First post, by MattRocks
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At first glance, the evolution of the humble ball mouse seems to have moved in the wrong direction.
With each generation our input devices were becoming getting less and less interactive:
- XT/AT RS-232 ball mice were event-driven and had no fixed report rate; with higher baud rates they could be tuned to 600+ reports/second.
- ATX PS/2 ball mice were interrupt-driven with a host-requested rate and could typically be tuned up to ~200 reports/second.
- USB ball mice were rare transitional devices and were host-polled by USB 1.0 controllers at a fixed 125 reports/second.
However, our choice of operating system ultimately determined the native driver model that capped our reports/second. This helps explain why Quake players favoured DOS with RS-232 mice, while Quake III Arena players preferred PS/2 under Windows. In either case, the ball mouse had a distinctive physical behaviour that, for decades, dictated the terms of human muscle memory.
In the 1990s I used various Logitech and Microsoft ball mice, and that kind of human–computer interface favoured a particular style of play. Its strength was not pixel-perfect sniping, nor sudden directional changes. The strength of the ball mouse was that the ball spun while our hands re-centered the shell, which enabled continuous rotational scanning and sustained acrobatics. I even experimented with swapping mouse balls and shells to get different in-game effects.
I attach irrefutable evidence that my anecdotes, and my “ball tinkering,” were not unique. Contemporary magazine interviews with late-1990s “pro” gamers show similar experimentation and preferences.
Then came the Razer Boomslang, a mouse owned by a friend who was equally dedicated to gaming. It was terrible! What Razer did was emphasise precision by increasing friction and lightening the ball, a design that favoured long-range sniping. That was followed by my first USB optical mouse, probably a Microsoft IntelliMouse Explorer. That was even worse!
Now, every time the mouse was lifted to re-centre, the in-game character froze. In games like Quake 1/2/3, that meant camera rotation (known as mouselook) froze as well.
Optical mice compelled us to select a sniper rifle and seek cover before turning around. Our choice of mouse influenced our game plan, and in subtle ways even shaped the kinds of games we played.
Since joining this forum, I’ve started revisiting my past human–computer interactions and compiling these recollections as short essays, partly as research. If you’re interested, they’re here: https://computing-culture.github.io/essays (peer review and criticism very welcome).
Do you have a favourite mouse? What makes it special?