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Mouse (computing)

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Operating a mechanical mouse.  1: Moving the mouse turns the ball.2: X and Y rollers grip the ball and transfer movement.3: Optical encoding disks include light holes.4: Infrared LEDs shine through the disks. 5: Sensors gather light pulses to convert to X and Y velocities.
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Operating a mechanical mouse.
1: Moving the mouse turns the ball.
2: X and Y rollers grip the ball and transfer movement.
3: Optical encoding disks include light holes.
4: Infrared LEDs shine through the disks.
5: Sensors gather light pulses to convert to X and Y velocities.
The first computer mouse.
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The first computer mouse.

A mouse is a handheld computer pointing device, designed to sit under one hand of the user and detect movement relative to its supporting surface. In addition, it usually features buttons and/or other devices, such as "wheels", which allow performing various system-dependent operations.

The mouse's 2D motion is typically translated into the motion of a pointer on a display.

The name "mouse", coined at the Stanford Research Institute, derives from the resemblance of early models (which had a cord attached to the rear part of the device, suggesting the idea of a tail) to the common small rodent of the same name.[1]

Contents

Mice

Early mice

The first computer mouse, held by inventor Douglas Engelbart, showing the wheels that contact the working surface.
The first computer mouse, held by inventor Douglas Engelbart, showing the wheels that contact the working surface.

The mouse was invented by Douglas Engelbart of Stanford Research Institute in 1963, after extensive usability testing. Engelbart's team called it "bug". It was one of several experimental pointing devices developed for Engelbart's oN-Line System (NLS). The other devices were designed to exploit other body movements—for example, head-mounted devices attached to the chin or nose—but ultimately the mouse won out because of its simplicity and convenience.

The first, bulky, mouse (pictured) used two gear wheels perpendicular to each other: the rotation of each wheel was translated into motion along one axis. Engelbart received patent US3541541 on November 17, 1970 for an "X-Y Position Indicator for a Display System". At the time, Engelbart intended that users would hold the mouse continuously in one hand and type on a five-key chord keyset with the other.

Mechanical mice

The so-called "ball mouse" was later invented in the early 1970s by Bill English while he was working for Xerox PARC; it replaced the external wheels with a single ball (that could rotate in any direction). The ball's motion, in turn, was detected using perpendicular wheels housed inside the mouse's body. This variant of the mouse resembled an inverted trackball and was the predominant form used with personal computers throughout the 1980s and 1990s. The Xerox PARC group also settled on the modern technique of using both hands to type on a full-size keyboard and grabbing the mouse as needed.

Modern computer mice took form at the École polytechnique fédérale de Lausanne (EPFL) under the inspiration of Professor Jean-Daniel Nicoud and the hands of engineer and watchmaker André Guignard. A spin-off of EPFL, Logitech, launched the first popular mice.

The major movement translation techniques are by optical, mechanical and inertial sensors.

Optical mice

Early mouse patents. From left to right: Opposing track wheels by Engelbart, Nov. '70, 3541541. Ball and wheel by Rider, Sept. '74, 3835464. Ball and two rollers with spring by Opocensky, Oct. '76, 3987685.
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Early mouse patents. From left to right: Opposing track wheels by Engelbart, Nov. '70, 3541541. Ball and wheel by Rider, Sept. '74, 3835464. Ball and two rollers with spring by Opocensky, Oct. '76, 3987685.
The optical sensor from a Microsoft Wireless IntelliMouse Explorer (v. 1.0A).
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The optical sensor from a Microsoft Wireless IntelliMouse Explorer (v. 1.0A).

An optical mouse uses a light-emitting diode and photodiodes to detect the movement of the underlying surface, rather than moving some of its parts as in a mechanical mouse.

Early optical mice, circa 1980, were of two types. Some, such as those invented by Steve Kirsch of Mouse Systems Corporation, used an infrared LED and a four-quadrant infrared sensor to detect grid lines printed on a special metallic surface with infrared absorbing ink. Predictive algorithms in the CPU of the mouse calculated the speed and direction over the grid. Others, invented by Richard F. Lyon and sold by Xerox, used a 16-pixel visible-light image sensor with integrated motion detection on the same chip ([1]) and tracked the motion of light dots in a dark field of a printed paper or similar mouse pad ([2]). These two mouse types had very different behaviors, as the Kirsch mouse used an x-y coordinate system embedded in the pad, and would not work right when rotated, while the Lyon mouse used the x-y coordinate system of the mouse body, as mechanical mice do.

As computing power grew cheaper, it became possible to embed more powerful special-purpose image processing chips in the mouse. This advance enabled the mouse to detect relative motion on a wide variety of surfaces, translating the movement of the mouse into the movement of the pointer and eliminating the need for a special mouse pad. This advance paved the way for widespread adoption of optical mice.

Modern surface-independent optical mice work by using an optoelectronic sensor to take successive pictures of the surface on which the mouse is operating. Most of these mice use LEDs to illuminate the surface that is being tracked; LED optical mice are often mislabeled as "laser mice". Changes between one frame and the next are processed by the image processing part of the chip and translated into movement on the two axes using an optical flow algorithm. For example, the Agilent Technologies ADNS-2610 optical mouse sensor processes 1512 frames per second: each frame is a rectangular array of 18×18 pixels, and each pixel can sense 64 different levels of gray.

Optomechanical mice detect movements of the ball optically, giving the precision of optical without the surface compatibility problems, whereas optical mice detect relative movement of the surface by examining the light reflected off it.

Laser mice

Two wireless computer mice with scroll wheel.
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Two wireless computer mice with scroll wheel.

In 2004, Logitech, along with Agilent Technologies, introduced the laser mouse with its MX 1000 model. This mouse uses a small laser instead of a LED. The new technology can increase the resolution of the image taken by the mouse. The companies claim that this leads to a 20× increase in the sensitivity to the surface features used for navigation compared to conventional optical mice (see interference). Gamers have complained that the MX 1000 does not respond immediately to movement after it is picked up, moved, and then put down on the mouse pad. Newer revisions of the mouse do not seem to suffer from this problem, which is a power-saving feature (almost all optical mice, laser or LED based, also implement this power-saving feature, except those intended for use in gaming, where a millisecond of delay is significant). Since it is a wireless mouse, the engineers designed it to save as much power as possible. In order to do this, the mouse blinks the laser when in standby mode (8 seconds after the last motion). This function also increases the laser life.

As early as 1998, Sun Microsystems provided a laser mouse with their Sun SPARC Station servers and workstations.

Optical versus mechanical mice

The Logitech iFeel optical mouse uses a red LED to project light onto the tracking surface.
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The Logitech iFeel optical mouse uses a red LED to project light onto the tracking surface.

Optical mice supporters claim optical rendering works better than mechanical mice, requires no maintenance and lasts longer due to fewer moving parts. Optical mice do not normally require any maintenance other than removing debris that might collect under the light emitter, although cleaning a dirty mechanical mouse is fairly straightforward too.

Mechanical mice supporters point out that optical mice generally cannot track on glossy and transparent surfaces, including many commercial mouse pads, causing them to periodically "spin" uncontrollably during operation. Mice with less image processing power also have problems tracking extremely fast movement, though high-end mice can track at 1 m/s (40 inches per second) and faster.

Power conservation is typically not an issue for cabled mice:

At the time of writing (2006), mechanical mice have lower average power demands than their optical conterparts. This is of no practical concern for cabled mice, but has an impact on battery-powered wireless models. A typical mechanical model requires 25 mA at +5 V (= 0.125 W), or less, whereas an optical model attains 100 mA at +5 V (= 0.5 W) for optical devices (for a 4∶1 ratio).

Since optical mice render movement based on an image the LED reflects, performance on multi-colored mousepads may be unreliable. However, they will outperform mechanical mice on uneven, slick, squishy, sticky or loose surfaces, and generally in mobile situations where mouse pads are not available.

Inertial Mice

Inertial mice detect movement through a gyroscope, for every axis supported. Usually cordless, they often have a switch to deactivate the movement circuitry between use, allowing the user freedom of movement without affecting the pointer position.

Buttons

In contrast to the motion-sensing mechanism, the mouse's buttons have changed little, varying mostly in shape, number, and placement. Engelbart's very first mouse had a single button; this was soon increased to three at Xerox PARC, but reduced to two for Xerox products. Apple reduced it back to one button with the Macintosh in 1984, while Unix workstations from Sun and others used three buttons. Commercial mice usually have between one and three buttons, although in the late 1990s some mice had five or more.

Most popular are mice with two buttons. The most common purpose for the second button is to invoke a contextual menu in the computer's software user interface, which contains options specifically tailored to the interface element over which the mouse pointer is positioned. By default, the primary mouse button is located on the left hand side of the mouse, for the benefit of right handed users.

On systems with three-button mice, pressing the center button (a middle click) is often used as a convenience to map the action to a commonly used action, or a macro. In the X Window System, middle clicking pastes the contents of the primary buffer at the pointer's position. Many two-button mice are configured to emulate a three-button mouse by clicking both the right and left buttons simultaneously. Middle-clicks are often used as a spare button in case a function is not allocated easily.

Additional buttons

Mice have been built with five or more buttons. Depending on the user's preferences, the extra buttons may allow forward and backward web navigation, scrolling through a browser's history, or other functions. As with similar features in keyboards, however, these functions may not be supported by all software. The additional buttons are generally more useful in computer games, where quick and easy access to a wide variety of functions (for example, weapon-switching in first-person shooters) can be very beneficial. Because mouse buttons can be mapped to virtually any function, keystroke, application or switch, they can make working with such a mouse more efficient and easier to use.

Douglas Engelbart's view of the optimal number of buttons was "as many as possible". The prototype that popularised the idea of three buttons as standard had that number only because "we couldn't find anywhere to fit any more switches".

Wheels

One major innovation in mouse buttons was the scroll wheel: a small wheel that can be rotated to provide immediate one-dimensional input. Usually, this input is translated into "scrolling" up or down within the active window or GUI element. This is especially helpful in navigating a long document. The scroll wheel can often be pressed too, thus being in fact a third (center) button. Under many Windows applications, the wheel pressure activates autoscrolling and in conjunction with the control key (Ctrl) may zoom in and out (applications which support this feature include Microsoft Word, Internet Explorer, Opera and Mozilla Firefox)

Some newer mouse models have two wheels, assigned to horizontal and vertical scrolling. Designs exist which make use of a "rocker" button instead of a wheel—a pivoting button that can be pressed at the top or bottom, simulating up and down respectively.

A more advanced form of mouse wheel is the tilt-wheel, found on some of the higher-end Logitech and Microsoft mice. Tilt wheels are essentially conventional mouse wheels that have been modified with a pair of sensors articulated to the tilting mechanism. These sensors are mapped, by default, to horizontal scrolling.

In 2005, the Apple Mighty Mouse introduced a third variety of built-in scrolling device: a "scroll ball", which is essentially a trackball embedded in the upper surface of the mouse, and is used like a two-dimensional scroll wheel.

3D Mice

In the late 1990s, Kantek introduced the 3D RingMouse. This wireless mouse was worn on a ring around a finger, which enabled the thumb to access three buttons. The mouse was tracked in three dimensions by a base station. Despite a certain appeal, it was finally discontinued because it did not provide sufficient resolution.

Connectivity and communication protocols

A Bluetooth mouse.
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A Bluetooth mouse.

To transmit their input typical cabled mice use a thin electrical cord terminating in a standard connector, such as RS-232C, PS/2, ADB or USB. Cordless mice instead transmit data via infrared radiation (see IrDA) or radio (including Bluetooth).

The electrical interface and the format of the data transmitted by commonly available mice has in the past varied between different manufacturers.

PS/2 interface and protocol

For more details on this topic, see IBM Personal System/2.

With the introduction of the IBM PS/2 personal computer series in 1987, IBM introduced the homonyms PS/2 interface for mice and keyboards, which was rapidly adopted by other manufacturers. The most visible change was the use of a round 6-pin mini-DIN, in lieu of the former 5-pin connector. In default mode (called stream mode) a PS/2 mouse communicates motion, and the state of each button, by means of 3-byte packets.

Extensions: IntelliMouse and others

A Microsoft IntelliMouse relies on an extension of the PS/2 protocol: it initially operates in standard PS/2 format, for backwards compatibility. After the host sends a special command sequence, it switches to an extended format, where a fourth byte carries information about wheel movements. The IntelliMouse Explorer works analogously, with the difference that its 4-byte packets also allow for two additional buttons (for a total of five).

The Typhoon mouse uses 6-byte packets which may be seen as a sequence of two standard 3-byte packets, and can thus be handled by ordinary PS/2 drivers.

Other extended format are use by mouse vendors, often without public documentation.

Apple Desktop Bus

Apple Macintosh Plus mice, 1986.
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Apple Macintosh Plus mice, 1986.
Apple ADB mouse.
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Apple ADB mouse.

In 1986 Apple first implemented the Apple Desktop Bus allowing up to 16 devices, including arbitrarily many mice, to be daisy-chained together. Featuring only a single data pin, the bus used a purely polled approach to computer/mouse communications and survived as the standard on mainstream models until 1998 when the iMac began a switch to USB. The PowerBook G4 retained the Apple Desktop Bus for communication with its built in keyboard and trackpad until early 2005.

Common button uses

Tactile mice

In 2000, Logitech introduced the "tactile mouse", which contained a small actuator that made the mouse vibrate. Such a mouse could be used to augment user interfaces with haptic feedback, such as giving feedback when crossing a window boundary.

Other unusual variants have included a mouse that is held freely in the hand, rather than on a flat surface, and detects six dimensions of motion (the three spatial dimensions, plus rotation on three axes). It was marketed for business presentations when the speaker is standing or walking around. So far, these mouse exotica have not achieved widespread popularity.

Mouse speed

Mouse speed is often expressed in DPI (dots per inch). One DPI is intended to be the number of pixels the mouse cursor will move when the mouse is moved one inch. However, software tricks like changeable mouse sensitivity can be used to make a cursor move faster or slower than its DPI, and cursor acceleration can be used to make the cursor accelerate when the mouse is moving at a constant speed. This makes "DPI" a confusing term ([3]); a replacement term, "CPI" (counts per inch), has been suggested by Apple and several other designers.

A less common unit is the "Mickey" (named after Mickey Mouse). It is not a traditional unit of measurement because it indicates merely the number of "dots" reported in a particular direction. Only when combined with the DPI of the mouse does it become an indication of actual distance moved. In the absence of acceleration, the Mickey corresponds to the number of pixels moved on the computer screen.

Additionally, operating systems traditionally apply acceleration, referred to as ballistics, to the motion reported by the mouse. For example, versions of Windows prior to Windows XP doubled reported values above a configurable threshold, and then optionally doubled them again above a second configurable threshold. These doublings were applied separately in the X and Y directions, resulting in very nonlinear response. In Windows XP and many OS versions for Apple Macintosh computers, a smoother ballistics calculation is used that compensates for screen resolution and has better linearity.

"Mice" or "mouses"?

The fourth (current as of 2006) edition of The American Heritage Dictionary of the English Language reports both "computer mice" and "computer mouses" as correct plural forms for "computer mouse". The traditional form "mice", however, is the most common choice, whereas some technical documents authors may prefer the form "mouse devices".

Accessories

Mousepad

Main article: Mousepad

The mousepad is the most popular mouse accessory available, and is mostly used with mechanical mice, since, to roll smoothly, the ball requires extra friction than common desk surfaces usually provide. Special "hard mousepads" for gamers also exist.

With optical and laser mice the pad is no longer necessary, and its usage is mostly a matter of personal taste. An exception is when the desk surface creates problems for the optical or laser tracking.

Foot covers

Mouse foot covers (or foot pads) are made from low-friction or polished plastic. This makes the mouse glide with less resistance over a surface. Some higher quality models have teflon feet to further decrease friction.

Cord managers

Accessories for managing the cord of a mouse come in different forms. Their purpose is to help manage excess cord length, avoiding interference with normal operation.

Wrist rests

Cushioning pillows made from silicone gel, neoprene or other spongy material are also a popular accessory. The padding provides for a more natural angle of the wrist, in order to reduce fatigue and avoid excessive strain.

Mice in the marketplace

In the 1970s, Xerox PARC included mice with its Xerox Star. Later, inspired by the Star, Apple Computer released the Apple Lisa, which also used a mouse. However, neither the Star nor the Lisa were commercially successful. Only with the release of the Apple Macintosh in 1984 did the mouse first see widespread use.

The Macintosh design was influential, and its success led many other vendors to begin producing mice or including them with their other computer products. The widespread adoption of graphical user interfaces in the 1980s and 1990s made mice indispensable for computer use. As of 2000, Dataquest estimated that mice for a total cost of US$1.5 billion were sold annually worldwide.

Other variants - Alternative devices

  • Trackball – user moves a ball mounted in a fixed base.
  • Mini-mouse – a small egg-sized mouse for use with laptop computers; it is usually small enough to be used on a free area of the laptop body itself.
  • Camera mouse – a camera tracks the head movement and moves the onscreen cursor. Natural pointers track the dot on a person's head and move the cursor accordingly.
  • Palm mouse – held in the palm and operated with only 2 buttons; the movements across the screen correspond to a feather touch, and pressure increases the speed of movement.
  • Foot mouse – a mouse variant for those who do not wish to or cannot use the hands or the head; instead, footclicks are used.
  • Tablet– It appears as a pen but is used as a mouse. It is held like a normal pen and is moved across a special pad. The thumb usually controls the clicking on a two-way button on the top of the mouse.
  • Eyeball controlled– A mouse controlled by the user's eyeball/retina movements, allowing the cursor to be manipulated without touch.

Applications of mice in user interfaces

Usually, the mouse is used to control the motion of a cursor in two dimensions in a graphical user interface. Files, programs or actions can be selected from a list of names, or in graphical interfaces through pictures called "icons" and other elements. For example, a text file might be represented by a picture of a paper notebook, and clicking while the pointer hovers this icon might cause a text editing program to open the file in a window. (See also point-and-click)

Mice can also be used gesturally; that is, a stylized motion of the mouse cursor itself, called gesture, can be used as a form of command and mapped to a specific action. For example, in a drawing program, moving the mouse in a rapid "x" motion over a shape might delete the shape.

Gestural interfaces are rarer, and often harder to use, than plain pointing and clicking, because they require finer motor control from the user. However, a few gestural conventions have become widespread, including the drag-and-drop gesture, in which:

  1. The user presses the mouse button while the mouse cursor is over an interface object
  2. Moves the cursor to a different location while holding the button down
  3. Releases the mouse button

For example, a user might drag and drop a picture representing a file onto a picture of a trash can, indicating that the file should be deleted.

Other uses of the mouse's input are common in special application domains. In interactive three-dimensional graphics, the mouse's motion is often directly translated into changes in the virtual camera's orientation. For example, in the Quake computer game, the mouse is usually used to control the direction in which the player's "head" faces: moving the mouse up will cause the player to look up, revealing the view above the player's head.

When mice have more than one button, software may assign different functions to each button. Often, the primary (leftmost in a right-handed configuration) button on the mouse will select items, and the secondary (rightmost in a right-handed) button will bring up a menu of alternative actions applicable to that item. For example, on platforms with more than one button, the Mozilla web browser will follow a link in response to a primary button click, will bring up a contextual menu of alternative actions for that link in response to a secondary-button click, and will often open the link in a new tab or window in response to a click with the tertiary (middle) mouse button.

One, two or three mouse buttons?

A one-button Apple pro mouse, manufactured until August 2005 (more Apple mice).
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A one-button Apple pro mouse, manufactured until August 2005 (more Apple mice).

The issue of whether a mouse should have exactly one button or more than one has attracted a surprising amount of controversy. From the first Macintosh until late 2005, Apple shipped computers with a single-button mouse, whereas most other platforms used a multi-button mouse. Apple and its advocates argued that single-button mice are more efficient, and that multi-button mice are confusing for novice users. The Macintosh user interface is designed so that all functions are available with a single button mouse. Apple's Human Interface Guidelines still specify that all functions need to be available with a single button mouse. However, X Window System applications, which Mac OS X can also run, were designed with the use of two or even three button mice in mind, causing even simple operations like "cut and paste" to become awkward. Mac OS X natively supports multi-button mice, so many users of older Macintoshes choose to use third-party mice on their machines. On August 2, 2005, Apple introduced their Mighty Mouse multi-button mouse, which has four independently programmable buttons and a "scroll ball" which can be used to scroll in any direction. This is now the mouse supplied with all new Macintosh computers.

Advocates of multiple-button mice point out that support for a single button mouse often leads to clumsy workarounds in interfaces where more than one action may be useful for a given object. There are several common workarounds, and even widely used Macintosh software packages that otherwise fully conform to the Human Interface Guidelines, including web browsers and graphics editing programs, occasionally require the use of one of them.

One such workaround is the press-and-hold technique. In a press-and-hold, the user presses and holds the single button, and after a certain period, the button press is not perceived as a single click but as a separate action. This has two drawbacks: first, a slow user may press-and-hold inadvertently. Second, the user must wait while the software detects that the click is actually a press-and-hold, otherwise their press might be interpreted as a single click. Furthermore, the remedies for these two drawbacks conflict with each other: the longer the lag time, the more the user must wait; and the shorter the lag time, the more likely it is that some user will accidentally press-and-hold when meaning to click.

Alternatively, the user may be required to hold down a key on the keyboard while pressing the button (otherwise known as mouse chording - Macintosh computers use the ctrl key). This has the disadvantage that it requires that both the user's hands be engaged. It also requires that the user perform two actions on completely separate devices in concert; that is, pressing a key on the keyboard while pressing a button on the mouse. This can be a very daunting task for a disabled user. Studies have found all of the above workarounds less usable than additional mouse buttons for experienced users.

Most machines running Unix or a Unix-like operating system run the X Window System which almost always requires a three button mouse. In X, the buttons are numbered by convention. This allows user instructions to apply to mice or pointing devices that do not use conventional button placement. For example, a left handed user may reverse the buttons, usually with a software setting. With non-conventional button placement, user directions that say "left mouse button" or "right mouse button" are confusing. The ground-breaking Xerox Parc Alto and Dorado computers from the mid-1970s used three-button mice, and each button was assigned a color. Red was used for the left (or primary) button, yellow for the middle (secondary), and blue for the right (meta or tertiary). This naming convention lives on in some SmallTalk environments, such as Squeak, and can be less confusing than the right, middle and left designations.

Mice in gaming

Mice are often used as an interface for PC-based computer games and sometimes for video game consoles. They are often used in combination with the keyboard. In arguments over which is the best gaming platform, the mouse is often cited as a possible advantage for the PC, depending on the gamer's personal preferences.

First-person shooters

A combination of mouse and keyboard is a popular way to play first-person shooter (FPS) games. The X axis of the mouse is used for looking (or turning) left and right, while the Y axis is used for looking up and down. The left mouse button is usually for primary fire. Many gamers prefer this over a gamepad or joystick because it allows them to turn quickly and have greater accuracy. The right button is often used for secondary fire of the selected gun, if the game supports multiple fire modes. It can also be used to throw grenades in games where grenades are supported. In a few games (usually historical/simulation fps), such as Call of Duty 2, it allows users to look down the barrel of the gun for better aiming. A scroll wheel is used for changing weapons, or controlling scope zoom magnification. On most FPS games, these functions may also be assigned to thumb buttons. A keyboard is usually used for movement (for example, WASD, for moving forward, left, backward and right, respectively) and other functions like changing posture. Since the mouse is used for aiming, a mouse that tracks movement accurately and with less lag will give a player an advantage over players with less accurate or slower mice.

An early technique of players was circle straffing, where a player could continuously strafe while aiming and shooting an opponent by walking in circle around the opponent with the opponent at the center of the circle. This could be done by holding down a key for straffing while continuously aiming the mouse towards the opponent.

Invert mouse setting

In many games, such as first or third person shooters, there is a setting named "invert mouse" or similar (not to be confused with "button inversion", sometimes performed by left-handed users). It allows the user to look downward by moving the mouse forward, and upward by moving the mouse backward (the opposite of the default setting). This control system is similar to aircraft control sticks, where pulling back causes pitch up and pushing forward causes pitch down; this control configuration is also typically mimicked in computer joysticks.

After id Software's Doom, the game that popularized FPS games, but which did not support vertical aiming with a mouse (the y-axis was used for forward/backward movement), competitor 3D Realms' Duke Nukem 3D was one of the first games that supported using the mouse to aim up and down. It and other games using the Build engine had an option to invert the Y-axis (moving the mouse forward aims up, moving the mouse backward aims down). The "invert" feature actually made the mouse behave in the way that we now regard as normal. Soon after, id Software released Quake which introduced the invert feature as we know it now. Other games using the Quake engine were released and kept this feature. Probably because of the overall popularity of Quake, this became the current standard.

Super Nintendo

In the early 1990s, the Super Nintendo Entertainment System video game system became the first commercial gaming console to feature a mouse in addition to its controllers. The best-known game to have used the mouse's capabilities was Mario Paint.

See also

External links

Multiple cursors

References

Notes

  1. ^ See, for instance: "mouses" vs "mice". alt.usage.english fast-access FAQ. Retrieved on 2006-06-11.
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