1 00:00:00,640 --> 00:00:04,160 We take it for granted that FPS games\h these days are going to conform to the\h\h 2 00:00:04,160 --> 00:00:10,400 control methods of WASD for movement, and your\h trusty old mouse for aiming. It feels natural,\h\h 3 00:00:10,400 --> 00:00:14,440 intuitive, as life should be. But\h it wasn’t so long ago when we were\h\h 4 00:00:14,440 --> 00:00:19,440 all using a more conventional\h control system… the ARROW keys. 5 00:00:19,440 --> 00:00:22,840 Anyone who says they played Doom back in\h the day, but can’t master arrow keys in\h\h 6 00:00:22,840 --> 00:00:28,520 conjunction with the CTRL and SHIFT keys is\h a filthy rotten liar. This was our staple,\h\h 7 00:00:28,520 --> 00:00:31,720 this was how we moved, and it\h was, well it had it’s limitations,\h\h 8 00:00:31,720 --> 00:00:41,080 but at least we were all on the same page.\h That is, until one guy changed everything…. 9 00:00:41,080 --> 00:00:44,840 And you can change everything too,\h thanks to this segments sponsor,\h\h 10 00:00:44,840 --> 00:00:47,440 Scopely and Star Trek Fleet Command! 11 00:00:47,440 --> 00:00:52,360 In this free-to-play 4xMMO, you get to\h dive right into the ever expanding Star\h\h 12 00:00:52,360 --> 00:00:55,400 Trek universe with stunning graphics and detail. 13 00:00:55,400 --> 00:00:58,720 Recruit legendary characters,\h assign them to iconic ships,\h\h 14 00:00:58,720 --> 00:01:02,840 engage player around the world\h and expand your territory. 15 00:01:02,840 --> 00:01:07,880 Available on both desktop and mobile, with a\h Scopely account you can play where-ever you want. 16 00:01:07,880 --> 00:01:10,800 Plus because Fleet Command’s\h 5 year anniversary is here,\h\h 17 00:01:10,800 --> 00:01:15,960 there are now special contests, experiences\h and giveaways to honor the game’s legacy. 18 00:01:15,960 --> 00:01:20,400 Install the game today and immediately immerse\h yourself in the Star Trek universe with a\h\h 19 00:01:20,400 --> 00:01:26,080 thriving community and new immersive\h Star Trek story in the Kelvin Timeline 20 00:01:26,080 --> 00:01:29,000 PLUS Use Promo code WARPSPEED to get a new player\h\h 21 00:01:29,000 --> 00:01:33,480 content pack for free and become\h a starbase commander off the bat. 22 00:01:33,480 --> 00:01:40,880 Check out my link below and get immersed today! 23 00:01:40,880 --> 00:01:46,120 But before that, WASD and the mouse was\h already a thing. It had been used before,\h\h 24 00:01:46,120 --> 00:01:49,080 and some might say, to great effect. 25 00:01:49,080 --> 00:01:51,920 This is Dark Castle on the Sega Mega Drive,\h\h 26 00:01:51,920 --> 00:01:56,920 and it’s a howling piece of utter sh*t.\h However, before it got there, it was here,\h\h 27 00:01:56,920 --> 00:02:04,840 on the Apple Mac, in 1986, and the one\h thing the Mac definitely had, was a mouse. 28 00:02:04,840 --> 00:02:06,400 STORM CLOUDS 29 00:02:06,400 --> 00:02:07,960 CLASSICAL MUSIC 30 00:02:07,960 --> 00:02:09,920 A DARK CASTLE 31 00:02:09,920 --> 00:02:12,800 YOU FIND YOURSELF IN A DARK ROOM. 32 00:02:12,800 --> 00:02:26,000 The scene is set. Now all we need to do is\h navigate this place (not like that). Our\h\h 33 00:02:26,000 --> 00:02:29,440 protagonist, Duncan, can do all the\h usual platform manoeuvres… running,\h\h 34 00:02:29,440 --> 00:02:33,480 jumping, ducking, and throwing\h rocks at enemy faces. Yeah,\h\h 35 00:02:33,480 --> 00:02:38,040 maybe not to much the last one. But it’s\h the method of control that is unusual here,\h\h 36 00:02:38,040 --> 00:02:44,680 or unusual for the time. WASD is used to dictate\h Duncan’s direction, whilst the mouse can be used\h\h 37 00:02:44,680 --> 00:02:51,080 to aim his arm and fire. So, very much like\h our modern day use, just in a Platform game. 38 00:02:51,080 --> 00:02:54,760 The reason the Mega Drive version was\h so utter tripe pants, is because it\h\h 39 00:02:54,760 --> 00:02:59,600 tried to port this very specific control\h method to a control pad. How the hell\h\h 40 00:02:59,600 --> 00:03:05,120 that was ever going to work, I have no\h idea. But, it didn’t, and it was crap. 41 00:03:05,120 --> 00:03:11,760 So, that’s great you may say, but 1986 we had\h a solid set of controls…. so what happened? 42 00:03:11,760 --> 00:03:15,760 Well, Dark Castle wasn’t that much of a\h well known game. I mean, it was on the Mac\h\h 43 00:03:15,760 --> 00:03:19,960 for sure. But the ports it received to other\h systems weren’t popular, and were generally\h\h 44 00:03:19,960 --> 00:03:26,560 inferior. Given the Mac wasn’t known as a gaming\h platform, WASD was left to the history books. 45 00:03:26,560 --> 00:03:31,080 If you look at other home computers of the\h time, take the ZX Spectrum for example. One\h\h 46 00:03:31,080 --> 00:03:38,000 of the most control layouts was to use the QAOP\h and space keys. Wielding the full extent of the\h\h 47 00:03:38,000 --> 00:03:54,240 keyboard if you will. Here, Q is up A is down, O\h is left, P is right and Space is fire. It’s very\h\h 48 00:03:54,240 --> 00:03:59,120 likely you rest your fingers on these keys\h on your keyboard now. Try it. It’s natural,\h\h 49 00:03:59,120 --> 00:04:04,840 and that’s what it was all about. Finding\h a configuration that felt, natural. 50 00:04:04,840 --> 00:04:11,320 So, then, along comes the IBM PC AT\h Compatible, and one thing about the\h\h 51 00:04:11,320 --> 00:04:16,920 IBM PC AT Compatible, is that it has a full\h size keyboard, along with numeric keypad,\h\h 52 00:04:16,920 --> 00:04:22,640 that block of weird control keys, function\h buttons, and of course, the arrow keys. 53 00:04:22,640 --> 00:04:26,400 And here’s the problem. The arrow keys\h were never really a comfortable method\h\h 54 00:04:26,400 --> 00:04:31,400 of control. When you rest your hand on them,\h most of your hand is hanging in mid air. You\h\h 55 00:04:31,400 --> 00:04:35,200 have to pull your arm back off the edge\h of the desk. You have to work with those\h\h 56 00:04:35,200 --> 00:04:39,520 keys… and really, that’s because they\h existed just to navigate Word documents,\h\h 57 00:04:39,520 --> 00:04:46,600 spreadsheets and the like. Not for you to pound\h to hell as you frantically move around E1M1. 58 00:04:46,600 --> 00:04:51,000 The arrow keys were not a comfortable\h choice. They were a logical choice.\h\h 59 00:04:51,000 --> 00:04:56,000 They are directional. Games need\h direction. You can see the quandary. 60 00:04:56,000 --> 00:05:00,440 Using the arrow keys with gaming has been\h a staple then since the 80s. Even with\h\h 61 00:05:00,440 --> 00:05:06,360 the original IBM XT Machines, and their model F\h keyboards (which lacked dedicated cursor keys),\h\h 62 00:05:06,360 --> 00:05:10,280 the numpad still had cursors\h using the 4,8,6 and 2 keys,\h\h 63 00:05:10,280 --> 00:05:14,280 which of course carried over to later\h keyboards. When AT machines came along,\h\h 64 00:05:14,280 --> 00:05:20,320 numeric pad cursor presses and dedicated cursor\h presses became essentially interchangeable. 65 00:05:20,320 --> 00:05:25,080 Just don’t talk to me about Wang keyboards.\h I have no idea what’s going on there…. 66 00:05:25,080 --> 00:05:29,520 So games like Borgwar, or Elite\h or Outrun or Duke Nukem, etc, etc,\h\h 67 00:05:29,520 --> 00:05:35,080 all used cursor keys. If you had a joystick\h and a soundcard to plug one into, then great,\h\h 68 00:05:35,080 --> 00:05:40,160 otherwise the keyboard was your friend. Of\h course games towards the end of the 80s and\h\h 69 00:05:40,160 --> 00:05:45,120 early 90s started heavily using mouse controls\h too. But it was uncommon for a game to need\h\h 70 00:05:45,120 --> 00:05:49,800 mouse control and keyboard control consistently\h at the same time. More common was the need to\h\h 71 00:05:49,800 --> 00:05:54,360 execute some functions using the keyboard,\h but with the mouse as your main control. 72 00:05:54,360 --> 00:05:58,520 But action games, were mostly keyboard.\h So when Hovertank, and importantly,\h\h 73 00:05:58,520 --> 00:06:02,840 Wolfenstein 3D came along, it\h stuck to the well known formula; 74 00:06:02,840 --> 00:06:08,840 It went a bit like this; Forwards, backwards,\h look left, look right. But what about if you\h\h 75 00:06:08,840 --> 00:06:13,360 wanted to side-step or strafe. Well, that\h would usually entail holding down the ALT\h\h 76 00:06:13,360 --> 00:06:18,680 key in conjunction with left and right. If you\h wanted to move faster, you’d hold down shift too,\h\h 77 00:06:18,680 --> 00:06:23,720 and if you wanted to fire, then you’d use\h CTRL. Personally I preferred the cramped style,\h\h 78 00:06:23,720 --> 00:06:27,920 using all the keys on the right of the\h board, but a lot of people opted for\h\h 79 00:06:27,920 --> 00:06:34,680 the keys on the left. Whatever your\h preference, this was the standard. 80 00:06:34,680 --> 00:06:40,280 As you’d expect, Id’s DOOM was no different, and\h really popularised this FPS control format. From\h\h 81 00:06:40,280 --> 00:06:44,760 this point on, almost every 90s FPS\h would rely on the same set of keys. 82 00:06:44,760 --> 00:06:49,920 However, despite myths suggesting otherwise Doom\h actually had mouse support from the go. In fact,\h\h 83 00:06:49,920 --> 00:06:54,000 Version 1.0 of the game had it right\h there in the setup menu. In fact,\h\h 84 00:06:54,000 --> 00:06:59,200 Wolfenstein 3D also had mouse support, too,\h it’s just that, well, most people didn’t use it. 85 00:06:59,200 --> 00:07:02,760 The first reason, especially for Wolfenstein,\h\h 86 00:07:02,760 --> 00:07:06,680 is that many machines didn’t actually come\h with a mouse. If you didn’t have Windows,\h\h 87 00:07:06,680 --> 00:07:11,240 and lived exclusively in the realm of\h DOS, well, there wasn’t much need for one. 88 00:07:11,240 --> 00:07:16,800 The second reason for that is familiarity.\h People stuck to what they knew. For action games,\h\h 89 00:07:16,800 --> 00:07:21,320 that meant the keyboard. It just a bit\h weird to use a mouse in this manner.\h\h 90 00:07:21,320 --> 00:07:24,680 Especially pushing the mouse forward and\h backward to step forward and backward. 91 00:07:27,480 --> 00:07:31,800 The third reason was that Doom was a DOS\h game, and out of the box, DOS doesn’t have\h\h 92 00:07:31,800 --> 00:07:39,280 mouse support. To get mouse support you needed\h to install a MOUSE driver upon boot. Easy enough,\h\h 93 00:07:39,280 --> 00:07:45,160 but a mouse driver used precious conventional\h memory, and for DOS users that stuff was vital. 94 00:07:45,160 --> 00:07:51,800 Plus – and this is important – have you seen\h the DPI on these old Mice. It is ATROTIOUS.\h\h 95 00:07:51,800 --> 00:07:59,000 Playing any game that required quick movement\h was HELL, unless you had a VERY expensive mouse. 96 00:07:59,000 --> 00:08:04,080 A January 1994 Usenet survey by Richard\h Ward actually reported around 28% of\h\h 97 00:08:04,080 --> 00:08:07,960 users to be using mouse controls,\h compared to 61% using the keyboard\h\h 98 00:08:07,960 --> 00:08:13,720 and 11% using a joystick. But this was\h die hard Internet primed gamers. From\h\h 99 00:08:13,720 --> 00:08:17,520 a more casual perspective, I would\h assume it was about half of that. 100 00:08:17,520 --> 00:08:19,000 But actually, if you got down to it,\h\h 101 00:08:19,000 --> 00:08:25,400 it was clear the Mouse was the superior\h controller… as Romero himself testifies. 102 00:08:25,400 --> 00:08:31,800 Nerd: “So, John Romero, legend… can you confirm\h that Doom was designed to be used with a mouse?” 103 00:08:31,800 --> 00:08:37,720 Romero: “Absolutely. Even Wolfenstein\h was designed to be used with a mouse.\h\h 104 00:08:37,720 --> 00:08:42,080 Doom was absolutely designed to be used with\h a mouse. We put strafe on the mouse (the 2nd\h\h 105 00:08:42,080 --> 00:08:46,720 mouse button). It’s the best way to play\h the game. You try and deathmatch somebody\h\h 106 00:08:46,720 --> 00:08:50,865 who’s using keyboard only… they’re done.\h Yeah the mouse just changed everything” 107 00:08:50,865 --> 00:08:53,912 Nerd: “So it makes it quicker,\h more nimble, everything is better” 108 00:08:53,912 --> 00:08:55,040 Romero: “Yeah, it will beat\h everyone on a console on a\h\h 109 00:08:55,040 --> 00:08:57,960 console if you were using a\h mouse and a keyboard, yeah” 110 00:08:57,960 --> 00:08:59,200 Nerd: “Perfect, thank you very much!” 111 00:09:00,200 --> 00:09:04,720 Just take a look at the Doom Demo loops. It’s\h blatantly clear here that John Romero was using\h\h 112 00:09:04,720 --> 00:09:08,080 the mouse to record these. Whereas\h a keyboard offers a digital input,\h\h 113 00:09:08,080 --> 00:09:12,240 and therefore a consistent speed\h of turning, the mouse is analogue,\h\h 114 00:09:12,240 --> 00:09:18,320 which allows you to spin quickly (or slowly)\h from left to right, giving you greater control. 115 00:09:18,320 --> 00:09:22,880 It also allowed you to strafe around enemies\h with a steady and constant aim on them,\h\h 116 00:09:22,880 --> 00:09:28,120 rather than the jerky controls offered by the\h keyboard. It’s the same concept as early racing\h\h 117 00:09:28,120 --> 00:09:33,000 games. On a keyboard, you are either turning\h fully or you are not turning at all. Steering\h\h 118 00:09:33,000 --> 00:09:40,680 is on or off. With analogue controls, such as the\h mouse, you get a proportionate amount of control. 119 00:09:42,640 --> 00:09:47,960 But, what made things feel restrictive here was\h that you couldn’t look up and down. Doom isn’t a\h\h 120 00:09:47,960 --> 00:09:55,800 true 3D game. This world isn’t true 3D. It’s\h Pseudo 3D and so, our abilities are limited. 121 00:09:55,800 --> 00:09:57,440 That’s where Quake comes in. 122 00:09:57,440 --> 00:10:17,000 BUT before we get to Quake, it was again\h the Apple Macintosh that got there first. 123 00:10:17,000 --> 00:10:25,800 In December 1994, Bungee released a game called\h Marathon on the Mac, featuring a full 3D world,\h\h 124 00:10:25,800 --> 00:10:30,720 and making full use of the mouse in the process.\h Featuring Free-Look, you could use the mouse to\h\h 125 00:10:30,720 --> 00:10:35,240 explore your world fully, looking up and down\h and left and right. The thing with Marathon,\h\h 126 00:10:35,240 --> 00:10:39,360 is it didn’t include default controls to\h make use of this. It’s almost like the mouse\h\h 127 00:10:39,360 --> 00:10:44,920 looking control was designed to be used completely\h independently to the keyboard controls. With Doom,\h\h 128 00:10:44,920 --> 00:10:48,000 it wasn’t really an issue, as you could\h push the mouse forward to move forward,\h\h 129 00:10:48,000 --> 00:10:51,640 and backward to move backward. With Marathon,\h you’d have to use the keyboard to move,\h\h 130 00:10:51,640 --> 00:10:57,320 and then attempt to strafe with one hand….\h it just wasn’t simple. Some people opted\h\h 131 00:10:57,320 --> 00:11:02,240 for key configurations such as ASDC,\h with A and S to strafe left and right,\h\h 132 00:11:02,240 --> 00:11:08,840 and D and C to move forwards and backwards.\h A sort of proto-WSAD if you like. 133 00:11:08,840 --> 00:11:15,240 But again, being on the Mac, it just didn’t\h reach the audiences of PC based game. 134 00:11:15,240 --> 00:11:23,732 [The Look by Roxette plays] 135 00:11:23,732 --> 00:11:30,000 [Quake sounds] 136 00:11:30,000 --> 00:11:34,160 By the time Quake arrived in 1996,\h you could also now look up and down,\h\h 137 00:11:34,160 --> 00:11:37,920 BUT, it wasn’t really necessary. Gamers had\h become so used to playing with the keyboard,\h\h 138 00:11:37,920 --> 00:11:43,960 that adding LOOK controls into the equation was\h just a pain. I mean, how would you even do that? 139 00:11:43,960 --> 00:11:48,480 Well, it turns out by using the same method as\h STRAFING. Just holding down another button and\h\h 140 00:11:48,480 --> 00:11:53,600 pressing up and down. But it’s cumbersome, and in\h the heat of the action, that’s not what you need. 141 00:11:53,600 --> 00:11:57,440 So, you can use the mouse, but\h this was such an alien concept,\h\h 142 00:11:57,440 --> 00:12:02,680 that you had to enable it using the\h Quake console. Open it up type +MLOOK,\h\h 143 00:12:02,680 --> 00:12:06,000 and THEN you can use the mouse to\h look around. It’s not even a standard\h\h 144 00:12:06,000 --> 00:12:11,200 option in the menu. To the game, this was\h effectively the same as holding down a key. 145 00:12:11,200 --> 00:12:16,080 If you wanted to play Quake on anything other\h than Easy, this was really the way to do it. 146 00:12:16,080 --> 00:12:20,480 Now, you might ask why it wasn’t a default\h option, and the reason is simple. It’s legacy,\h\h 147 00:12:20,480 --> 00:12:23,800 it’s that old adage of sticking to\h what we’re used to. John Romero even\h\h 148 00:12:23,800 --> 00:12:28,360 said it himself “…when we released Quake\h I thought mouselook was too advanced as\h\h 149 00:12:28,360 --> 00:12:33,120 a default so made it an option.\h Defaulted on in later update.”. 150 00:12:33,120 --> 00:12:37,480 It wouldn’t be until Quake 2 when\h mouselook would become default,\h\h 151 00:12:37,480 --> 00:12:44,820 and that’s when players really started upping\h their game, especially in the online arena. 152 00:12:44,820 --> 00:12:47,760 ONLINE 153 00:12:47,760 --> 00:12:51,240 Services like BT Wireplay allowed\h users to dial up to servers,\h\h 154 00:12:51,240 --> 00:12:55,360 and engage in huge multiplayer battles.\h You could do this with Duke Nukem 3D and\h\h 155 00:12:55,360 --> 00:12:59,320 you could do it with Quake 2… and the\h thing that happens when you have a lot\h\h 156 00:12:59,320 --> 00:13:05,320 of people playing against is other, is\h some of them get good…. REALLY good. 157 00:13:05,320 --> 00:13:11,000 This realm. This mixing pot of good players does\h something. It leads players to come up with ways\h\h 158 00:13:11,000 --> 00:13:16,080 of making themselves better, of levelling up\h even harder, and that means taking a step back,\h\h 159 00:13:16,080 --> 00:13:21,360 looking at methods of control, and thinking…\h how can I make this better serve me? 160 00:13:21,360 --> 00:13:26,880 That’s exactly what a gentleman by\h the name of Dennis “Thresh” Fong did. 161 00:13:26,880 --> 00:13:30,960 On Monday August 26th 1996, the\h Wall Street Journal featured an\h\h 162 00:13:30,960 --> 00:13:33,840 article about the first “professional gamer” 163 00:13:33,840 --> 00:13:37,280 “Thresh”… short for “Threshold”, had\h been into gaming since the years of\h\h 164 00:13:37,280 --> 00:13:43,960 MUDS. But it was Quake which really made his\h senses pop, and Thresh got good, REAL good. 165 00:13:43,960 --> 00:13:48,880 On 27th August 1996, the San\h Francisco Examiner reported; 166 00:13:48,880 --> 00:13:53,040 “At the start of a recent computer tournament\h near here, fingers twitched nervously on mice\h\h 167 00:13:53,040 --> 00:13:58,160 and keyboards as 200 young enthusiasts from around\h the country waited for the marathon competition to\h\h 168 00:13:58,160 --> 00:14:03,000 begin. Suddenly, there was a gasp in the hall.\h Someone glancing at the roster of entrants spied\h\h 169 00:14:03,000 --> 00:14:09,440 a name that provoked instant fear. “THRESH”? he\h exclaimed. “Is he playing?” another asked. Soon\h\h 170 00:14:09,440 --> 00:14:14,240 the room was in revolt, with contestants refusing\h to play, relenting only after Thresh agreed to\h\h 171 00:14:14,240 --> 00:14:20,960 withdraw. “I’ll challenge anyone to a deathmatch”,\h said Jason Langas, a 17 year old gamer from San\h\h 172 00:14:20,960 --> 00:14:27,880 Jose who attended the June tounrament in Santa\h Clara. “Except Thresh. He’ll kill be blindfolded” 173 00:14:27,880 --> 00:14:33,800 And part of the key to Thresh’s ability\h was the control setup he had adopted. 174 00:14:33,800 --> 00:14:36,080 In a 2019 Vox interview, he explained. 175 00:14:36,080 --> 00:14:40,560 “some people used arrow keys, which were on the\h right hand side of the keyboard, and the mouse,\h\h 176 00:14:40,560 --> 00:14:45,600 some people would only use a keyboard,\h some people would use a horizonal row,\h\h 177 00:14:45,600 --> 00:14:52,120 like ASDF… I found WASD on my left hand, and\h then using the mouse on my right hand to be\h\h 178 00:14:52,120 --> 00:14:57,960 the most comfortable…. By default you have\h to switch the numbers to switch weapons…” 179 00:14:57,960 --> 00:15:01,600 Thresh may not have been the first, but\h he was undoubtably the most notorious,\h\h 180 00:15:01,600 --> 00:15:04,720 to land on this particular configuration. 181 00:15:04,720 --> 00:15:11,080 Whereas some may have preferred to use ESDF as\h their inverted T, or even RDFG. WASD had the\h\h 182 00:15:11,080 --> 00:15:15,480 benefit of being close enough to the SHIFT and\h CTRL keys to use your pinky, close enough to the\h\h 183 00:15:15,480 --> 00:15:21,320 SPACE BAR to use your thumb, and within easy reach\h of the number buttons. For most it was perfect. 184 00:15:21,320 --> 00:15:26,480 “people started copying and using WSAD and\h the mouse as their standard key configuration” 185 00:15:26,480 --> 00:15:30,560 Thresh was becoming so well known, not just in\h the gaming community, but also in the media,\h\h 186 00:15:31,200 --> 00:15:36,440 that people wanted to know his secrets, and this\h was one that could be applied to almost everyone. 187 00:15:36,440 --> 00:15:39,800 This became so well known, that\h by the time Quake 2 did come out,\h\h 188 00:15:39,800 --> 00:15:45,240 not only did it have mouselook as default, but\h you could also type THRESH.CFG into the console,\h\h 189 00:15:45,240 --> 00:15:50,520 and immediately use Thresh’s control\h setup. Including sensitivity and speed. 190 00:15:50,520 --> 00:15:53,640 This then, was the breeding ground,\h and from there it didn’t take long\h\h 191 00:15:53,640 --> 00:15:57,320 to spread to other FPS games as default controls. 192 00:15:57,320 --> 00:16:11,040 So, when Half Life came out in 1998, using WASD\h and mouse as default, the deal was sealed. Half\h\h 193 00:16:11,040 --> 00:16:16,840 Life was such a popular game, that the arrow\h keys of old made way, and WASD took over. 194 00:16:16,840 --> 00:16:21,480 Of course, this wasn’t the end for arrow keys.\h Other games still made use of them for years,\h\h 195 00:16:21,480 --> 00:16:26,280 and indeed still do. But their podium place\h was toppled. Where once they were King,\h\h 196 00:16:26,280 --> 00:16:31,200 they were now an option, just\h like WASD had been in the past. 197 00:16:31,200 --> 00:16:35,560 In a full circular pattern the Arrow keys were\h back where they started. Serving Spreadsheets,\h\h 198 00:16:35,560 --> 00:16:41,440 Word documents and command lines. Living out\h their old age in peace, just like they should be. 199 00:16:41,440 --> 00:16:45,120 We still love you arrow keys, we always will. 200 00:16:45,120 --> 00:16:47,680 Thank you for your service. 201 00:16:47,680 --> 00:16:53,000 Until next time, I’ve been\h Nostalgia Nerd. Toodleoo. 202 00:17:04,998 --> 00:17:10,497 [The Look by Roxette plays out]