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NeGcon
View on Wikipedia| Developer | Namco |
|---|---|
| Manufacturer | Namco |
| Type | Game controller |
| Released | |
| Platform | PlayStation, PlayStation 2 |
| Related | JogCon GunCon |
The NeGcon[a], 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
[edit]
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
[edit]This section may contain original research. (August 2025) |
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
[edit]
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
[edit]| Year | Title | Platform | Publisher | Ref. |
|---|---|---|---|---|
| 1994 | Ridge Racer | PlayStation | Namco | [3] |
| 1994 | Motor Toon Grand Prix | PlayStation | Sony Computer Entertainment | [4] |
| 1995 | Ridge Racer Revolution | PlayStation | Namco | [5] |
| 1995 | Cyber Sled | PlayStation | Namco | [4] |
| 1995 | Air Combat | PlayStation | Namco | [6] |
| 1995 | Wipeout | PlayStation | Psygnosis | [7] |
| 1995 | Destruction Derby | PlayStation | Psygnosis | [8] |
| 1995 | Namco Museum Vol. 1[b] | PlayStation | Namco | [9] |
| 1996 | J-League Soccer Prime Goal EX | PlayStation | Namco | |
| 1996 | Studio P | PlayStation | Argent | [2] |
| 1996 | The Need for Speed | PlayStation | Electronic Arts | [4] |
| 1996 | World Stadium EX | PlayStation | Namco | [4] |
| 1996 | Wipeout 2097 | PlayStation | Psygnosis | [6] |
| 1996 | Rage Racer | PlayStation | Namco | [4] |
| 1996 | Motor Toon Grand Prix 2 | PlayStation | Sony Computer Entertainment | [4] |
| 1996 | Galaxian3 | PlayStation | Namco | [9] |
| 1996 | Namco Museum Vol. 3[c] | PlayStation | Namco | [9] |
| 1996 | Tempest X3 | PlayStation | Interplay | [4] |
| 1996 | Destruction Derby 2 | PlayStation | Psygnosis | |
| 1996 | Road Rage/Speed King | PlayStation | Konami | [10] |
| 1996 | Hardcore 4x4 | PlayStation | ASC Games (NA), Gremlin Interactive (EU) | [11] |
| 1997 | Rally Cross | PlayStation | Sony Computer Entertainment | [7] |
| 1997 | Ace Combat 2 | PlayStation | Namco | [12] |
| 1997 | Formula Karts Special Edition | PlayStation | Telstar | [13] |
| 1997 | Peak Performance | PlayStation | Atlus | [14] |
| 1997 | Xevious 3D/G+ | PlayStation | Namco | [9] |
| 1997 | V-Rally | PlayStation | Infogrames Multimedia | [4] |
| 1997 | Gran Turismo | PlayStation | Sony Computer Entertainment | [6] |
| 1997 | Arkanoid Returns | PlayStation | Taito | |
| 1997 | Need for Speed II | PlayStation | Electronic Arts | |
| 1997 | Ray Tracers | PlayStation | Taito | [4] |
| 1997 | TOCA Touring Car Championship | PlayStation | The 3DO Company | |
| 1997 | Rapid Racer | PlayStation | Sony Computer Entertainment | [15] |
| 1998 | Arcade's Greatest Hits: The Atari Collection 2 | PlayStation | Midway Games | [16] |
| 1998 | Klonoa: Door to Phantomile | PlayStation | Namco | |
| 1998 | Auto Destruct | PlayStation | Electronic Arts | [17] |
| 1998 | NASCAR 99 | PlayStation | Electronic Arts | |
| 1998 | Puchi Carat | PlayStation | Taito | |
| 1998 | Rally de Africa | PlayStation | Prism Arts | [18] |
| 1998 | R4: Ridge Racer Type 4 | PlayStation | Namco | [6] |
| 1998 | Twisted Metal III | PlayStation | Sony Computer Entertainment | |
| 1998 | Need for Speed III: Hot Pursuit | PlayStation | Electronic Arts | |
| 1998 | Colin McRae Rally | PlayStation | Codemasters | |
| 1998 | World Stadium 2 | PlayStation | Namco | [9] |
| 1999 | Ace Combat 3: Electrosphere | PlayStation | Namco | [4] |
| 1999 | Crash Team Racing | PlayStation | Sony Computer Entertainment | [4] |
| 1999 | Formula One 99 | PlayStation | Sony Computer Entertainment | [19] |
| 1999 | Gran Turismo 2 | PlayStation | Sony Computer Entertainment | |
| 1999 | Need for Speed: High Stakes | PlayStation | Electronic Arts | |
| 1999 | V-Rally 2 | PlayStation | Electronic Arts (NA), Infogrames Multimedia (EU) | |
| 1999 | Side by Side Special | PlayStation | Taito | [4] |
| 1999 | Wipeout 3 | PlayStation | Psygnosis | [20] |
| 2000 | Formula One 2000 | PlayStation | Sony Computer Entertainment | [21] |
| 2000 | Mille Miglia | PlayStation | SCi_Games | |
| 2000 | NASCAR Rumble | PlayStation | Electronic Arts | |
| 2000 | Need for Speed: Porsche Unleashed | PlayStation | Electronic Arts | |
| 2000 | Colin McRae Rally 2.0 | PlayStation | Codemasters | |
| 2000 | Rally de Europe | PlayStation | Prism Arts | [22] |
| 2000 | RC Revenge | PlayStation | Acclaim Entertainment | |
| 2000 | Ridge Racer V | PlayStation 2 | Namco | [23] |
| 2000 | Touge Max G | PlayStation | Atlus | [4] |
| 2000 | Dave Mirra Freestyle BMX | PlayStation | Acclaim Entertainment | |
| 2000 | Dave Mirra Freestyle BMX: Maximum Remix | PlayStation | Acclaim Entertainment | |
| 2001 | Ford Racing | PlayStation | Empire Interactive | |
| 2001 | Formula One 2001 | PlayStation | Sony Computer Entertainment | [24] |
| 2001 | Battle Gear 2 | PlayStation 2 | Taito | [4] |
| 2002 | Wipeout Fusion | PlayStation 2 | Sony Computer Entertainment | [6] |
| 2005 | NamCollection | PlayStation 2 | Namco | [6] |
Variants
[edit]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
[edit]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
[edit]Notes
[edit]- ^ Japanese: ネジコン, Hepburn: Nejikon
- ^ The included port of Pole Position supports the NeGcon.
- ^ The included port of Pole Position II supports the NeGcon.
References
[edit]- ^ "Cybersled". Maximum: The Video Game Magazine (5). Emap International Limited: 50. April 1996.
- ^ a b c d e f g h i j k l m n o p q r s t Szczepaniak, John (4 August 2014). The Untold History of Japanese Game Developers. pp. 641–669. ISBN 978-0992926021.
- ^ "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.
- ^ a b c d e f g h i j k l m n Ghegs (2 May 2013). "The Namco neGcon and the PlayStation Games Supported". Racketboy. Archived from the original on 25 September 2018. Retrieved 11 January 2020.
- ^ "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.
- ^ a b c d e f Klepek, Patrick (25 April 2016). "That Time Ridge Racer Got Its Own Super Weird Controller". Kotaku. Archived from the original on 1 April 2017. Retrieved 11 January 2020.
- ^ a b "10 Best And Most Memorable Uses Of Video Game Hardware". GameSpot. CBS Interactive. 1 April 2018. Archived from the original on 5 April 2019. Retrieved 11 January 2020.
- ^ "Twisty Times are Here!". No. 4. Paragon Publishing. Play. January 1996. Retrieved 11 January 2020.
- ^ a b c d e "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 from the original on 29 June 2019. Retrieved 11 January 2020.
- ^ "Road Rage". PlayStation DataCenter. Retrieved 17 October 2022.
- ^ "Hardcore 4x4 (PAL back cover art)". MobyGames. Retrieved 2023-07-15.
- ^ 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.
- ^ "FORMULA KARTS SPECIAL EDITION - Review - ABSOLUTE PLAYSTATION".
- ^ IGN Staff (29 April 1997). "Peak Performance". IGN. Archived from the original on 2 October 2019. Retrieved 11 January 2020.
- ^ "Auto Destruct". PlayStation DataCenter. Retrieved 11 June 2024.
- ^ "Review Crew: AGH: Atari Collection 2". Electronic Gaming Monthly. No. 107. Ziff Davis. June 1998. p. 111.
- ^ "Auto Destruct". PlayStation DataCenter. Retrieved 11 February 2024.
- ^ "Rally de Africa". PlayStation DataCenter. Retrieved 25 July 2023.
- ^ "Formula One 99 (PAL back cover art)". MobyGames. Retrieved 2023-07-15.
- ^ "Review: Wiep3out Special Edition". PlayStation Plus. No. 58. EMAP. July 2000. p. 30.
- ^ "Formula One 2000 (PAL back cover art)". MobyGames. Retrieved 2023-07-15.
- ^ "Rally de Europe". PlayStation DataCenter. Retrieved 25 July 2023.
- ^ Williamson, Colin (7 March 2000). "PS2 Launch: Ridge Racer V Peripherals". IGN. Archived from the original on 11 January 2020. Retrieved 11 January 2020.
- ^ "Formula One 2001 (PAL back cover art)". MobyGames. Retrieved 2023-07-15.
- ^ Ohbuchi, Yutaka (March 6, 1998). "NeGcon Goes Black". GameSpot. Archived from the original on October 6, 2000. Retrieved October 21, 2022.
- ^ "In Total Control: Companies Take Aim at Gamers with New Gadgets". Electronic Gaming Monthly. No. 80. Sendai Publishing. March 1996. pp. 16–18.
- ^ Fitzpatrick, Alex (7 July 2016). "The 25 Weirdest Gadgets of All Time". Time. Archived from the original on 12 May 2019. Retrieved 12 January 2020.
- ^ GameSpot Staff (1 April 2018). "10 Best And Most Memorable Uses Of Video Game Hardware". GameSpot. CBS Interactive. Archived from the original on 2 April 2018. Retrieved 12 January 2020.
- ^ Davis, Justin (8 April 2013). "Nine of the Weirdest, Wackiest Controllers Ever". IGN. Archived from the original on 12 May 2019. Retrieved 12 January 2020.
External links
[edit]NeGcon
View on GrokipediaOverview and Design
Physical Design
The NeGcon controller employs a unique swivel joint mechanism that connects its two halves, enabling them to twist relative to each other for analog steering input, thereby simulating the operation of a steering wheel. This design provides an ergonomic grip tailored for racing simulations, with the joint allowing rotational movement to capture precise directional changes.[2] The controller's button layout features a digital D-pad on the left half for navigation. On the right half, it includes four action buttons designated as I, II, A, and B; the I and II buttons are analog and pressure-sensitive with approximately 7 mm of travel, while A and B function as digital inputs. The shoulder area has an analog L button with about 5 mm of travel for variable input, a digital R button, and a dedicated Start button for menu navigation.[2] Overall, the NeGcon measures approximately 15.6 cm in length, 11.4 cm in width when untwisted, and 6.8 cm in height, with a weight of around 220 g. It is constructed primarily from plastic, with initial models featuring a white base color for a lightweight yet durable build.[4][5] Internally, the swivel joint incorporates potentiometers to detect twist movements, supporting the controller's analog capabilities as detailed in its technical specifications.[6]Technical Specifications
The NeGcon controller employs potentiometers to detect mechanical inputs, converting twist angle and button pressure into analog voltage signals for precise control. Specifically, a rotary potentiometer measures the twist rotation, while linear potentiometers under the I, II, and L buttons capture varying degrees of pressure, with all signals processed at 8-bit resolution ranging from 0 to 255 (0x00 to 0xFF).[7] These potentiometers, typically rated at 10K to 50K ohms, connect between VCC and GND, producing variable voltages proportional to the input force or angle.[7] The controller interfaces directly with the PlayStation console via the standard 9-pin controller port, utilizing pins for data (pin 1), command (pin 2), VCC (pin 3), GND (pin 4), attention (pin 6), clock (pin 7), acknowledge (pin 8), and ground (pin 9).[7][8] It supports both digital and analog modes without adapters, identified by the console as ID 0x23, allowing seamless switching via a mode selector on the cable.[7] Data transmission occurs serially at 8 bits per input, LSB first, synchronized to the clock's falling edge.[7] Power is supplied entirely by the console at 3.3V DC through the VCC pin, with no internal battery or rumble motor in the base model, resulting in low power consumption typical of early analog peripherals.[7][8] The analog inputs undergo basic signal processing within the controller's circuitry, where the twist axis provides steering values, the I and II buttons deliver acceleration and braking signals, and the L button handles secondary controls such as clutch functionality.[7] This setup enables graduated input levels, enhancing responsiveness over binary digital controls.[7]Development and History
Development Process
The NeGcon controller was developed by Namco designer Satoru Kuriyama, who drew inspiration from the dual-lever control scheme featured in Namco's 1993 arcade game Cyber Sled.[9][10] The name "NeGcon" derives from the Japanese word "nejiru," meaning "to twist." Kuriyama, previously involved as production manager on Ridge Racer (1993), sought to translate the precise analog steering mechanics of arcade hardware to a compact home console peripheral for the emerging PlayStation platform.[11] The controller was designed primarily for racing simulation. Following its development, Namco engineer Yutaka Isokawa joined the production team shortly after completing other projects and contributed to refining the prototype; they also planned an unreleased golf game that would use the NeGcon's twisting motion to simulate club swings, but this was scrapped due to lack of engagement.[12][13] The pivot to focus on racing occurred around 1994, aligning with Namco's early collaboration with Sony on PlayStation titles like Ridge Racer.[14] Development faced significant engineering hurdles in achieving a smooth twisting range while ensuring long-term durability against repeated use.[13] These were addressed through a mechanical design incorporating a ring gear and pinion system at the central swivel joint, which transmitted rotation to internal potentiometers for analog input without excessive wear.[13] The project was conceptualized between 1993 and 1994, coinciding with the initial availability of PlayStation development kits to third-party developers.[14] Internal testing proceeded using these early dev kits, allowing Namco to iterate on compatibility with upcoming console hardware before finalizing the design.[13]Release and Market Launch
The NeGcon was released in Japan in April 1995, shortly after the PlayStation console's debut the previous December, as Namco's inaugural third-party peripheral for the system. Initial production batches were manufactured in South Korea, with Namco overseeing distribution within Sony's PlayStation ecosystem to ensure compatibility and market integration. The controller launched at a price of approximately ¥4,800 (around $40 USD at the time) and was bundled with Ridge Racer in select Japanese markets to capitalize on the game's popularity as a launch title. In North America, the NeGcon arrived later in 1995, following the PlayStation's September debut there, allowing Namco to align with the growing console install base. Marketing campaigns highlighted the device's analog twisting mechanism as a groundbreaking innovation for precise steering in racing simulations, positioning it as a premium accessory that filled the gap for advanced input options before Sony's own Dual Analog controller in 1997. While there was no dedicated official launch in Europe, units were widely available through imports, often sourced from Japanese or North American stocks to meet demand among early adopters.Usage and Compatibility
Primary Applications
The NeGcon was primarily designed as a racing simulator controller, utilizing its central twist mechanism to deliver proportional steering input calibrated to the angle of rotation between the two halves of the device. This allows for smooth, variable control that mimics the feel of turning a steering wheel, providing degrees of turn from subtle adjustments to full locks. The I and II buttons function as analog pressure-sensitive inputs dedicated to throttle and brake, enabling graduated acceleration and deceleration rather than binary on/off states. Additionally, the L shoulder button serves as an analog trigger, commonly mapped to clutch engagement or sequential gear shifting for manual transmission simulation. Beyond racing, the NeGcon found secondary applications in flight simulators, where the twist axis could control rudder or aileron movements for precise aircraft maneuvering, and in shooters, leveraging the analog buttons for nuanced aiming adjustments. These uses capitalized on the controller's multi-axis analog capabilities to enhance control in genres requiring fine rotational or pressure-based inputs. Compared to standard digital controllers, the NeGcon offered advantages in input granularity, such as partial throttle application for more realistic speed modulation, which improved immersion in simulation-style gameplay. Its ergonomic twist design also reduced hand fatigue during extended sessions by distributing motion across wrist rotation rather than repetitive thumbstick or D-pad presses. However, the controller had notable limitations, including the absence of vibration feedback, which limited sensory immersion in supported titles. Its motion-centric layout proved awkward for non-motion genres like platformers, where precise directional pad or button timing was essential without the benefit of the twist or analog triggers.Supported Games
The NeGcon controller is compatible with an estimated 100 titles across the PlayStation (PS1) and PlayStation 2 (PS2) platforms, with the majority falling into racing and flight simulation genres that leverage its unique twisting mechanism for precise analog control. Community-maintained lists document over 180 compatible titles with full or partial support.[15] Developed primarily by Namco, the controller found strong adoption in their own titles, such as the Ridge Racer series, where it provided full analog steering for enhanced drifting and handling.[3] Sony's Gran Turismo series also integrated NeGcon support, offering configurable options for throttle, braking, and steering precision on demanding tracks.[3] The Psygnosis Wipeout series exemplified unofficial but robust compatibility through developer patches, enabling smooth navigation of high-speed anti-gravity races without native Namco involvement.[3] Flight simulators like Namco's Ace Combat series extended NeGcon utility beyond ground vehicles, using the twist for yaw control in aerial combat.[16] Support levels varied, with full integration in Namco-published games allowing complete control mapping, while partial support in third-party titles often limited twist functionality to steering or secondary axes. The following table highlights representative examples across genres and platforms, focusing on seminal titles that demonstrate the controller's impact.| Year | Title | Platform | Publisher | Support Level |
|---|---|---|---|---|
| 1994 | Ridge Racer | PS1 | Namco | Full |
| 1995 | Wipeout | PS1 | Psygnosis | Full |
| 1997 | Gran Turismo | PS1 | Sony | Full |
| 1997 | Ace Combat 2 | PS1 | Namco | Full |
| 1999 | Gran Turismo 2 | PS1 | Sony | Full |
| 2000 | Ridge Racer V | PS2 | Namco | Full |
| 2002 | Wipeout Fusion | PS2 | Sony | Partial |
Variants and Modern Adaptations
Controller Variants
The NeGcon controller was produced in three generations of hardware, with differences limited to cosmetic, ergonomic, and manufacturing aspects rather than any alterations to the core functional specifications such as potentiometer sensitivity or button mapping. These variants reflect Namco's iterative refinements in response to production scaling and regional market demands, while the base design— including the twistable body for analog steering and analog shoulder buttons—remained consistent across all models. The first generation, released in 1995, featured a white shell and was manufactured in South Korea. This original model included round buttons and was particularly susceptible to yellowing over time, a common issue with the ABS plastic used in early PlayStation peripherals exposed to UV light and age.[17] The second generation, produced between 1996 and 1997, shifted manufacturing to China and introduced rectangular buttons for a more standardized feel. These units offered improved durability through better quality control in assembly and slight ergonomic refinements to the grip shape, making prolonged use more comfortable without altering the overall dimensions or weight.[18] The third generation, exclusive to Japan and released on April 29, 1998, adopted a black shell for a sleeker aesthetic. It featured a slightly smaller size, cheaper plastic construction, and a triangular start button instead of round, providing minor ergonomic improvements.[19]Compatibility and Legacy Use
The NeGcon controller demonstrated limited native compatibility with the PlayStation 2 through the console's backward compatibility mode, allowing it to function in select titles originally designed for the PlayStation 1.[3] Ridge Racer V (2000), a PS2 launch title from Namco, fully supported the NeGcon for its analog steering input, replicating the arcade-style controls from earlier Ridge Racer games.[20] Similarly, Wipeout Fusion (2002) incorporated NeGcon support, enabling players to use its twist mechanism for precise ship handling in the anti-gravity racing sequences.[9] These implementations relied on the PS2's hardware emulation of PS1 peripherals, though broader adoption waned as standard DualShock controllers became the norm.[21] In modern gaming, community-driven adaptations have extended the NeGcon's usability beyond its original hardware. As of 2021, enthusiasts developed hardware modifications to add rumble feedback to the controller, allowing its integration with PS4 racing titles such as Moto Racer 4 through custom adapters that bridge PS1-era inputs to newer consoles.[22] Emulation software like PCSX2 provides robust support for the NeGcon (added in v2.0 and improved in v2.4.0 released July 2025), mapping its analog twist axis to keyboard or modern controller inputs for PS1 and PS2 games, though analog shoulder buttons may require additional configuration.[23] Aftermarket accessories have further preserved the NeGcon's relevance in contemporary setups. Third-party USB adapters, such as those from Raphnet, convert the controller's PS1 interface for PC compatibility, enabling its use in simulation racing software where the twist mechanism simulates steering wheels.[24] These adapters maintain low latency, making the NeGcon viable for titles requiring precise analog control without native console support.[2] Today, the NeGcon holds collectible status with no official re-releases from Namco or Sony. On secondary markets like eBay and retro gaming sites, functional units typically sell for $50-100 USD as of 2025, reflecting demand among preservationists and racing enthusiasts.[25]Reception and Impact
Critical Reception
Upon its release, the NeGcon received praise from gaming publications for its innovative analog control mechanism, particularly in racing titles like Ridge Racer, where the twisting design provided intuitive and precise steering that felt more natural than d-pad inputs.[9] Reviewers highlighted the controller's ability to enhance gameplay precision, with analog shoulder buttons allowing for nuanced throttle and brake control, making it a "godsend" for serious racers in the era before standard analog sticks.[9] In later assessments, such as with Ridge Racer V, it was described as performing "wonderfully" once users adapted, positioning it as an optimal input method for high-speed arcade racing.[20] Critics noted drawbacks in ergonomics and versatility, with the unconventional swivel-joint shape often feeling awkward for non-racing games, limiting its broad appeal beyond simulation-style titles.[26] The absence of vibration feedback, a feature popularized later by Sony's DualShock, reduced immersion in supported games. Overall reception was described as a modest critical success, appreciated for its functional innovation in a niche market but hindered by its specialized design.[27] In retrospective rankings, Time magazine placed the NeGcon fourth on its list of the 25 weirdest gadgets of all time in 2016, calling it "bizarre yet functionally intrepid" among failed input devices for its bold attempt at analog simulation.[26] Modern enthusiast communities, including collectors, continue to value it for high replayability in compatible titles, though reports of potentiometer wear over time have surfaced as a durability concern in long-term use.[9]Cultural and Industry Impact
The NeGcon represented a pioneering effort in third-party analog controllers for the PlayStation, debuting in 1995 as one of the earliest devices to introduce twist-based analog steering and pressure-sensitive buttons, well before Sony's Dual Analog controller arrived in 1997.[3][9] This innovation influenced subsequent gaming hardware, particularly steering wheel designs.[28] Within retro gaming culture, the NeGcon has achieved status as a sought-after collector's item, prized for its unique ergonomics and historical significance in analog control evolution.[21] Enthusiasts have revived interest through detailed demonstrations, including YouTube reviews from 2021 and 2022 that highlight its precision in titles like Ridge Racer and Wipeout, as well as a 2025 video playing every supported NeGcon game.[29][30][31] Its legacy extends to discussions of analog input history, where it is frequently cited as a foundational experiment in bridging arcade-style controls to home consoles.[9][24] The controller's impact rippled through Namco's subsequent peripheral developments, encouraging further innovations like the Jogcon in 1998, which built on experimental input mechanics, and later arcade stick adaptations for PlayStation.[32] In the 2020s, emulation communities have sustained its relevance via adapter projects, such as Raphnet's PSX-to-USB converters that enable NeGcon use on modern PCs for emulated PS1 games, with ongoing efforts to extend compatibility to PS5 hardware.[33][34]References
- https://commons.wikimedia.org/wiki/File:NeGcon_Interior_Posterior.jpg