Is Stick-Click a Nintendo ‘Rip-off’? 5ch: ‘The 1974 Patent Isn’t Even Sony’s’

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The story

On 5ch’s hardware/industry (Geha) board, a thread questioned whether Nintendo and Xbox simply copied PlayStation’s analog stick-click feature. That premise was quickly undercut by a reply pointing out that the patent in question was filed back in 1974, has long since expired, and wasn’t even filed by Sony. From there the thread spiraled into debates over the origins of L/R buttons, rumble, and the PS-style boomerang-shaped controller, with posters split over which manufacturer actually thought of what first.

What people said

1AnonymousOct 1, 2026 13:31
Is Sony even okay with this??
Though I guess that's how things evolve — copying and getting copied in turn.
12AnonymousOct 1, 2026 13:37
That 1974 patent expired ages ago, and it wasn't even filed by Sony.
17AnonymousOct 1, 2026 13:43
Re: #12
Yep, and that settles it.
46AnonymousOct 1, 2026 14:14
Re: #12
What's the patent number, exactly?
19AnonymousOct 1, 2026 13:47
Being able to use it without taking your finger off the stick is genuinely convenient.
But seriously, stop mapping it to stuff like picking up items or melee attacks.
118AnonymousOct 1, 2026 21:56
Re: #19
What game even does that?
23AnonymousOct 1, 2026 14:00
So copying the Super Famicom's exact button layout is fine?
Even Sega didn't go that far.
25AnonymousOct 1, 2026 14:02
Re: #23
It doesn't even have L2/R2 or grips though.
80AnonymousOct 1, 2026 15:47
Re: #28
Then this post doesn't mean anything either.


25: Anonymous-san Who's Desperate (a stock joke username on this board): 2026/10/01 (Thu) 14:02:43.94 ID:jwtvfNwC0[1/7]
Re: #23
It doesn't even have L2/R2 or grips though.
27AnonymousOct 1, 2026 14:05
Re: #25
Before that, L/R buttons were the rip-off.
28AnonymousOct 1, 2026 14:05
Re: #27
There's no patent on gameplay design though?

And that's checkmate.
30AnonymousOct 1, 2026 14:07
Then stick-click shouldn't have a patent either, right?
32AnonymousOct 1, 2026 14:08
Re: #30
And someone who keeps cycling through IDs (i.e., suspected of sockpuppeting) has no standing to talk either.
31AnonymousOct 1, 2026 14:07
Witcher 3 loves forcing you to use stick-click for everything.
I hate stick-click.
35AnonymousOct 1, 2026 14:08
Re: #31
Like calling your horse by double-clicking the left stick…
37AnonymousOct 1, 2026 14:10
Re: #1
It wasn't even Sony's idea — they just bought an existing part and slapped it on.
38AnonymousOct 1, 2026 14:11
Re: #37
Isn't that true for Nintendo too?
43AnonymousOct 1, 2026 14:12
The stick wobbles when you press it down, so it clashes with precise control.
You end up unsure — wait, did I just click it or not?
And in a frantic battle you press it by accident without noticing.
Honestly, I don't think we even need it.
101AnonymousOct 1, 2026 19:11
Re: #43
>you press it by accident during a frantic battle
I don't get that one.
49AnonymousOct 1, 2026 14:19
The Four Deadly Sins:
Rumble
Stick-click
Mushy triggers
The "chocolate bar" D-pad (slang for the old segmented cross-pad)
51AnonymousOct 1, 2026 14:20
Re: #49
Mushy triggers are giving me GameCube vibes.
And the "chocolate bar" D-pad — that's the Famicom controller, right?
52AnonymousOct 1, 2026 14:21
Re: #51
Yeah, the GC controller's triggers really are garbage.
Even the stick itself is mushy garbage.
102AnonymousOct 1, 2026 19:15
Re: #51
When you push it all the way in it gives a satisfying click,
and the dish shape fits your finger nicely.
It's a nice contrast to the clicky feel of the Z button.
53AnonymousOct 1, 2026 14:21
Start/Select… I can't forgive Nintendo either for calling them "Plus/Minus" buttons and making them ridiculously tiny 😁
55AnonymousOct 1, 2026 14:26
Re: #53
Plus/Minus is weird too, honestly — they're never actually used to increase or decrease anything.
Still better than Xbox's View and Menu buttons though; I can never tell which is which.
60AnonymousOct 1, 2026 14:46
In Pokémon Scarlet/Violet they mapped stick-click to sprint or something and I genuinely hated it.
Game Freak really is the garbage-of-garbage company when it comes to button layouts and UI.
They've got the money, so just hire someone competent for UI and controls already.
62AnonymousOct 1, 2026 14:49
Re: #60
I think Pokémon's real problem is the controls shifting slightly with every entry.
I went back to Legends: Arceus recently after a while and fumbled the buttons — ended up doing a forward roll right in front of a shiny Alpha Pokémon and panicked hard.
66AnonymousOct 1, 2026 14:56
Re: #60
I think mapping it to some relatively unimportant function is the right call, though.
Best case would be not assigning it to anything at all.
65AnonymousOct 1, 2026 14:53
In Monster Hunter, it's really obvious with the Charge Blade and Insect Glaive —
the controls change every single installment.
71AnonymousOct 1, 2026 15:08
Re: #65
That too, but what really bugs me is the item box and forging menu controls changing every game.
Play the last three installments back to back and it's total chaos.
75AnonymousOct 1, 2026 15:19
The Switch just wholesale copied the finished formula that PS2 through PS4 built up over generations: two L/R buttons, two analog sticks, two clickable sticks, dual rumble — the whole package.
76AnonymousOct 1, 2026 15:34
Re: #75
LOL so L/R, rumble, and analog sticks are all Nintendo rip-offs too then.
82AnonymousOct 1, 2026 15:58
Re: #75
The worst kind of con artist is the one who dodges blame by accusing the person they scammed of being the con artist.
94AnonymousOct 1, 2026 18:39
Re: #75
The Wii U: "Wow, Switch, I didn't think you'd stoop this low."
99AnonymousOct 1, 2026 19:07
The now-standard controller shape, with the left and right grips extending downward in that boomerang form —
that was also invented by Sony for PlayStation.
Makes you wonder if they just never patented it.
At first I thought the design looked weird and kind of uncool,
but I was surprised how much more comfortable to hold it was compared to older controllers.
That's probably exactly why it caught on and became today's standard shape.
107AnonymousOct 1, 2026 19:58
Re: #99
If all you mean is a boomerang shape with grips extending downward, there was already something called the BPS-MAX back in the Famicom era…
Practically nobody knows about it, but even though it was flat-ish, it curved gently and was fairly comfortable to hold.
Its D-pad was sort of a proto slide-pad too, which you could call ahead of its time, though it felt pretty quirky on the Famicom.
100AnonymousOct 1, 2026 19:09
Don't really care either way, but I keep triggering it by accident,
so whoever invented stick-click needs to learn their lesson the hard way.
103AnonymousOct 1, 2026 19:15
Re: #100
Are you really pressing that hard that you keep triggering it by accident?

Background and Key Points of the Debate

Controller “designs” are protected for a limited time under patents or utility models, but that protection typically expires ten-to-twenty-odd years after filing, after which the design becomes free for anyone to use. The “1974 patent” cited in the thread is a textbook example of this — the spec itself is old, and crucially it didn’t originate with Sony, which is a fair point. Where the thread split was over where to draw the line on “copying”: there are competing claims about which company first implemented individual features like L/R buttons, rumble, or clickable sticks, and in practice it’s closer to the truth that multiple manufacturers converged on similar ideas by borrowing from each other. Replies tend to frame this as a tug-of-war over whether Nintendo, Microsoft, or Sony is the “true originator,” but it’s worth remembering that game controller shapes and input schemes are the product of industry-wide trial and error — not something that reduces neatly to a binary of “rip-off” versus “original.”

※This article is compiled and summarized from a 5ch (Hardware/Industry [Geha]) thread titled “Sony came up with the analog stick click and MS/Nintendo are ripping it off — is that really okay???“

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