interactive. Archived 2 April 2018 at the Wayback Machine. Retrieved 12 January 2020.
  29. ^ Davis, Justin (8 April 2013). "Nine of the Weirdest, Wackiest Controllers Ever". IGN. Archived 12 May 2019 at the Wayback Machine. Retrieved 12 January 2020.