For over a decade, gaming controllers have vibrated according to the on-screen action, helping to provide an even more immersive experience.

Sony recently found out how much gamers love to rumble when it left out the feature on the PlayStation 3's "SixAxis" controller. It has since backed down from its folly and released a new "Dual Shock" version with the vibration feature reinstated.

But no gaming accessory has ever been as controversial as the Trance Vibrator for PlayStation 2, which was released (sadly in Japan only) with Sega's psychedelic shoot-'em-up Rez in 2001.

While not explicitly marketed as a sex toy, it was certainly used as one, and even its creator alluded to the Trance Vibrator's eyebrow-raising purpose when I interviewed him back in 2001.

"It’s up to you to choose where you want to feel the vibration," said Tetsuya Mizuguchi. "You might imagine lots of things, but you can put this vibrator on any part of your body – on your wrist, on your bottom, legs or feet.

"Maybe you can have a friend next to you while you play. She might be able to keep it for herself! I wanted to make it so that you could have some sort of link with the person you are with."

Vibrators aside, Rez is one of those "little known treasures" worth seeking out. It didn't get anywhere near the sales or attention it deserved.

Hopefully the game will receive the adulation it deserves in its (excuse the pun) second coming, because it has been giving a second life via the wonders of digital distribution and the Xbox Live Arcade service.

To describe Rez as original is something of an understatement, for it is truly a unique experience, a synergy of sight and sound that can put players into a blissful trance.

Sadly, the Trace Vibrator is not compatible with the Xbox 360, but Rez supports up to four wireless controllers vibrating in time with the pulsating music for the sensory enjoyment of players (and curious onlookers).

Mizuguchi recommends one controller in your hands, one at your feet, one at the small of your back, and that players use their imagination for the placement of the fourth.