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Gravis PC GamePad
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The Gravis PC GamePad is a game port game controller produced by Advanced Gravis Computer Technology first released in 1991. It was the first gamepad for the IBM PC compatible in a market then dominated by joysticks.[citation needed] Included with the gamepad was a shareware Commander Keen game, episode 1, Marooned on Mars, which was later replaced with the shareware episode 4, Secret of the Oracle which supported all 4 buttons. The gamepad is no longer manufactured, as Gravis was acquired in 1997 by Kensington Computer Products Group.
Features
[edit]The gamepad's design is similar to that of the stock SNES controller (more so the Japanese and European version with colored buttons), although it lacks the Start, Select and shoulder buttons, and the shape of the controller's chassis differs slightly, with an inverted curve on the left side. As originally found in some versions of the Master System controller, the center of the Gravis GamePad's d-pad allows a small joystick to be inserted. The resulting lever action provides increased directional sensitivity, which may be preferred in fighting games.
Both at the top and bottom of the gamepad are switches. One of them removes the normal functionality from 2 of the buttons, and turns them into autofire variants of the first 2. This gave all four buttons functionality even in PC games that only supported two buttons on joysticks or for scenarios when two gamepads are connected with a Y-splitter. The other allows for left-handed operation by turning the workings of the D-pad and buttons upside down.
Variations
[edit]For PC, two followup variations were made, called the GamePad Pro, and GamePad Pro USB, which resemble the original PlayStation Controller, with the addition of four shoulder buttons, as well as Select and Start buttons. The GamePad Pro utilized the 'button' signal lines on an analog PC joystick port to send digital signals (referred to as "GrIP")[1] to allow for both the use of ten buttons and the simultaneous use of up to four controllers connected by the controller's built-in piggyback plug. A switch on the back of the non-USB pad could be used to allow the pad to function as a standard analog four-button pad; otherwise, games could not detect the gamepad unless they were coded with the device in mind (DOS) or a specific driver was installed (Windows). The latter uses the USB port and the USB Human Interface Device class standards, and is not intended for DOS use. Gravis also launched other series of gamepads for the Mac, the Amiga, and Atari ST.[citation needed]

The Philips CD-i interactive multimedia CD player features a wired controller that is basically the original Gravis PC GamePad in a monochrome, grey color scheme. The Gravis logo is replaced with the Philips logo. There are only two button functions, and the switch at the bottom controls the cursor speed in menus.[citation needed]
Reception
[edit]According to Next Generation, "The Gravis Game Pad, one of the first and probably the best PC game pad, has enjoyed steady sales for several years."[2]
Media
[edit]
One icon from the Nuvola icon set resembles the GamePad.
The GamePad was also the official gamepad of Jazz Jackrabbit, as noted in the shareware demo version of the game. The gamepad appears in the game as a power-up, and as an advertisement in the background, which reads "All kids love Gravis GamePad".
See also
[edit]References
[edit]- ^ "GRiPduino". GitHub. 13 March 2020. Retrieved 22 February 2021.
- ^ "Get a Grip!!!: Joysticks Past, Present & Future". Next Generation. No. 17. Imagine Media. May 1996. p. 39.
External links
[edit]Gravis PC GamePad
View on GrokipediaHistory and Development
Origins and Release
The Gravis PC GamePad originated from Advanced Gravis Computer Technology's efforts to overcome the limitations of traditional PC joysticks, which were often analog and imprecise for fast-paced action games. Inspired by the digital controls of console controllers from systems like Nintendo and Sega, the device was conceptualized by engineer Dennis Scott-Jackson to provide a more reliable alternative using a unique gimbal mechanism for the directional pad. This innovation addressed the growing demand for console-style input on IBM PC compatibles, particularly as shareware platformers gained popularity in the early 1990s.[1][3] Released in November 1991, the Gravis PC GamePad marked the debut of the first dedicated gamepad for IBM PC compatibles, connecting via the standard 15-pin game port and featuring four buttons for enhanced control in games. It was positioned as a cost-effective option compared to joysticks, ideal for genres like platformers and action titles that benefited from precise digital inputs rather than analog variability. The product launched without direct competitors in the PC market, quickly establishing itself as a pioneer in bringing console ergonomics to personal computing.[4][2][3] To drive adoption, early units were bundled with shareware games such as Commander Keen 4: Secret of the Oracle. This strategy leveraged the popularity of id Software's platformer to demonstrate the gamepad's advantages, encouraging gamers to experiment with it over keyboard or joystick inputs. Distribution initially focused on North American computer retailers, capitalizing on Advanced Gravis's base in British Columbia, Canada, where the company had built a reputation for quality peripherals. The gamepad achieved immediate commercial success, becoming hugely popular due to its solid construction and reliability, though exact early sales figures are not publicly documented.[1][4][2][5]Company Background and Discontinuation
Advanced Gravis Computer Technology, Ltd. originated in 1982 in Burnaby, British Columbia, Canada, when it was established as Gravis Computer Peripherals Inc. by founders Grant Russell and Dennis Scott-Jackson, driven by their interest in computer games and peripherals. The company initially specialized in developing joysticks and related hardware, with its first major product, the Gravis Analog Joystick, released in 1985 following a rename to International Gravis Computer Technology Inc. that same year. In 1987, after amalgamating with Abaton Resources Ltd., it adopted the name Advanced Gravis Computer Technology, Ltd., continuing to focus on innovative input devices for personal computers.[4] By the late 1980s, Advanced Gravis shifted its emphasis toward gaming peripherals amid the growing PC gaming market, positioning the Gravis PC GamePad—released in 1991—as a pivotal innovation that introduced console-style control to IBM-compatible systems. Key personnel played crucial roles in this evolution; for instance, Ron Haidenger joined in early 1988 as product manager for controllers and contributed significantly to the PC GamePad's design and marketing, including naming the device. The GamePad's concept stemmed from co-founder Dennis Scott-Jackson's vision to enhance arcade-style gameplay on PCs, incorporating features like a removable joystick handle developed through iterative prototyping to address the limitations of keyboard controls.[2][1] In late 1997, Advanced Gravis was acquired by Kensington Computer Products Group, which integrated the Gravis brand into its broader portfolio of computer accessories. This acquisition marked the beginning of the end for the original GamePad line, as the rise of USB interfaces in the late 1990s rendered the legacy game port increasingly obsolete, diminishing demand for traditional analog controllers. The Gravis brand persisted under Kensington into the early 2000s, with some products continuing production and partnerships formed, such as with Immersion Corp. in 2000 for haptic technology, before being fully phased out.[4][6][2]Design and Features
Original Model Controls
The original Gravis PC GamePad featured a compact, rectangular design with ergonomic grips that closely resembled the Japanese and European variants of the Super Famicom (SNES) controller, characterized by its asymmetrical layout and rounded edges for handheld comfort.[3] This visual similarity included a circular digital D-pad for precise directional input and four colored action buttons (red, blue, yellow, green) arranged in a diamond formation, providing a familiar interface for users transitioning from console gaming to PC platforms.[3][2] The controller also included a removable screw-in joystick handle that could attach to the center of the D-pad for alternative directional input.[3][2][1] The controller's build utilized durable plastic construction, with a balanced weight distribution that supported extended play sessions without fatigue, rubberized feet for enhanced desk stability, and a 6-foot cord that allowed flexible positioning relative to the PC's game port connection.[7][8][1] At its core, the GamePad's controls emphasized simplicity, consisting solely of the digital D-pad and the four action buttons, without analog sticks, Start or Select buttons, or shoulder triggers, which kept the design cost-effective and focused on basic digital input needs of early 1990s PC games.[3][2] Two toggle switches enhanced user interaction: an autofire switch that repurposed the third and fourth buttons as rapid-fire variants of the first two, ideal for fast-paced genres like shooters requiring sustained button presses, and a left-handed mode switch that remapped the D-pad and buttons by rotating their orientation 180 degrees for ambidextrous play.[2][3] These features allowed quick customization to suit different game types, such as enabling autofire for action-oriented titles or standard mapping for precision-based racers, promoting accessibility in an era dominated by keyboard and joystick inputs.[7] The overall ergonomic setup, including slightly recessed buttons for tactile feedback, ensured reliable handling despite the lopsided form factor, making it a practical choice for desktop gaming setups.[3]Technical Specifications and Compatibility
The Gravis PC GamePad utilizes a standard 15-pin DB-15 game port connector for attachment to IBM PC-compatible systems, a common interface found on sound cards or dedicated expansion cards. This setup supports connecting up to two pads using a Y-adapter to leverage both available joystick ports on the game port.[3][9][1] The controller transmits fully digital signals through its four action buttons and four-way D-pad, eschewing analog axes entirely and mapping directional inputs to discrete button-like states on the game port lines. This digital-only design necessitates game-specific drivers or programming for full recognition, as the standard game port natively handles only two buttons per joystick, requiring custom polling routines to access all four.[10][3][2] Power for the device is supplied directly from the host game's 5V line on the port, with minimal draw typical of passive game port peripherals, and no external adapter is required. It maintains compatibility with IBM PC, XT, and AT architectures running DOS and early Windows versions, though reliable operation in demanding titles benefits from 386-class processors or higher due to input polling overhead.[2][11] Setup involved installing utilities from included 5.25-inch or 3.5-inch floppy disks, which provided calibration tools and configuration options, including diagnostics for resolving port conflicts at the default I/O address of 0x201.[12] Key limitations include the absence of native USB connectivity, reflecting its pre-USB era design, and the need for specialized DOS programming to emulate additional buttons beyond the port's baseline capabilities in unsupported applications.[3][10]Models and Variations
Gravis GamePad Pro
The Gravis GamePad Pro, released in 1996 as an upgraded successor to the original Gravis PC GamePad, introduced a PlayStation-inspired ergonomic layout designed for enhanced comfort during extended play sessions. Building on the original model's basic four-button digital design, the Pro featured a total of 10 buttons, including four face buttons, dual shoulder triggers on each side, dedicated Select and Start buttons, and a responsive D-pad for directional input. This configuration allowed for more complex control schemes in PC games, while a switch enabled compatibility with legacy four-button modes. The controller's white plastic housing adopted a larger, contoured form factor to better fit adult hands, marking a significant evolution in PC peripheral ergonomics.[2] Central to the GamePad Pro's functionality was Gravis Intelligent Protocol (GrIP) technology, which enabled the transmission of digital signals—supporting up to 10 buttons—over the standard 15-pin game port without requiring full analog precision. GrIP utilized the port's button signal lines for bidirectional communication, allowing auto-calibration and low CPU overhead, while supporting up to four controllers via an included MultiPort adapter. This innovation expanded compatibility with DOS games supporting GrIP and Windows 95 DirectInput titles, bridging the gap between console-style digital controls and PC hardware limitations. A built-in Y-connector (piggyback port) facilitated daisy-chaining a second controller, and some units included turbo functionality for rapid-fire inputs in action games.[2][13][14] In 2001, Gravis introduced a USB variant of the GamePad Pro, exclusively for Windows systems, which replaced the game port with a direct USB connection for simplified plug-and-play operation under the USB Human Interface Device (HID) standard. Retaining the 10-button layout and ergonomic design in a black plastic casing, this model eliminated the need for drivers in most cases and supported hot-swapping, though it dropped GrIP-specific DOS compatibility. The optional screw-in precision mini-joystick could attach to the D-pad for finer control in select titles. Positioned as a premium accessory, the GamePad Pro retailed for $19.99 USD at launch.[2][14][15]Other Platform Adaptations
The Gravis PC GamePad saw adaptations for several non-PC platforms in the early to mid-1990s, primarily through licensed modifications to accommodate specific hardware interfaces while preserving the original's ergonomic design and core input layout. These versions were developed in partnership with platform manufacturers, enabling OEM production with alterations such as connector types, color schemes, and branding to suit each ecosystem.[16] For Apple Macintosh systems, the Gravis Mac GamePad utilized an ADB (Apple Desktop Bus) connector via a 4-pin mini-DIN port, differing from the PC's gameport. This wired controller featured an 8-way directional cross keypad (D-pad) and four buttons, housed in a white casing for aesthetic alignment with Mac hardware. It functioned as both a gamepad and mouse alternative, with dedicated drivers ensuring compatibility across Macintosh and PowerBook models for titles requiring precise directional and button inputs. Released in the mid-1990s, it addressed the limitations of earlier Mac peripherals by offering Nintendo-inspired multidirectional control in a compact form.[17][18][1] Adaptations for the Commodore Amiga and Atari ST computers employed the standard 9-pin joystick port for connectivity, making them plug-and-play with existing game software on these 16-bit systems. Retaining the original's D-pad and four-button configuration—including two standard fire buttons and two with autofire capability—these versions included hardware switches for remapping functions like jump or duck actions and inverting D-pad directions. Compatible with Amiga models 500 through 3000 and all Atari ST variants, the controllers supported platform-specific drivers to optimize responsiveness in arcade-style and adventure games. These ports emerged in the early 1990s, shortly after the PC original, to capitalize on the joystick-centric gaming libraries of both platforms.[19][20][21] A notable variant appeared for the Philips CD-i multimedia console, where the CD-i Touchpad controller was based directly on the Gravis design and produced under license by Logitech starting in 1991. This monochrome unit mirrored the PC model's layout with a D-pad and four buttons (two primary fires duplicated for redundancy, plus secondary inputs) but omitted autofire due to the CD-i's serial interface constraints, which prioritized multimedia navigation over rapid-fire gaming mechanics. Integrated as an official accessory for the console's educational and interactive titles, it featured a speed selector switch and was bundled in gray to match CD-i aesthetics, reflecting Gravis's collaboration with Philips for OEM customization.[22][23][16]Reception and Legacy
Critical Reviews
Upon its release, the Gravis PC GamePad received positive feedback in contemporary reviews for its innovative console-like design and build quality, which made it a reliable alternative to traditional PC joysticks. A review highlighted its solid construction, comfortable grip, and high-quality materials, noting that it enhanced gameplay in titles like Turrican through features such as a second fire button and autofire capability exceeding two shots per second.[24] The controller's ability to emulate joystick inputs while providing directional pad control was praised for simplifying navigation in action-platformers that previously relied heavily on joysticks, contributing to its steady popularity throughout the 1990s.[2][3] Common praises centered on its affordability, with an original retail price of approximately $25, making it accessible for PC gamers transitioning from console systems.[24] Its layout was inspired by Nintendo and Sega controllers, providing a familiar design with thumb-operated navigation and button placement suitable for left- or right-handed users via a built-in switch.[3] Its durable build was frequently noted, with robust materials that withstood intensive use, establishing it as a bestseller in the era.[2] Criticisms in early reviews focused on design limitations, including non-intuitive button assignments—such as up/down directions not aligning naturally—and a flimsy screw-in joystick adapter for D-pad use that felt awkward and prone to breakage outside warranty coverage.[24] The four-button configuration, while innovative, was seen as limited for more complex games requiring additional inputs, often necessitating workarounds like remapping or supplemental keyboard use.[3] Some users encountered installation challenges on early PC systems due to the need for manual configuration, as the device was not fully plug-and-play.[2] In comparative assessments, the Gravis PC GamePad was often favored over competitors like Thrustmaster joysticks for its straightforward simplicity and console ergonomics, avoiding the complexity of analog flight controls while delivering responsive digital input.[3] Retrospective analyses from the 2000s onward have reinforced its status as a milestone in PC gaming history, crediting it with broadening accessibility and inspiring subsequent models like the GamePad Pro.[3] A 2020 article described it as a transformative device that introduced console-style gameplay to PCs, evoking strong nostalgia for its role in early 1990s titles.[3] Its lopsided, asymmetrical form and recessed buttons have been critiqued in hindsight for lacking the ergonomic symmetry of modern pads, though its overall impact on the genre remains celebrated.[3]Cultural and Industry Impact
The Gravis PC GamePad played a pivotal role in introducing console-style digital controls to the PC platform, marking a shift from traditional joysticks and keyboards that dominated early PC gaming. Released in 1991, it was the first dedicated gamepad for IBM-compatible computers, enabling smoother navigation in action-oriented titles and inspiring a wave of similar peripherals from competitors like Thrustmaster and Logitech. This innovation facilitated the rise of 2D platformer genres on PC, with native support integrated into games such as Commander Keen—where it was bundled as a shareware episode with the controller—and Jazz Jackrabbit, which designated it as the official gamepad and featured it as an in-game collectible power-up. By providing four digital buttons and a directional pad, the GamePad made PC ports of console-like experiences more accessible, broadening the appeal of fast-paced gameplay beyond simulation and strategy titles.[3][4][1] In media representations, the GamePad appeared beyond hardware, embedding itself in gaming culture through direct integrations and visual homages. The controller has also been highlighted in retrospective content, including YouTube histories of 1990s PC peripherals and analyses of DOS-era gaming evolution, underscoring its status as a foundational device in the transition to modern input methods. These appearances reflect its enduring recognition as a symbol of early PC gaming experimentation.[3] One icon from the Nuvola icon set, a gamepad icon imitating the Gravis PC GamePad's layout (except its screw-hole in the D-pad), demonstrates its design influence.[25] The GamePad's legacy persists in emulation and preservation efforts, with modern projects like the GRiP-duino Arduino-based adapter allowing later variants such as the GamePad Pro to interface with USB ports for use in contemporary systems and DOS emulators. This initiative, developed in the 2020s, converts the 15-pin GamePort signal to HID-compliant USB, enabling retro gamers to experience authentic controls without legacy hardware limitations. Culturally, it evokes strong nostalgia among enthusiasts, who value first-edition units for their historical significance and discuss artifacts like the included 5.25-inch floppy drivers and CD-ROM utilities in dedicated retro computing communities. Such items command collector interest, with sealed or boxed examples fetching premiums on auction sites due to their rarity and role in PC gaming history.[26] Over the long term, the GamePad contributed to the obsolescence of the analog GamePort standard by popularizing digital pad designs, which prioritized precision for platformers and shooters over joystick variability. This trend accelerated the adoption of USB controllers in the late 1990s and early 2000s, as seen in successors like the GamePad Pro's USB variant, ultimately standardizing plug-and-play peripherals and diminishing reliance on IRQ-intensive legacy ports. Its influence helped democratize PC gaming inputs, paving the way for the diverse controller ecosystem seen today.[3][14]References
- https://commons.wikimedia.org/wiki/File:Gamepad.svg