Amultitapis avideo game consoleperipheral that increases the number ofcontrollerports available to the player, allowing additional controllers to be plugged in simultaneously in a manner similar to apower stripor aUSB hub.A multitap often takes the form of a box with three or more controller ports which is then connected to a controller port on the console itself.

The appeal of multitaps was focused mainly onsports gamesdue to their multiplayer aspects, though somerole-playing video gamesandfirst person shootershave taken advantage of multitap support as well. While historically strong, the demand for console-specific multitaps had largely vanished over the course of theseventh generation,where it became much more common for controllers to connect eitherwirelessly(removing the need for physical controller ports altogether) or through standard USB ports (allowing a USB hub to serve the same function as a multitap).

History

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Third generation

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The Four Score for the original NES.

The earliest multi-controller adapter was the Joypair byHAL Laboratory,released inJapanforNintendo'sFamily Computerin1985,which allows two additional controllers to be plugged into the console'sDA-15expansion port. Originally the Joypair was only intended to allow two players to use specialized controllers (specifically HAL'sJoyball[ja]controllers) in place of the standard Famicom joypads (which were hardwired into the console itself), butNekketsu Kōkō Dodgeball Bu(the Japanese version ofSuper Dodge Ball) utilized it to allow up to four players to participate in the game's Bean Ball mode.[a]Horilater released the Twin Adapter in 1989 as an alternative to the Joypair, while certain controllers (such as the ASCII Stick series and certain models of the Family Champ joysticks) came equipped with an additional expansion port that allowed for users toconnectan additional controller into them.[1]A more conventional 4-Players Adapter for the Famicom was eventually released by Hori in 1990, which allowed up to four controllers to be plugged into the expansion port (allowing each player to utilize a specialized joypad if they desired).[2]During the same year, Nintendo released their own first-party adapters for theNintendo Entertainment Systemin North America: theNES Four Scoreand theNES Satellite.Despite the fact that theHVC-101model of the Famicom uses the same controller ports as the NES, 4-player Famicom games are not compatible with the NES multitaps.

Fourth generation

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The Multitap (the first device to be marketed with such a name) by NEC Home Electronics for the PC Engine, which launched alongside the platform inJapanon October 30, 1987, was the first multi-controller adapter made specifically for multiplayer support, allowing up to five controllers to be plugged into the console. Because the console itself only has one controller port as standard, the Multitap was a necessity for games that supported more than one player. As a result, various inexpensive alternatives to the Multitap were released for the PC Engine by third-party companies, such as the Battle Tap by Big Club and the Joy Tap 3 byHudson Soft,which featured less controller ports than the first-party Multitap, but these were gradually phased out as more games started to allow up to five players. The first PC Engine game to allow more than two players simultaneously wasPro Tennis: World Courtin August 1988 (ten months after the launch of the system), which allowed up to four players in a doubles match, whileDungeon Explorerin 1989 was the first game to fully allow up to five players. The Multitap was redesigned into the TurboTap for the North American market with the launch of theTurboGrafx-16in 1989, and later as the DuoTap for theTurboDuoin 1992 (the different models were due to the change in controller ports between the TurboGrafx-16 and the TurboDuo).

An unlicensed multitap for the Super NES.

Hudson Softmanufactured the Super Multitap, a multiplayer adapter for theSuper NESin 1993. The adapter connects to the second controller port of the SNES control deck (leaving the first one free), resulting in a total of five controller ports (much like the original Multitap for the PC Engine). It was produced primarily forSuper Bomberman,[3]which had a prior installment on the PC Engine (simply titledBomberman) that featured a five-player battle mode, although the SNES game only supported up to four players (the series did not support five players on the SNES untilSuper Bomberman 3,which was released only in Japan and the PAL region). The Super Multitap has a switch for 2P Mode and 5P Mode, allowing it to remain connected into the console without affecting incompatible games. While no Nintendo-produced version of the peripheral was ever produced (nor were there any first-party games that supported it), various other SNES multitaps were later produced by other companies (both, licensed and unlicensed) such as the Hori Multitap (released byBullet-Proof Softwarein North America as the Super Links) and the Multi-Adaptor Auto. One particular unlicensed model, the Tribal Tap 6 Player Adaptor by Naki, added a fraudulent sixth controller port that was promoted as a selling point against competing multitap models, even though no licensed SNES game ever supported more than five players and the sixth racer ofBattle Crossis always controlled by the computer.

J-Cartwith two built-in controller ports

Two independently developed multitaps were released for theSega Genesisalso in 1993. The 4-Way Play (which utilized both controller ports) was developed byElectronic Artswithout license fromSegaand was made specifically for their lineup ofsports games(such asMadden NFL '94), whereas the Team Player (known as the SegaTap in Japan) was developed byTengenforGauntlet IVand sold by Sega as a first-party product. In contrast to the 4-Way Play, the Team Player only required one controller port (leaving an additional port free for a fifth player, much like the Super Multitap) and also acted as a splitter that allowed users to switch between multiple input devices (such as a mouse or a light gun) connected to the console at the same time. The original model of the Team Player (MK-1654) was incompatible with games that required the 4-Way Play, so a revision (MK-1647) was later produced that solved this issue by adding a second controller cord and an "Extra" setting for 4-Way Play compatibility. While most Team Player-compatible titles only supported up to four players (with some games such asColumns IIIsupporting up to five), Konami'sDouble Dribble: The Playoff Seasonand Sega'sEgawa Suguru's Super League CD(a Japan-exclusive baseball game for Mega CD) both allow up to eight players with the use of two Team Player adapters (one in each controller port). In addition to these multitaps,Codemastersreleased a series of Genesis cartridges known as theJ-Cartwith two additional controller ports installed on them, allowing users to plug in additional controllers on them without the need of an adapter. A total of six games were released in J-Cart format.[4]

A few games released for theAmigahome computer system after 1995 included support for custom-built multitaps. Instructions for how to build a multitap were included in the manual to classic Amiga racing sequelSuper Skidmarks.[5]The Amiga multitap would plug into the computer's parallel port and provide two additional ports for use. Earlier, the Amiga version ofBomberman,Dynablasterhad already included support for a similar device, as demonstrated on Season 2, Episode 5 of TV'sGamesMaster.

Fifth generation

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An official multitap for thePlayStation.

The originalPlayStation Multitapwas one of the earliest peripherals released for the platform. It featured not only four additional controller ports, but also four memory card slots for each of them as well. Like the Team Player adapter for the Genesis, two PlayStation Multitaps could be used at the same time for up to eight controllers and memory cards, although very few games allowed for more than five players.[6]

An official multitap for theSega Saturn.

A six-controller adapter was released for theSega Saturn(sold as the Multi-Player Adaptor in the United States and as the Multi Terminal 6 in Japan), which features the most controller ports out of all the multitaps made by first party manufacturers. The most famous Saturn game to make use of the multitap wasSaturn Bomberman,which supports up to 10 players (requires two multitaps) simultaneously. A number of sports games such asNFL Quarterback Club 96support the maximum of 12 players. The "Sega Saturn Multiplayer Task Force (SSMTF)"[7]is a small but enthusiastic group of developers who have released homebrew games dedicated to utilizing the Saturn's multitap.

One of the first multitaps for personal computers, the Gravis Interface Protocol (officially abbreviated GrIP) fromAdvanced Gravis Computer Technology,has six ports, four for digital Gravis-brand gamepads (e.g. theGravis PC GamePad), and two pass-through ports for analog joysticks.[8]

Decline

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TheNintendo 64did not have any official multitaps released for it, as the console featured four controller ports by default (the first console to do so since theBally Astrocadeand theAtari 5200). As a result, many four-player games were released for the system.Dreamcastand the originalXboxwould follow the N64's example by including four controller ports as default as well, as did Nintendo's succeeding console, theGameCube.

Despite this, thePlayStation 2was released with only two controller ports like its predecessor, so a Multitap was still produced for the console. Because of compatibility issues, the original PS2 Multitap (SCPH-10090) for the early models of the console only worked specifically on PS2 games, meaning that the original PlayStation or PS one Multitap was still required for the games on the previous console. For the "slimline" model of the PS2, a new Multitap (SCPH-70120) was made that supported both, PS and PS2 games.[9]

All three seventh generation consoles abandoned the use of conventional wired controller in favor of having wireless controllers as standard, although the maximum number of detected controllers varies with each platform. TheXbox 360console can detect up to four wireless controllers, as well as three wired controllers via USB connection. TheWii,which uses a motion-sensitive remote controller known as theWii Remote,could detect up to four wireless controllers, but also had four controller ports that were compatible with GameCube controllers.[b]ThePlayStation 3could support up to seven wireless controllers.

For the eighth generation consoles, the maximum number of wireless controllers detected by thePlayStation 4was reduced to four, while the ones detected by theXbox Onewas raised to eight. TheWii Ucan support up to seven Wii Remotes or Wii U Pro Controllers in addition to the GamePad, for a total of eight wireless controllers. The Wii U does not feature GameCube controller ports by default, but a GameCube Controller Adapter was primarily made forSuper Smash Bros. for Wii Uthat connects up to four GameCube controllers via the Wii U's USB port. Through the use of a USB hub and two adapters, up to eight GameCube controllers can be used.[10]TheNintendo Switchsupports up to eight controllers, in any combination of individualJoy-Concontrollers or Pro Controllers.[11]

Method of operation

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Many systems were not designed with multitaps in mind, and so require some clever design to work. Because of this, games usually have to be specially written to include multitap support.

The most common way of implementing 8 and 16 bit multitaps is tomultiplexthe signals from each attached controller in some way. Some systems have unused lines available on the controller port, designed for future expansion, which can be used. Another popular technique is to serialise the data from each controller. Since the NES and Super NES both use a serial bus for standard controllers, creating a multitap is simply a case of increasing the amount of serial data available to the console. In that way, an almost unlimited number of extra controllers can be connected.

Later systems used more complex buses, such as theNintendo 64serial bus,theDreamcastMaple BusorUSB.These buses tend to be more modular and can already support more than one device per port, making the multitap little more than a hub.

See also

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Notes

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  1. ^The first Famicom game to support more than two players simultaneously was Konami'sMoero TwinBee,released in 1986, in which a third player can participate by simply plugging a joypad into the expansion port without an adapter. The export version for the NES, titledStinger,only allows up to two players.
  2. ^This was a requirement for certain TurboGrafx-16 games released on theVirtual Console,as the first controller port on the Wii is needed for the fifth player in games such asBombermanandDungeon Explorer.

References

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  1. ^"ファミコン chu biên máy móc"(in Japanese).
  2. ^"ファミコン の chu biên máy móc が đại tập hợp! ザ☆ chu biên máy móc ズ 04".
  3. ^"VIDEO GAME MAKER HUDSON SOFT USA INTRODUCES FIRST-IN-THE-INDUSTRY, MULTI-PLAYER ACCESSORY; ANNOUNCES THIRD-PARTY SOFTWARE SUPPORT".
  4. ^"Quadro-Power".Megablast(in German). Joker Verlag. 1994-03-30. p. 29.
  5. ^"Super Skidmarks Manual"(PDF).p. 3.Retrieved7 June2016.
  6. ^"マルチタップ".プレイステーション® オフィシャルサイト(in Japanese).
  7. ^"Sega Saturn Multiplayer Task Force".Sega Saturn Multiplayer Task Force.
  8. ^"Get a Grip!!!: Joysticks Past, Present & Future".Next Generation.No. 17.Imagine Media.May 1996. p. 40.
  9. ^"Chu biên máy móc trao đổi biểu".プレイステーション® オフィシャルサイ(in Japanese).
  10. ^"USBハブを sử ってWii U dùng ゲームキューブコントローラ tiếp 続タップをWii Uに tiếp 続する phương pháp".Đại loạn đấu スマッシュブラザーズ for Wii U.
  11. ^"Controller Pairing FAQ | Nintendo Support".en-americas-support.nintendo.Retrieved2019-03-08.