A Tiny Controller for Climbing Ladders

The D-pad’s original challenge was unusually specific: how could a player steer a character both sideways and up and down ladders on a small handheld screen? Nintendo’s 1982 Donkey Kong Game & Watch required Mario to move in all four directions. A pair of ordinary buttons could handle left and right, but they were a poor fit for the extra vertical movement.

Designer Gunpei Yokoi’s cross-shaped pad put four directions within reach of one thumb. Pressing an arm of the cross registered that direction, giving players a compact way to guide Mario through the game’s ladders and platforms.

Why the Cross Shape Worked

A handheld device has little room for controls. The cross arranged four directional inputs around a shared center, so players could change direction without moving a thumb between widely separated buttons. It also lay flat against the device, unlike a protruding joystick—an advantage for a slim, portable game.

That made the pad more than a solution for one game’s ladders. Its clear, tactile layout was easy to reuse: game makers could assign the same four directions to movement in other games, while players could understand the control without learning a new arrangement. A problem on a tiny Donkey Kong screen helped establish a control design that would become familiar across generations of game systems.