Microsoft's SideWinder brand, launched in 1995, introduced a range of peripherals including joysticks, racing wheels, and voice devices. While the brand eventually encompassed keyboards and mice, its original gamepad, the SideWinder Game Pad 1.0 released in 1996, has largely faded from memory. Microsoft discontinued the gamepad line in 2003, a decision one marketing manager attributed to the dominance of mouse and keyboard in PC gaming, a sentiment that hindsight renders ironic given the rise of handheld PC gaming and controller preference among many players.
Acquiring a SideWinder Game Pad 1.0 for a nominal fee, the author sought to test its viability on modern PCs. The controller's design, crafted from what feels like cheap plastic, exhibits an unconventional circular D-pad that hinders diagonal inputs. The triggers are thin, and the buttons offer a soft, imprecise feel. Despite these ergonomic shortcomings, the gamepad did incorporate features aimed at serious gaming, such as bundled software for macro creation accessible via a prominent 'M' button. Early design elements, like the omni-directional D-pad and triple button rows, foreshadowed those found on later Xbox controllers, though the SideWinder's size was closer to the more compact Controller S. A notable feature was the 'pass through' port, enabling daisy-chaining of up to four controllers, though this was not tested due to a lack of friends.
The SideWinder Game Pad 1.0's aesthetic is described as understated and serious, a stark contrast to the more overtly aggressive designs of other late 90s and early 00s peripherals. This professional bent is further emphasized by its customization software. However, this lack of distinctiveness may have contributed to its relative obscurity compared to other SideWinder products, like the Force Feedback Pro, which sold over a million units.
Compatibility Hurdles
The primary obstacle to using the SideWinder Game Pad 1.0 on a contemporary PC is its reliance on a 15-pin game port, a connection that has long been superseded by USB. While game port-to-USB adapters exist, acquiring one proved difficult. Initial attempts to integrate the controller involved using a vintage Creative Sound Blaster Live sound card with a game port, but this proved incompatible with the author's motherboard. A subsequent purchase of additional SideWinders and a dedicated game port-to-USB adapter also failed to yield results, with the computer unable to detect the controller.
A Functional, Though Limited, Experience
Opting for a slightly newer, USB-enabled SideWinder Plug and Play model to gain some insight into the SideWinder experience, the author found it functional but constrained. In modern titles like Titanfall 2, the controller's limited inputs made essential actions such as sprinting and camera control impossible, resulting in immediate in-game failure. The original Doom presented a similar challenge, requiring dual-wielding with a mouse for effective camera manipulation. However, the SideWinder Plug and Play performed adequately in titles with simpler control schemes, including Final Fantasy VII, Balatro, and Stardew Valley, as well as several indie demos.
The author concludes that while the SideWinder Game Pad 1.0 can technically be made to work with modern systems, the effort and expense required render it impractical for most users. This incompatibility serves as a metaphor for technology's relentless forward march, often at the expense of legacy hardware and user accessibility. The SideWinder Game Pad, an early casualty of this evolution, represents a time when unique peripherals offered distinct experiences, a choice that is increasingly being streamlined in the pursuit of efficiency and compatibility in the modern gaming landscape.