Welcome to SinisterSticks.com

I write from experience.

I grew up as a kid in an era where ambidexterity was the key, and the Atari 2600 had a right handed joystick. Then the NES happened and the rest was history.

At the time of the NES, there was a joystick maker called Beeshu. They made a few different designs of joysticks. Some were out right wacky. But the biggest contribution they made was the SuperStick, an ambidextrous fight stick. Nintendo at first refused to license them even though Beeshu was seeking a license. They refused for a long time but once they got a Turbo Grafx and Genesis license, Nintendo seemed petty to deny a license to Beeshu, and retroactively licensed Beeshu sticks.

The problem for Beeshu came when systems added buttons to joysticks. Their strategy was to mirror the buttons on both side. That became marginally expensive with Genesis Gizmo and prohibitively expensive when Street fighter style sticks were in demand. Beeshu did not attempt a six-button ambidextrous joystick. And since they have no other good ideas (a space shuttle SNES pad?!?!?) they eventually folded.

After Beeshu folded, no one cared about right handed stick, so I have to go to the custom builder's market to find someone to build a right handed stick. I heard the best place to find someone was Shoryuken.com and some of the potential joystick makers say I'm a little bitchy and/or crazy about this.

It was merely due to my unfamiliarity with certain terms used in the Shoryuken community to describe certain joystick features. Sometimes I didn't know the names of the procedures and features. Others we're so weird, they're not known by a standard name.

Here are extra obstacles I had to overcome to find the perfect solution.

I was originally considering a joystick inverter for the joystick so north and south switch, and east and west. But here's 2 big problems.

The first is contour. If you flip an NES control pad 180 degrees, it is not much of a problem, because the buttons are in a row. The NES advantage threw that out the window, because the buttons were on an angle. The angle was good if you're playing stick-left, but modifying it for stick-right is a pain, because now instead of being slanted to ease the angle to your arm, you have a "backcock". You have to put your left hand against your belly, and bend your left wrist to the left about 45 degrees. Doing it for 3 seconds gives me pain. Imagine doing it for a long game.

Luckily I found one joystick, which helps me a little until I find another joystick maker, modding a Street Fighter 15th Anniversary stick to swap north and south, east and west, and corresponding punches and kicks. The plugs were hard to pull out so I physically moved the actuators by unscrewing them and re-screwing them. Unfortunately you have so little play that the wires criss cross over the center shaft. I didn't know if the wires were causing any misfirings, so I did some dragon punch testings. And I was able to pull off more than 10 in a row, and I was able to pull of 5 in a row from blocking high, blocking low, jumping in, jumping back. And I beat Ultra Street Fighter 2 Final Challengers with Ken on the default difficulty (I believe 4/7) on 1 credit, including 5 perfect rounds, including one boss perfect round, and one double perfect. And this was with a right handed stick. I probably couldn't do as well with a left-handed one.

2. Button reprogrammability
I noticed a problem with the Sega Master System stick. If you had to play a game where you had to rapid fire a fire button, you were rapid firing with the middle finger and if you need access to the other button, it may feel weird. The problem was that for games where you want to have a main button, the one you press often, like fire, you should map where the index finger remains your index finger when the joystick switches hands, which I call "index-to-index".

The Master system joystick was mapped where the left button remained the left button, or "left-to-left". The left to left arrangement is good for far less games than index-to-index, but they all involved a left and right directional function, like left fire and right fire in Tutankham for the Colecovision and Side Arms for the Turbo Grafx 16, or run left and right in Pac-Land.

3 example of games ruined by index-to-index mapping, but too many to count are ruined with left-to-left mapping.

But If I'm going to pay big bucks for a joystick, might as spring for a few bucks more and get a more versatile button remapping ability. The easiest way to do it is if every controller had a one-wire-equals-one-control hookup,