Button Next To Select On Old Nintendo

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Mar 17, 2026 · 8 min read

Button Next To Select On Old Nintendo
Button Next To Select On Old Nintendo

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    The Button Next to Select:Decoding the NES and SNES Start Button

    The landscape of video game controllers has evolved dramatically since the dawn of home consoles. Yet, certain design elements from the 8-bit and 16-bit eras remain instantly recognizable, even to modern gamers. Among these, the pair of buttons flanking the iconic cross-shaped D-pad on Nintendo Entertainment System (NES) and Super Nintendo Entertainment System (SNES) controllers – the Select and Start buttons – hold a unique and enduring significance. While their functions might seem straightforward at first glance, understanding their purpose, history, and the subtle distinctions between them reveals a fascinating glimpse into the design philosophy and user experience priorities of Nintendo's golden age. This article delves deep into the story behind the button next to Select, exploring its evolution, its role in gaming history, and why it remains a cultural touchstone.

    Introduction: Defining the Core Concept

    The Start button is fundamentally a gateway to the pause menu or the main menu screen within a video game. Positioned directly to the right of the Select button on the classic Nintendo controller (often referred to as the "NES controller" or "NES-001 controller"), its primary function is to pause gameplay and present players with a suite of options. These options typically include resuming play, adjusting settings (like sound volume or difficulty), accessing the game's title screen, or quitting the game entirely. Its placement adjacent to Select is not arbitrary; it creates a distinct, easily locatable pair of buttons on the controller's right side, forming a natural "pause/option" cluster. The Start button's purpose is to provide players with a safe, non-destructive way to interact with the game state without requiring them to navigate complex menus or restart the game. It embodies the principle of player agency and control within the digital space, offering a moment of respite or strategic planning within the flow of gameplay.

    Detailed Explanation: Background, Context, and Core Meaning

    The inception of the Start button is intrinsically linked to the hardware and software limitations of early home consoles. The NES, launched in North America in 1985, faced significant challenges. The console itself had no built-in save functionality, and its limited processing power and memory constrained developers. Games often relied on passwords for progression, and the concept of a true "pause" was complex to implement without dedicated hardware support. Nintendo's solution was ingenious: the Start button. By pressing Start, the game would pause, and a simple menu would appear on screen. This menu, often just "Resume" and "Quit," was displayed using the console's limited graphical capabilities. The Start button provided a crucial safety net. Players could pause mid-game to adjust the volume, take a break, or quickly save progress via passwords without navigating a complicated menu system. It was a fundamental user interface element designed for accessibility and simplicity, core tenets of Nintendo's design philosophy under the leadership of Shigeru Miyamoto.

    The Super Nintendo Entertainment System (SNES), released in 1990, represented a significant leap in power and graphical fidelity. While it inherited the core controller layout from the NES, including the Start and Select buttons, the SNES era saw these buttons evolve in their implementation and significance. The SNES controller's Start button retained its primary function of pausing the game and displaying a menu. However, the SNES hardware allowed for more sophisticated menu systems. Games could now display more detailed pause screens, sometimes featuring character portraits, inventory lists, or even mini-maps. Crucially, the SNES era also saw the rise of the Select button's importance. While the Start button managed the pause state, the Select button became the primary tool for accessing secondary menus and functions. Pressing Select often toggled between different weapon/armor sets, character profiles, or game modes within the same title. This division of labor – Start for pausing and accessing the core game state menu, Select for accessing secondary character or inventory menus – became a defining characteristic of SNES controller design and influenced controller layouts for decades.

    Step-by-Step or Concept Breakdown: How It Works

    Understanding the Start button's function is straightforward, but its interaction within the broader controller ecosystem is key:

    1. Gameplay Engagement: The player is actively engaged in the game world, navigating levels, battling enemies, or solving puzzles.
    2. Trigger Pause: The player presses the Start button. This action sends a signal to the game cartridge's ROM chip and the console's CPU.
    3. Game State Pause: The game code intercepts the Start button press. It immediately halts the main game loop, freezing the action on screen.
    4. Display Pause Menu: The game code triggers the display of the pause menu. This menu is typically stored as a simple bitmap or sprite within the game's data.
    5. Menu Options: The menu screen usually displays text options like "RESUME", "QUIT", "SAVE", or "SETTINGS". The exact options depend on the game's design and the specific hardware capabilities.
    6. Player Interaction: The player uses the D-pad or the left and right buttons on the controller to navigate the menu options. Pressing the A button (or B on some controllers) selects the highlighted option.
    7. Resume or Exit: Depending on the chosen option:
      • "RESUME": The game un-pauses, and play resumes from the paused state.
      • "QUIT": The game returns to the console's main menu or power down.
      • "SETTINGS": Opens a sub-menu for adjusting game options.
      • "SAVE": If supported (rare on NES, more common on SNES), allows the player to save progress using passwords or later, on later systems, save files.
    8. Return to Action: After selecting an option, the pause menu disappears, and the game resumes normal play (or the console menu appears).

    Real-World Examples: The Start Button in Action

    The Start button's utility was evident in countless iconic titles:

    • Super Mario Bros. (NES): Pressing Start paused the game, allowing Mario to take a quick break or adjust the volume. The simple "Resume" and "Quit" options were perfectly suited to the game's straightforward nature.
    • The Legend of Zelda (NES): This game heavily utilized passwords for saving progress. Pressing Start paused the game and displayed

    ...displayed the password screen, allowing players to meticulously jot down their progress before turning off the console. This pause-to-save mechanic was crucial for long adventures.

    • Chrono Trigger (SNES): Leveraging the SNES's battery-backed save feature, the Start button paused the game and presented a sophisticated save menu. Players could create multiple save files with unique names, a significant leap forward from passwords, making it easy to experiment with different story branches.
    • Final Fantasy VI (SNES): The pause menu became a central hub. Beyond resuming or quitting, it offered access to the complex status screen, magic/ability configuration, and item management. Navigating these intricate sub-menus using the D-pad and Select/A buttons became second nature to players.
    • Super Metroid (SNES): Pausing wasn't just for convenience; it was a strategic tool. Freezing the action allowed players to carefully study enemy patterns, map layouts, or switch beams and missiles without the pressure of real-time threats. The Start button provided a moment of critical analysis.

    The Enduring Legacy: Beyond the Pause

    While the primary function remains pausing, the Start button's role expanded significantly with more powerful consoles:

    1. Menu Navigation Hub: On systems like the PlayStation (with its dedicated "Start" and "Select" buttons), the Start button often opened the main game menu, while Select might toggle maps or secondary functions. This mirrored the SNES philosophy but with clearer distinction.
    2. System Menu Access: Modern consoles often map the Start button (or its equivalent, like the "Menu" button) to open the system-level dashboard mid-game – accessing friends lists, settings, or quitting entirely without fully closing the game.
    3. Contextual Actions: In some games, especially RPGs or strategy titles, Start might trigger specific functions like opening a world map, accessing a quest log, or initiating a conversation, directly integrating it into gameplay beyond simple pausing.
    4. Psychological Anchor: Regardless of the specific action, the Start button provides a universal "out" – a guaranteed way to stop the action, take a breath, and reassess. This sense of player control is fundamental to the gaming experience.

    Conclusion

    The humble Start button, born from the practical necessity of pausing action on the NES and refined into a cornerstone of controller design on the SNES, transcended its simple origins. It evolved into a multifunctional hub for game state management, strategic pauses, and menu navigation. Its enduring presence across decades of gaming hardware is a testament to its fundamental utility. More than just a pause switch, the Start button represents the player's agency – the power to control the flow of the game, access vital information, and take a moment before diving back into the digital world. It remains an unobtrusive yet indispensable element of the controller, a silent guardian of player control and immersion.

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