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Whatever Happened To The Joystick?

Posted by Zonk on Thu Feb 14, 2008 09:53 AM
from the please-make-us-another-tie-fighter-title dept.
Ant writes "MSN UK has up an article that looks into the 'downfall' of the joystick: 'Sometimes technology disappears completely, but often it just fades into the background — still existing, still being used and sold and, occasionally, desired, but probably looking wistfully back on past glories. Which neatly described the joystick's steady slide away from its role as THE gaming peripheral to a fondly remembered also ran. But the joystick's tale is a long and convoluted one — and it is worth looking back into its often mysterious and ill-studied history before explaining why it will rise from the ashes like the mythical phoenix.' Seen on ClassicGaming."
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  • by suso (153703) * on Thursday February 14 2008, @09:54AM (#22419892) Homepage Journal
    It broke after playing the 100m dash in Summer Games.
    • Yep. The last joystick I owned was one of the popular 'Thrustmaster 3D' joysticks, with the hats and the buttons and so forth. After a particularly intense session of Doom II, it broke. It was the the third one. After that I got a gamepad-type controller and never looked back.
    • Re: (Score:3, Informative)

      The TAC-2 [wikipedia.org] was the only joystick to to make it through a 100 meter relay.

      Ahh the nostalgia... TAC-2 was THE joystick.
    • The sisters and nieces to this comment really have hit on what was wrong with the joystick in my anecdotal experiences: It broke too often.

      Mind you, the models being praised for durability were indeed up to the task of gaming, but most joysticks sold were not. I went thru three Gravis sticks in two years before giving up and switching to a trackball.

      Generalizing this leverage theme, the length of the lever arm of a joystick poses two problems 1) the mechanical advantage of the users' force leveraged onto the innards made it expensive to make a durable device, and 2) this mechanical advantage also made it difficult to perform precise control movements.

      Starting in the mid-90s, games emerged that required players to do things like select units, lasso groups of units, click on targets and waypoints, aim FPS weapons, etc. The joystick really was not suited to these actions. The much shorter lever arm of a control pad allowed more precise control for aiming FPS weapons, and an absolute displacement interface (mouse or trackball) works better for selecting and commanding RTS units.

      I really have never had better controller than a good mouse. I've used trackballs, control pads, joysticks, touchpads, and wiimotes -- the mouse is still the most natural, least RSI-inducing controller I've used. The touchpad comes close, but it lacks precision and has a higher error rate. Of course, I make exceptions for automobile and aircraft simulators, where mockups of the actual vehicle controls can't be beat.

  • Its easy (Score:5, Funny)

    by arkham6 (24514) on Thursday February 14 2008, @09:57AM (#22419926)
    The joystick met its Doom
      • Re: (Score:3, Interesting)

        Actually Doom 2 was really the last game the joystick was useful for, due to no mouselook system. Quake was the death of the joystick.

        I'd really like a Quake 1 experience in a HL2 engine. With the Reznor soundtrack and all. Mmmmm, grappling hook rocket rape.

        Cheers.
        • Re:Its easy (Score:4, Informative)

          by omeomi (675045) on Thursday February 14 2008, @11:38AM (#22421404) Homepage
          agreed. That Reznor soundtrack was awesome, especially the first track on the CD. I can still hear it now. And you could put the quake1 disc in a regular cd player too ;-)
  • by Mr. Underbridge (666784) on Thursday February 14 2008, @09:58AM (#22419934)

    Today's games require dual analog controllers and about 27 buttons. A decent joystick set that has all that functionality does exist - but it's primarily relegated to the flight sim community.

    To have dual analog controllers in a large form factor, you'd have to have the joysticks mounted on something sturdy. Recall that back in Atari days, you used your weak hand to stabilize the thing while controlling it with your dominant hand. With two sticks, you'd need a base. And that would be big and not very mobile. And you'd still have to have some design where you could easily press all the buttons without moving your hands. Again, like a flight sim system, but those are very expensive.

    So basically, the joystick got shrunk and put on a handheld controller.

    • by gstoddart (321705) on Thursday February 14 2008, @10:20AM (#22420270) Homepage

      Today's games require dual analog controllers and about 27 buttons. A decent joystick set that has all that functionality does exist - but it's primarily relegated to the flight sim community.

      And that, is why the Wii is selling more games.

      Most of us old geezers don't have the manual dexterity to run those damned controllers. Whereas we can whistfully waggle our Wiis nowadays whenever we wish. ;-) ducks

      Cheers
    • The good old days (Score:5, Interesting)

      by FuzzyDaddy (584528) on Thursday February 14 2008, @10:52AM (#22420730) Journal
      One of my favorite games as a kid was Battlezone [wikipedia.org]. It had two joysticks that only moved forwards and backwards. There was something about that huge, wireframe landscape that was really appealing. And the two handed control really worked well.

      Of course, the first really good non-joystick action/puzzle game I played was Lode Runner. You used the keyboard. The left hand controlled movement with six keys, and the right hand controlled actions with six keys. You rested your hand on the keyboard. It worked sort of like xevil [xevil.com]. It was surprisingly easy to get the hang of.

    • "With two sticks, you'd need a base."

      This is exactly correct. I'm a bit of a flight game nut (I hesitate to use the word "sim" because while I do enjoy highly realistic games like Falcon 4, I still play a great deal of Ace Combat). While I've owned a number of sticks over the years, my current favourite is the Hori Flightstick II [toysnjoys.com] that shipped with the special editions of AC5. Before this I used a Microsoft Force Feedback 2 [unc.edu], which had an extremely heavy base. You would use your weak hand for the throttle con
    • And between the "G", "H" and "B" keys on ThinkPad keyboards.
      • Did you ever actually use some of the pre-gamepad joysticks? I expanded on the issues in this thread [slashdot.org], but the problem can be summed up in one word: TORQUE.

        There's nothing more "fun" than fighting one's self for stability of the controller. Some of the controllers were extremely hard on the wrists and caused tiring rather quickly. In fact, I'd go as far as to say that the console joysticks were unnatural control devices. When playing my classic game machines, I often do things like hold the joystick sideways in an attempt to find a better grip. (Or at least get gravity on my side. ;))

        Joysticks always worked best in an arcade environment where the rotational forces were absorbed by the heavy machines rather than your hands.
      • by nschubach (922175) on Thursday February 14 2008, @10:47AM (#22420638) Journal
        As far as I'm concerned, the Joystick did evolve, into what you called an Analog stick. Now every Playstation/XBox on the planet has two joysticks for every controller and the Wii has one on a "dongle thing."
        • When I read the title, my first thought was: "I thought most controllers for consoles have one or two joysticks." The joystick may be dead on the PC (with its superior mouse), but it's alive an well on controllers. It shrunk, that's all, but it's basically the same thing.
  • by Anonymous Coward on Thursday February 14 2008, @09:59AM (#22419952)
    Doesn't each XBox 360 and PS3 controller have *TWO* joysticks on them??
    • by gstoddart (321705) on Thursday February 14 2008, @10:03AM (#22420012) Homepage

      Doesn't each XBox 360 and PS3 controller have *TWO* joysticks on them??

      Arguably, they're not joysticks per se.

      A joystick was held in your entire hand, those little thumb-twiddlers are just operated with your thumbs in (in my experience) the most hand-cramping configuration you can imagine. I find them almost unusable.

      A true joystick is much bigger, and is grasped in your entire hand -- usually, fairly comfortably. It is very different from what you see on a modern controller.

      Cheers
      • by Lust (14189) on Thursday February 14 2008, @10:11AM (#22420144) Homepage
        > A true joystick is much bigger, and is grasped in your entire hand -- usually, fairly comfortably.

        That's what she said.
        • by jollyreaper (513215) on Thursday February 14 2008, @10:36AM (#22420472)
          > > A true joystick is much bigger, and is grasped in your entire hand -- usually, fairly comfortably.

          > That's what she said.

          Such tiny, tiny hands.
          • by gstoddart (321705) on Thursday February 14 2008, @05:31PM (#22427144) Homepage

            "A true joystick is much bigger, and is grasped in your entire hand -- usually, fairly comfortably." That's what she said.

            I have one in the middle of my laptop keyboard, and I twiddle it with my finger.

            Everyone I know has referred to those as a clitoris for at least a decade. It's small and frustrating to manipulate,and doesn't always get you where you wanted to be. :-P

            Cheers
      • Re: (Score:3, Insightful)

        in (in my experience) the most hand-cramping configuration you can imagine. I find them almost unusable.
        One problem with a lot of console controllers is they have to decide for each side whether to give the comfortable position to a stick or to buttons. The dualshock has the buttons in the comfortable position and the sticks in the uncomfortable one on both sides. The gamecube controller has one side with a stick in the comfortable position and the d-pad in the uncomfortable one and the other side with a gr
        • by Pojut (1027544) on Thursday February 14 2008, @10:22AM (#22420300) Homepage
          /agree. I personally have always found the Playstation DualShock design to be one of the most uncomfortable controllers ever conceived...true, the original Xbox controller sucked, but that was rather quickly fixed. For some reason, Sony insists on sticking with a design that causes your hands to hurt after a very short period of time.

          Why the hell is this thing such a popular controller? It feels entirely unnatural.
                • by Pojut (1027544) on Thursday February 14 2008, @01:18PM (#22423182) Homepage
                  It's not that I have a problem reaching the left stick. The problem is that I have to reach at all. Like I said, with a gamecube/xbox/360 controller, the way your hand naturally rests on the controller places your thumb directly on the left thumbstick. On the DualShock, your have to keep your thumb at an angle in order to operate the left thumbstick, thus not keeping your hand in a more neutral position.

                  To me, it's a simple and stupid design flaw that they will never fix because people are used to it. Being used to a bad design doesn't suddenly transform it; it's still a bad design.
            • Precision, what? (Score:4, Interesting)

              by Plekto (1018050) on Thursday February 14 2008, @02:36PM (#22424348)
              I personally can't stand those little thumb joysticks.

              Why? Because they have no precision. Your thumb is very poor at making small changes, especially when targeting someone. Try playing Unreal Tournament for instance on a console and then with a mouse. Your thumb also doesn't move in all directions as easily, so there's another problem.

              There's a reason all of the serious online gamers use PCs - a console controller won't cut it. When the difference between headshotting someone is 3-4 pixels in hi-def, well, good luck on a PS3.(note all PC games and monitors are already more than 720P capable unless the programmers sucked) 1280*1024 is considered medium resolution in fact by most PC gamers.

              I have dozens of games that require a joystick - a real one. I also have a dedicated steering wheel. They have specific uses that can't be replicated with any other controller. Need for Speed alone is night and day on the console versus a good force feedback wheel with a clutch pedal and shifter. Yes, there are two wheels that have an optional clutch pedal.

              You also can't possibly play a game like Mechwarrior or X3 without one. Not unless you want to die over and over again. There's a reason why fighter planes use them and it's also why even 50 years from now, there still will be games that require them.

              I personally hate articles like this. Maybe to the author it seems like they are outdated technology, but they still exist and there is no substitute for them, just like there isn't a good one for the mouse on your PC. Each serves a specific role that's not going to be served by another device.

              A quick search Best Buy turned up 5 models alone. Dead and gone? Hardly.

              P.S. I just played Tie Fighter in XP last night for some nostalgia. LucasArts released a patch in 2004 that makes all of the old games work perfectly with XP and 2K. You need the latest versions of the game(X-Wing Trilogy) and a patch, but it all works perfectly.

              I got a copy myself so that my son could play the Star Wars titles to get up to speed as it were.

              http://www.amazon.com/dp/B000050I88?tag=thearmchairem-20&camp=14573&creative=327641&linkCode=as1&creativeASIN=B000050I88&adid=1KBTT1SXX3J1M796A6WE& [amazon.com]
              Worth every penny.

              http://www.lucasfiles.com/index.php?action=file&id=653 [lucasfiles.com]

              Here's the patch. Technically it will work with the W95 collector's editions, but they aren't as polished and the 3D engine they added to the trilogy edition makes it actually look good - perfectly playable, in fact. 640*480*32bit color with texture mapping. If you never saw the original X-Wing with the rendering engine from Alliance, do yourself a favor and check it out.
    • by DrWho520 (655973) on Thursday February 14 2008, @10:11AM (#22420136) Journal
      These thumbsticks bear stronger consideration - although they are reduced to joystick nubs - these have been integral to joypads since the original PlayStation...
      As I recall, my N64 had a thumbstick smack in the middle of the controller before the Sony Dualshocks (or pre Dualshocks, if they had no vibe.) Am I remembering this incorrectly? In additon, I found the article to be a bit pedantic and with littel substance. No mention of force feedback or joystick hats, which are the real progenitors of modern day thumbsticks.
  • Flight Sims (Score:4, Insightful)

    by m50d (797211) on Thursday February 14 2008, @10:02AM (#22419998) Homepage Journal
    Joysticks were always a niche peripheral really - keyboard/mouse is much better for FPS, and though fighting games use joysticks in the arcade, it's a lot easier to combo with a digital pad (dammit Melty Blood, I pushed down three times, why isn't your dead zone large enough to notice?). I think what the decline in joysticks really shows is the decline in first-person flight sim-esque games - remember when X-Wing/TIE fighter/etc. was the big thing to play? What happened to those days? The last decent game of that sort I remember was Star Trek Bridge Commander, and I'll bet many people played through the whole campaign without even noticing the ability to control the Enterprise flight-sim style. It's a shame, because it seems like one of the genres that would really benefit a lot from modern graphics. So, what happened to it?
    • Re:Flight Sims (Score:5, Informative)

      by zeoslap (190553) on Thursday February 14 2008, @10:26AM (#22420352) Homepage
      See it wasn't a niche peripheral, you're showing your age, or lack of it. On the C64, Amiga, Sinclair Spectrum etc in the 80s the joystick was THE way to control things.
    • Re:Flight Sims (Score:5, Insightful)

      by Creepy (93888) on Thursday February 14 2008, @11:10AM (#22420990) Journal

      Joysticks were always a niche peripheral really - keyboard/mouse is much better for FPS, and though fighting games use joysticks in the arcade, it's a lot easier to combo with a digital pad

      ugh, no, wrong.
      The mouse wasn't even mass marketed until Xerox Star in 1981. Joysticks (for games) evolved out of paddle technology - basically, they combined two paddles.

      Early FPS's actually did it wrong - there was no mouse look, you'd use the joystick or keyboard to look and target (partially because the mouse was not ubiquitous). 2D games hinted toward mouselook, but it really didn't appear until one of Carmack's games (Quake?). I was essentially using mouse look for a flight simulator I was working on at the time (on a mac that had no joystick) and was already doing that, so I didn't find it that revolutionary (expected evolutionary in my mind), but many reviewers did. Incidentally, anyone that had played Space Battle on the Intellivision would be instantly at home with mouselook.

      The joystick decline started probably with the Intellivision, which used a disc controller, and the nintendo with its D-Pad controller, which were cheaper to manufacture and less prone to stress failure (joysticks are levers, so the smaller the lever, the less the force). ColecoVision used a short lever, but even that had failure problems (I broke mine twice in 6 months and never broke an Intellivision controller). Gamepad controllers do some things well, joysticks other things. I personally find it easier to do rolling actions with a joystick because a gamepad doesn't naturally redirect momentum (i.e. half-circle and full circle moves in fighting games).

      The other problem with joysticks was that flight simulators have much different needs than game controllers, and adding controls capable of yaw, pitch and roll, throttle, and buttons mapped to keys made for a much bulkier and expensive control. Basically, joysticks forked to bulky flight sim controllers and small cheap D-Pad controllers, which are essentially joysticks without a lever.
  • It was an inferior control device for home consoles. The joystick is only an effective controller when it's properly secured into a solid base. e.g. An arcade machine. When translated to home use, it tended to be detached from a solid base and thus suffered. The 2600 CX40s used a wide base to attempt to combat this problem, but a player still applied torque to his own hands when using the joystick. The CX24 Prolines that were included with the Atari 7800 were that much worse. It was physically straining to use the joysticks properly due to the narrow base.

    The only company that produced a worse home joystick was Coleco. Their joystick was so small, you needed to palm it to use it. Palming the stick resulted in even MORE torque, thus making gaming very tiring despite the wide base.

    At the end of the day, the gamepad was a superior control device for home consoles. It met the needs of the average game better, thus relegating joysticks to arcade and flight-sim use only.
  • I blame IBM. (Score:5, Insightful)

    by iansmith (444117) on Thursday February 14 2008, @10:11AM (#22420138) Homepage
    The IBM PC had no joystick ports and as it became the dominant gaming platform over machines from Commodore and Atari the inexpensive, simple 8-way joystick was abandoned to be replaced by expensive sound cards and complicated joysticks.

    I find it sad that entire genres of gaming became extinct with it.

    Only now are flash games reviving the idea of simple, but fun games.

    It's funny that in 2008 there are tons of games being developed that play with.... a keyboard!

    ASDF!

    • Re: (Score:3, Interesting)

      Back in the '80s, I had an Amstrad PC-1640. This was an 8086 machine which had two features I really missed when I upgraded to a 386. One was a volume control on the internal speaker. For those that don't predate sound cards, early PCs had a very simple buzzer that was used for system beeps and could do single tones and ended up being used for audio in games. While you could control the frequency of this in software, you couldn't control the volume, and having a dial on the side of the case was very use
  • X-Arcade, anyone? (Score:3, Informative)

    by Ewann (209481) on Thursday February 14 2008, @10:13AM (#22420162)
    I for one love my X-Arcade joystick [x-arcade.com] (link warning: some video game sounds present). Nothing makes for a better MAME experience short of building an entire MAME cabinet.

  • What happened was... (Score:4, Interesting)

    by Sinbios (852437) on Thursday February 14 2008, @10:39AM (#22420526) Homepage
    It got too expensive. I recently looked into purchasing an USB arcade joystick for use with 2D fighter games, and the only ones worth looking at (X-Arcade, Hori) cost about $100, for a single controller. In comparison, a new PS2 can be had now for $130. $100 is just too much to shell out for a gaming peripheral.
  • Lack of games (Score:5, Insightful)

    by ThePyro (645161) on Thursday February 14 2008, @10:40AM (#22420544)
    Joysticks have gone out of style because we haven't had a new Descent game in almost a decade. Similarly, the last great space combat sim was Freespace 2. There are probably some chicken-and-egg issues as well. You don't buy a joystick if you haven't a game to go with it, and you don't buy appropriate games if you don't have a joystick.
    • Re: (Score:3, Insightful)

      . You don't buy a joystick if you haven't a game to go with it, and you don't buy appropriate games if you don't have a joystick.

      You won't buy a game you don't already have the controller for? Tell that to the DDR/Guitar Hero/Rock Band crowd.

      People will upgrade their whole gaming rig if there's a good enough game to play for it. If there was a good enough game, I'd happily buy a new joystick. Unfortunately, the last time I was interested in a game enough to buy a joystick, it was World War II Online. (W

  • by kieran (20691) on Thursday February 14 2008, @10:47AM (#22420640)
    I was at some sort of huge fair along with my air cadet squadrons one summer many moons ago, and one of the other squadrons in attendence had brought along a 3/4 scale model spitfire, you could sit in it and everything.

    There was a breakfast television crew wandering around filming and some hot blonde TV presenter was being shown said spitfire and helped to climb into it. Upon trying to sit down down in the cockpit she suddenly finds her way impeded and asks the cadet sergeant "Oops! What's this between my legs?"

    Cadet Sergeant, with big grin: "That's the joy stick". Cue red-faced presenter and much laughter.

    I don't think that bit ever made it on the telly...
    • That must have been a while ago.

      I had the opportunity to tour an aircraft carrier a decade or so ago, and I got to sit in the cockpit of a fighter jet.

      The flight control interface on the jets had recently been upgraded--four fist-size square buttons "W, A, S, D" are arranged in front of the pilot.

      I'm relieved to learn that the gaming industry is finally taking advantage of this advance!

      - RG>
  • by Alzheimers (467217) on Thursday February 14 2008, @10:47AM (#22420644)
    There's something to be said about the fine motor control that the fingers are capable of that can't be easily replicated by the entire arm. Joysticks require a steady hand and a working surface you can rest your arms on so they don't tire, while the smaller analog sticks of today only require the thumbs to rest on them. They're best used in situations that simulate Joysticks in real life, such as in flying simulators. They don't translate nearly as well to the (mostly) 2D movement in an FPS as a simple crosspad does because most movement in those environments don't require analog sensitivity. A joystick requires much more of a response to achieve the same results.

    That being said, the immersive qualities of holding the joystick while leading an enemy target is much greater than the simple twitch movements that most games rely on today, as well as improved dexterity when using both large and small muscle groups at the same time (see also: autoaim). If anything replaced the joystick it's the mouse, not the analog stick. It's much more comfortable to use, requires less effort to achieve the same sensitivity, and is much more ubiquitous (imagine trying to use a joystick to move the Windows mouse).
  • Joysticks are still around, but for some reason they are not all left handed.

    8/16-bit era joysticks were operable with either hand, so naturally being right handed I used my... right hand! Then Nintendo came along with the NES and it's left-handed gamepads, and everyone else copied them. Now modern gamepads have analogue joysticks, but they are operated with the left hand.

    Surely since 9 out of 10 people are right handed, and precision joystick control needs more dexterity than simple button pressing, the joystick should be on the right.
  • by swordgeek (112599) on Thursday February 14 2008, @12:02PM (#22421876) Journal
    OK, everyone seems to be talking about THEIR joystick, and for some people it's "analog" whereas for others its "digital."

    Both have been around since the dawn of modern gaming, and both had their place.

    Digital joysticks, i.e. ones with four (or sometimes eight) discrete position switches, have mostly been replaced by gamepads of some form or keyboards. Really, they were no more than custom-purpose keyboards themselves. Moving in a direction consisted of "hold the button down until you're where you want to be." Most of the continued existence of these 'classic' joysticks is from nostalgia, although modern game controllers certainly can trace their lineage back to them.

    Analog joysticks are a different beast entirely, with either pots or digital encoders on two axes, for continuous range-of-motion detection. These are essential for flight sims, and are not at all endangered. As long as we have (good) flight sims, we'll have analog joysticks.

    As an aside, stick-less joysticks have been around just about as long as joysticks. Does anyone else remember the Intellivision controllers?
  • by Phoenix666 (184391) on Thursday February 14 2008, @01:11PM (#22423062)
    What about the paddle wheel?

    The last time I used a joystick as the exclusive interface for a console was the Atari. Since then, games have grown more sophisticated, and require a more sophisticated interface, not because a more sophisticated interface is most appropriate to the game at hand, but because it's more versatile.

    Take driving games, for instance. Using a steering column is a more natural interface for them. But you can only use that interface for the driving game, not for an FPS. So as a developer, which would you rather code for, a single-use interface, or one that bridges the game universe for a given console?

    Sure, for nostalgia's sake I miss the good ole days of playing Star Command on a joystick. But I would trade that innocent fun for the immersive experience of GTA on a PS?/Xbox*/Wii any day.

    In like fashion I long ago abandoned the paddle wheel used for Pong. It carries fond memories, sure, but after Breakout it ceased to be relevant.

    Fun and playability are the constants, to my mind. Focus on those, less on eulogies for lost interfaces.
  • Get off my lawn (Score:3, Insightful)

    by MorePower (581188) on Thursday February 14 2008, @01:43PM (#22423608)

    Lack of joysticks these days is one of the reasons I gave up on consoles (until the Wii). Those...things that you control with your thumb are not joysticks. I can't understand how in the hell that was supposed to be better.

    My thumbs are.. all thumbs. I mean seriously, that phrase came about because thumbs just aren't very precise in their movement. But all you kids who had NESes before puberty all have that "mutation" that was talked about here on Slashdot a while back which allows you to use your thumb as a precision input device instead of your index fingers. Which also explains how in the hell you manage to text from a cell phone.

    Oh and what is it with you folks who say FPS games were best used with "keyboard and mouse"? I was never much into FPS games, but the only really usable configuration was "joystick and mouse". You suction-cupped the joystick onto your desk (your joystick did have suction-cups, right?) for your left hand and mapped the trigger and/or top buttons to things like jump or crouch (the buttons on the joystick base were clearly unusable). Then you put the mouse under your right hand, as usual. This way, you had good coarse analog control of your movement with your left hand, and fine precision analog aiming with your right hand.

    Now everyone get off my lawn.

    • Re:Joysticks (Score:4, Insightful)

      by GenKreton (884088) on Thursday February 14 2008, @10:10AM (#22420106) Journal
      Ever play one of the MechWarriors or similar giant bipedal war machine robot games? I found joysticks rocked for those, as well.

      Unfortunately I game so little know, I hardly knew joysticks were out of style...
    • I've always considered those thumbsticks. When I hear joystick I look back fondly at the days of Tie Fighter or Falcon 3.0 where you grasped the joystick with your entire hand and it had multiple buttons built in on it and on the base. I really felt like I was controlling the aircraft when using a joystick. Nowadays when using thumbsticks I usually have to configure the game to inverse the Y-axis, something that seems so obvious to me since I grew up using joysticks but it must not be that common anymore.
    • Oh gosh, mine are long gone. They were pretty worn out from RealSports Baseball and trying to time the jumps over the crocodiles in Pitfall. I had totally forgotten about the EVIL paddles. Why is it that they all seemed to develop that "stuttering" motion after a few uses? I hated using them because whatever you were trying to control with them never moved smoothly across the screen, so you'd end up overcompensating since you weren't sure where things were going to go.

      I guess I'm just bitter that I