Virtual console classic controller button mappings



Introduction

When I was working on the N64 part of my NES/SNES/N64 to wiimote project, in order to make sure the N64 controller buttons were doing what they originally did on the N64, I had to implement several button mappings. Since I couldn't find this information on the net, I decided to create this small page and post screenshots of the button mapping page for each game.

This page is by far incomplete. A lot of games are still missing. If you own virtual console titles that are not part of those presented below, I would be thankful if you could send me a screenshot which I would add here, and implement a new buton mapping if needed.

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N64 Games

The classic controller and N64 controller are quite different so almost all games seem to get a specific buttton mapping...
Super Mario 64

Super Mario 64

Mario Kart 64

Mario Kart 64

Ocarina of time, Majora's Mask

Ocarina of time, Majora's Mask

Paper Mario

Paper Mario

Sin and Punishment

Sin and Punishment

Super Smash Bros

Super Smash Bros

Kirby 64

Kirby 64

Ogre Battle 64

Ogre Battle 64

F-Zero X

F-Zero X

1080° Snowboarding

1080° Snowboarding

Mario Party 2

Mario Party 2

Mario Tennis 64

Mario Tennis 64

Pokemon Snap

Pokemon Snap

Starfox 64

Starfox 64

Yoshi's Story

Yoshi's Story

Bomberman hero

Bomberman hero

Cruisn' USA

Cruisn' USA

Mario Golf

Mario Golf

Pokemon Puzzle League

Pokemon Puzzle League

Wave race 64

Wave race 64

Custom robo v2

Custom robo v2


Many thanks to those who sent me additional pictures!

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SNES Games

Given that both the original SNES controllers and the classic controller are equiped with equivalently placed and labelled buttons, not much needs to be changed. In fact, I am not aware of any Virtual Console SNES games requiring a special mapping.
SNES VC mapping. Probably standard.

SNES VC mapping. Probably standard.


If you know of any exceptions, please let me know!

Playing SNES games with a Gamecube controller is however very awkward unless the adapter has a mapping where gamecube buttons A,B,X and Y are repectively mapped to the classic controller B,Y,A and X. This is good for at least Super Mario World...

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NES Games

The D-Pad and Start/Select buttons are at the right places. But the B and A buttons, even though they are laid out in the same left to right order, are slanted in a way that makes them feel unnatural to use.

Take the Super Mario Bros NES game for instance. B is used to run and A to jump. But try pressing A and B at the same time on a classic controller! You need a hell of a big thumb for it to feel comfortable.

On the SNES, Super Mario World used Y to run and B to jump. This is how almost everyone is used to control mario. And guess what, they understood this when they published Mario All Stars at the SNES. Y = Run, B = Jump. So why not this time?

Ok, maybe they really wanted us to use the wiimote directly as the controller. But in any case, the above has motivated the inclusion of a NES mode mapping to my NES/SNES/N64 to wiimote controller project and also to my similar NES/SNES/N64 to Gamecube/Wii where the natural mapping of SNES Y to NES B and SNES B to NES A is done.

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Genesis/Megadrive Games

3 Button mapping (Source: Many<sup>(*)</sup>)

3 Button mapping (Source: Many(*))

The same mapping seems to be shared by all Genesis games. The 6 Button mapping is compatible with the 3 Button mapping. Nothing complicated. Here is a table summarizing everything:

Genesis buttonClassic controller buttonType of controller
D-Pad D-Pad All
Start Plus All
A Y All
B B All
C A All
X L 6 Button
Y X 6 Button
Z R 6 Button
Mode Zr 6 Button
6 Button mapping (Source: Comix Zone)

6 Button mapping (Source: Comix Zone)


(*) 3 Button mapping confirmed in Alien Soldier, Sonic 1, Sonic 2, Sonic 3, Sonic Spinball, Sonic and Knuckles, Sonic 3D Blast, Gunstar Heroes, Dynamite Headdy, and Vectorman

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Sega Master System

Sonic 2

Sonic 2

Sega master system games also appear to have been given a constant mapping.

SMS buttonClassic controller button
D-Pad D-Pad
Pause Plus
Rapid Zl
1 B
2 A/Y
1 Turbo L
2 Turbo R
WonderBoy

WonderBoy


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