It's also the "preferred" way of doing it, according to the SDL
docs, so maybe it'll work better.
This will reliably queue events, so we can handle coin events during
loads.
It'll queue events a little too reliably; we might want to flush some events
when we load screens.
without mussing up RageInput.
Disables the new joystick axes (they're only there for a USB converter
special case that I havn't added yet and will cause problems for others).