SideWinder Force Feedback Pro – 26 Years Later

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[jazzy intro music] [computer buzzes, beeps] - Greetings and welcome to an LGR thing about something that I feel like talking about because I feel like it. And that is this right here, the lovely Microsoft SideWinder Force Feedback Pro from 1997. And it has long been one of my favorite joysticks and in my opinion, it's still one of the best to this day, on the right setup. And with the force feedback nature of this, what this can do is still pretty special. So let's take a look at it. Yes, "Push reality beyond sight and sound." By the time this particular bundle was released, it was, indeed, the number-one-selling force feedback joystick, not that there was much competition. "First there was sight. Then there was sound. Then Microsoft revolutionized the gaming industry with dynamic force feedback technology and earned PC Gamer's Editor's Choice Award." Indeed they did. Beginning with the SideWinder Force Feedback Wheel and Force Feedback Pro Joystick following soon after, eh, pretty much around the same time, from what I remember seeing in stores, anyway. And on that note, this thing cost $159.99 US in 1997, when it initially launched. Or around $300, 26 years later adjusted for inflation. Of course, being the late '90s, mail-in rebates were common, both in the store with the retailer you bought it from, and also just in the box. Like with mine here, which came with a $30 mail-in rebate. And I do remember specifically seeing this for sale at the CompUSA in Greensboro, North Carolina back then. They had this awesome in-store display unit with the joystick set up and a computer that you could just press the buttons and it would do different things, sort of mimicking different scenes that you might get in different games and you could see what all the force feedback effects were. And there were a bunch of 'em. I think 12 different types of feedback effects were directly supported with the DirectX DirectInput API. But of course, game programmers could make use of all these effects, and mix 'em up and do all sorts of fascinating things to create intriguing forces. And yeah, that CompUSA demo really stood out in my mind. And I was super excited to find this particular boxed example on Thrifts some years back in Greensboro. And, in fact, this actually has a CompUSA sticker right there, with January 5th, '99 as a date code, I suppose. And yeah, this is very much likely one of the things that came from that exact Greensboro CompUSA store that I first saw this demoed. [laughs] It's just, I don't know. I was so excited to see that, like, all these things came together decades later. And now here we are even more years later, and I'm really excited to take a look at it. So let's go ahead and unbox this sucker. So like I said, I found this thrifting so I don't know if it's a hundred percent complete, but whatever. [chill piano music, general unboxing sounds] So, first up is the stick itself. A substantial thing indeed it weighs... this much. Pretty hefty for a joystick of the time and pretty good materials too, as Microsoft often went with with their SideWinder products. So going from bottom to top here we have a shift button which changes the function of each of these. It shifts between different layers. We have a little half sphere throttle right there and our four action buttons right here, a little hat and four more buttons up at the top with the fourth one being the trigger. So there are eight buttons in total, really becoming 16 with the use of the shift button. Also have this nice rubbery sort of gear lever-esque sleeve around the bottom of the stick right there. All the motors are inside this thickness. This right here always looked kind of like it would be a fan opening or something to me, but it's covered up. Not really much to see along the bottom, but there it is. And then it connects to your PC using the 15-pin gameport. And then you have this and that is for power. So yeah, this thing has its own separate wall wart power supply brick. It is a unit. A 12 volt, 1.3 amp, 30 watt power supply. You do get some software of course, with the SideWinder program and drivers and all that right there. And in this particular pack you get the full version of "Urban Assault." Others before this often came with Interstate '76. And of course, some paperwork. This ad here for "High-end home audio, now on your PC." A pretty neat looking speaker system from Microsoft there. Digital Sound System 80, anybody ever have one of these? I've never heard one. Let's see, Microsoft Gaming Zone and this Fighter Ace thing that you could play online. A survival card, really just a quick reference for "Urban Assault." Nice to have cuz it's kind of a complicated game, if you can tell by looking at that. And a getting started guide for the Force Feedback SideWinders of the time, which there's not much in here really. It's just like here's how to connect and plug things in and mount stuff. It really just kind of goes over the steering wheel. Doesn't really show much of anything about the joystick, but honestly you don't do anything really different except you're not mounting it to a desk. Although I kind of wish you could and we'll see why. And of course in a moment we're going to set this thing up with an era-appropriate computer and some games and the software and stuff that it came with. And really put this through its paces, and try out all those awesome force feedback effects. But you know, I realize that these aren't really so much of a thing anymore. So just to clarify, force feedback is distinct and different from just straight-up rumble or tactile feedback, or haptic feedback or any of that. This right here relies on motorized motion and resistance physically pushing the controller around against your hand. So you really have to fight it, so to speak. You feel this thing pushing against whatever you're trying to do and imitating G-forces, and gunfire, and explosions, and rockets and it's just a more immersive and "hardcore" I guess you could say, experience. As opposed to something that just kind of rumbles. And it does this by using two pretty beefy motors inside. I'm not gonna take mine all apart, it's a bit of a thing. But yeah, you can see in this video by heliflyer7 there are these big motors and a series of girthy lubricated gears that really make this thing pretty powerful when plugged into the wall. It has a 15-pin gameport adapter here. You just plug this into your joystick / MIDI port on your sound card, typically. But you also have right here a place to plug in that AC adapter providing 12 volts at 1.3 amps. And it's then that everything kicks in and you know, you can still feel the motors and gears and whatnot just doing this. Just sort of, eh, it doesn't really auto center or anything until there's power. But when it kicks in, you know it kicks in. And the nice thing about the way that this works is it doesn't rely on potentiometers as so many joysticks do, did. This has a digital optical sensor solution in there using infrared and optics to digitally get the controls across. Which means that you don't have that potentiometer weirdness or gunking up or anything, but you also don't have to worry about calibration at all 'cause it just is what it is, and it works extremely well with very high precision. Something Microsoft was bragging about constantly in the marketing on the box. 16-bit processor with its own RAM, just for all that. "Patented digital optical technology." Yeah, it's just highly precise and lovely to use. So let's go back to the late '90s, and plug this thing into both the wall and the computer. Set it up with the stuff that it came with and more things, and yeah, let's try out this lovely joystick. [jazz music fades] All right, it's all plugged in to the Megaluminum Monster, plugged into the wall. And it's already providing a little bit of resistance. You can feel the motors just lightly pushing against when you do that, but yeah, it is all installed. Finally! This has taken, no joke, about three and a half hours to get this software going. Oh man, you know, there was a whole thing where it's like, it installed in Windows 98, which is what the Megaluminum Monster normally is, and the drivers and everything were fine, but the games wouldn't work. Like Urban Assault and some of the other things that were specifically built to work with it that came with the joystick. So then I moved over to Windows 95 on the same machine and the games would work, but the joystick was completely unrecognized. Now I didn't get any footage of this, cuz honestly I was so frustrated I didn't want the camera on. But yeah, it turns out the AWE64 Gold sound card that I have in there, this was plugged into that gameport and it was fine on 98, but on 95, the drivers from Creative don't like this, or the gameport, it can't read it, and it saw it only as a regular gamepad. And it came with some driver fixes on here but those didn't work, it still just saw it in increasingly odd ways. So I had to switch over to plug this into the Vortex 2 and yeah, now it sees it correctly right here, over this one. Anyway, now that we're in here we can see that wonderful precision of those optical sensors in there instead of the potentiometers. It's really quite fantastic and there is no way to actually do any calibration or anything like that 'cause it doesn't need it. So yeah, you can just, you know, test it and see that it's working and of course it is. It also installed this SideWinder software here. So it pops this thing up SideWinder Central and yeah that brings up a control panel and some read-mes and whatnot. But this right here, this includes profiles for a number of games. You can create your own, but it does come with a whole bunch of them. A lot of good stuff in here. And even some things that you might not expect, like hey "Duke Nukem 3D" is right there, which is a DOS game that does not support force feedback, so what's up with that? Well it's a keyboard mapper, like a keyboard to joystick remapping program. So mapped joystick button 2 to A, 3 to space, 4 to strafe and so on. Also lets you program macros for multiple movements and things like that, and program the shift button to do different combinations of buttons. But you can't just go around adding force feedback support to games that don't support it. Unfortunately. I wish that was the case! But that's not what this does. This is just a thing that lets you set it up for different games that may not support a joystick or this joystick in particular. So for instance, MS-DOS emulation is enabled for Duke 3D is treating it as just a generic Thrustmaster joystick. And you can adjust the dead zone and what the twisting does, stuff like that. But back into the control panel though, and this is where things get pretty fun. So you can change the force feedback effects to off or all the way up. Yeah, let's make it high and rigid. And now this right here, I love this, check this out. [joystick vibrating] [laughing] [joystick vibrating more] Yeah, you can mess around with all the different types of effects that it's capable of doing. So, machine gun. [joystick vibrating] A diesel engine idling, [joystick puttering] a plasma fire [joystick clicks] [laughs] car engine idling, that's a diesel, again, there's the car. Yeah, it's a light little, [imitates puttering] plasma cannon or just, you know, whatever, it's approximating what it thinks might be like that in a game, I quite like its interpretation of jumping, which pushes it forward like that and landing, ugh pushes you back. And if you hold down shift you get even more so cannons, shotgun, nice. Those are pretty similar actually. Just pushing back and back and back, getting that recoil. Lightning gun. [joystick vibrates] Gatling gun. [joystick gatlates] Pretty light actually. Plasma cannon, and let's see here. Wind shear. [joystick vibrates shearingly] Yeah that's neat. Torpedo, very light as well and rocket launcher. Yeah that's that's an interesting one. Yeah if you don't really hold onto it, yeah. Like it'll push back. Oh yeah, that's just awesome. I love this little demo program. And this is pretty similar to what I first experienced with this [joystick vibrating] back at CompUSA back in the day. I don't-- [laughs] I don't remember if this is exactly, it was this, I seem to remember there being like some visuals that went along with it, more UI elements or something, but maybe it was just this. So you can really see the kind of forces you're getting here. This thing is intense, especially on the higher settings like this, but really, I mean even on the lower settings it's kind of cool. [joystick rattling] Like that's low. [joystick rattles still] It's still a thing. That's also why I have it on this pad here. On its own, there is not nearly enough grippage to keep it in place. Like this thing is gonna fly all over the dang table whenever you're in a game, so let's get to a game. And we gotta start with the one that it came with, in this particular pack: Urban Assault. [Microsoft intro music] I'm so glad to see this running. It was like an hour just getting to this point. And then I was trying to get all your other games working, and then 3D acceleration wasn't working with Windows 95 'cause I had a Voodoo 3 in here and I had to upgrade it to DirectX seven point something, and oh my goodness. Anyway, we're finally here, the input settings, force feedback is enabled. And that's all it needs cuz this game is by Microsoft, it knows what to do straight away. So we're gonna play just one of the training missions. Let's do one with different types of vehicles. And if you're not familiar with this game, it's actually pretty awesome. It's kind of a mixture of real time strategy and I guess first person vehicle combat, sort of. - [Computer] All station systems online. - Right, so basically you can– - [Computer] Destroy any target seen on the map. - She might get a little annoying... Lemme turn it down here. So basically you can look around here in 3D at what's going on, or you can just click around on the map and do different things. So the objective in this one here is to destroy these three red objects and we'll just spawn some vehicles on the ground, and then what we can do is jump into them. And now-- okay, let's get the throttle in the right spot. So now we have direct control of this vehicle. So throttle forward and then if we want to, yeah. [joystick vibrates] Just blow up random buildings. So let's go find the objective. Oh actually we've got these little helicopters too, so if we want we can just straight up jump into a chopper, [laughs] and there we go. So now we're in that, oh, you can feel the rotors doing their thing. [imitates joystick rotor feel] Ooh, nice little bump there. Okay, let's try to figure this chopper out, okay. Oh that missile that you can just follow along. That's not what I wanted to do. [laughs] [joystick vibrating] Heck yeah dude. It's immediately immersive feeling these different types of vehicles react in different ways like this. Back up, there you go. [joystick vibrating, things exploding] Oh yeah, oh yeah. [laughs] And let's just go back to the station. You can also jump into random gun turrets that are just placed on different buildings. [joystick thunking] Quite a kick on that gun, like seriously. Oh here's the other thing too, if you're not really holding it, you're not gonna get any kind of like. [imitates joystick] It doesn't do every single time, you have to be giving it some resistance. So if I hold it as light as possible, you can really see, [joystick banging the desk] [laughing] Ohh that joystick is happy to see me! [explosions boom] Yeah, suck it random buildings! And enemies too, I guess. I don't know, may as well. Oh yeah. [gunfire rattling] [laughs] All right, let's move on to some "Combat Flight Simulator." Another Microsoft game, so it is very much set to just use the joystick straight away. Force feedback right here, we got control surface forces, stick shaker, crash effects, ground bumps, and retractable gear thumps, sounds good to me. Let's just do a random free flight. Anyone else like taking the Flight Simulator, I think it was "2000" planes, and putting them in here? You totally can do that. Let's go with a Sopwith Camel here, more era-appropriate, I suppose. And yeah, let's give it all the beans, 'cause I think we're on like a grass tarmac of some kind. [airplane engines whirring] A little choppy takeoff there, but hey, whatever. And now there's not much of any feedback here, it's just a little bit of resistance. Which, I mean, this is some pretty gentle flying here, but if we really start giving us some Gs and stuff. Oh yeah, yeah, it's like getting [grunts] it's pushing. [gun rattling] Of course you have some going on with the machine guns and bombs, I don't know if we have bombs. Not on this thing. [gun rattling] [guns continue firing while plane crashes] I gotta say that was a little bit of an underwhelming crash I think the game crashed too. Nope, it's just-- [laughs] Well let's go with something a little more exciting. P-51, oh yeah, let's give it a bunch of rockets. Where do we want to take off from? How about Middle Wallop? All right, lots of beans, there we go. [engine revving up] Now I do have rudder control as well, which is nice. So just simple twisting here, since they don't have any pedals or anything. Oh yeah, in the air. [joystick rattles loudly with gunfire] Oh those are more powerful guns! [joystick rattling with force] Yeah, all right. One of the bombs, or rockets rather, right? Yeah we got rockets. I just like those guns. [joystick rattling] Do something with these flaps, I don't remember how to do the flaps. I can definitely feel the Gs. Much more force on the joystick there. Yeah, in fact it's pushing me in different ways too, I think there's also some wind. Yeah, I'm not really moving my hand, it's just moving it for me. That's neat. Force feedback sticks are so cool in flight sims. [gun rattling] Wish I had some buildings to blow up or some other planes but. [laughs] Alright, well bit of a choppy experience. Let's move on to "MechWarrior 3." Wow, this is already like, weirdly in effect like the centering is aggressive. [grunts] It is really, yeah. Pressing hard, it just wants to be in the middle. Now this one, I don't believe it lets you actually enable or do anything in terms of customizing the force feedback. But it is just on like, if you have a SideWinder because it uses the API for this: DirectInput. All right, we'll do some instant action Madcat versus Firefly. [laughs] A highly lopsided battle, that'll be. But you know, and this is actually a game that was bundled with the joystick, by Hasbro I believe. For a time was definitely sold in stores together with this in particular. Yeah, lovely Madcat. Extended range lasers, LRM-15s, Ultra AC5s, good ol' auto cannon, 15 double heat sinks, we are ready to go! Okay whoa, throttle, throttle, throttle. - [Computer] All systems nominal. - Ya gotta remember that cuz, uh. Yeah. Okay. Oh yeah, that's feeling so good. It takes serious like, bits of effort to just turn this thing, it feels heavy and huge. And then when you start moving forward each footstep it's like, oh yeah. [laughs] Ah that's gonna be a lot of heat. - [Computer] Linked fire engaged. - Let's do linked fire with the lasers for now. [machine whirring] [joystick clicking, missile firing] Ah, screw it. [laughs] Just dump everything, oh no I missed. [alarms beeping] How is this guy not dead? Oh I just straight up shut down. There we go, well you know what? It's been a while, but this felt amazing. It still feels amazing, just like just, oh my goodness. This is just about the most like resistance of any of the games so far. This is force, forceful feedback. Like yeah you're shooting all those missiles at once. [missiles whooshing] [laughs] Oh dude, that's so good. This thing is so good still. Now, we got one more and it's pretty special. "Star Wars Episode I: Racer." [Duel of the Fates plays, imitates it humming] I think it's already set. Yeah, I mean we don't need to calibrate it, 'cause it is the joystick than it is. [whistling Duel of the Fates] [Star Wars intro theme] [imitates said theme] All right. [computer beeping] Oh yeah, force feedback settings. "Use the force" in this game. Got everything turned up to max! Now we're gonna go with Ebe. This game is fantastic, and with this stick? Talk about transforming the experience. All right, so it was just a normal joystick at the moment, but immediately that kicks in, little bit of resistance. Okay, a lot right there, holy crap. And the engine rumble is just like, [imitates rumbling] It feels quite good but nothing too crazy. This is perfectly normal-ish feeling gameplay just with some rumble, that being said, [laughs] I'm not doing that like it is all the way back and very erect. [laughs] When you put that engine boost on. Let me get to a place where I can do it a little better. Oh man, yeah, even that, going this way and that way moves it. Whoa, wow, that's a lot. The feedback on this game is insane when you turn it all the way up, okay, let's try this again. [engine whining] Yeah, look at that. It's, ugh, it's all the way back. Okay, let's just blow up, that's fine. Oh I somehow survived. It's so much force pushing back, it's wonderful. [grunts] [joystick clunks] Good grief. This is, it's like arcade, if you've ever played something like "After Burner," or you know, whatever, any number of arcade flight and combat games with a joystick where it has some serious force feedback. Okay, that was, I just blew myself up. How do I repair, I don't remember. There it is. Anyway, pretty similar to that. Feels like an arcade game on this, like 'cause it's okay, holy crap. It's just cranked up so high, like as high as it'll go in the control panel and as high as it'll go in game. Even hitting those. Oh yeah, I can feel it pulling this way like a lot because of the engine being out on the right. [joystick vibrating] Look at all this, this is stupid. [laughs] Ugh, I wish they still made sticks like this. Dude, I think I'm still gonna make it in first with this terrible race I've been having. Hey, there we go. The power of force feedback baby. Or mostly just very, very forgiving AI on that mode. Anyway, this is wonderful, I love this stick. Especially for late '90s games, but honestly I would still really like to use it with modern stuff. Yeah, this thing is still just delightful to use 20 whatever the heck years later, you know, with the games and computers and hardware that supports it, of course. That does bring up the question, you know, why don't I just use this on a modern system? It holds up in terms of the quality and everything, but you have the game port situation to deal with of course, but there were, you know, later models the Force Feedback 2 and that had built-in USB support. So that would be an option, if you have one of those instead. But this, you know, I just have this one, so how do I convert this over? Well there are things like the USB RockFire gameport device. It's kind of old at this point, but you know, was a popular solution for doing that type of thing, it just will not translate everything that this does. I don't think all of the inputs, because there are kind of a lot. And also the fact that the force feedback, the way that it works relies on some MIDI in and out pins and things like that, that is just not going to do. The same unfortunately with more modern solutions like the gameport adapter by Necroware. And this is awesome and it does have built-in support for the Force Feedback Pro, but again, you're not gonna get the actual force feedback part of it, at least not yet. I think it may be updated in the future hopefully to add that, but as of now it'll just let you use it as a normal joystick and that's kind of missing the point. And there have been other projects, you know, there are things using Teensies and various microcontrollers, specifically I'm thinking of the FFB-Vert. That was apparently a really good solution and that actually does provide force feedback support for this in particular. I don't have one of those or else I show that off. But yeah, it's kind of a niche within a niche thing and so I don't know, that really just gets me to the question of why the heck aren't force feedback sticks really a thing at all anymore? Why haven't more companies made these since then? After all force feedback is practically a requirement with wheels and racing sims, but it's a true rarity in modern flight sticks. Well, online this has been speculated quite a bit over the years and I've seen discussions about, you know, patent trolls and things being held back legally with wranglings going on behind the scenes and whatnot. And while there are little kernels of truth to that here and there, that is definitely not the full story. If you'd like a really good video on the topic, I'd very much recommend this one by Flight Dojo going over the specifics. But to kind of sum things up, patents are only part of the story, but for that it does all go back to when Microsoft acquired EXOS Incorporated to spearhead the SideWinder product line and also partnered with Immersion Corporation to develop what would become the Force Feedback Pro controllers. Immersion holds many hundreds of patents on this kind of stuff. A majority, from what I gather, pertaining to force feedback technology. So they were a natural choice for collaboration. And so together Microsoft created their line of FFB SideWinders starting in 1997, and ending just four years later with the aforementioned Force Feedback 2 in August of 2001. Which you might notice is right before the release of the Xbox, which Microsoft Game Studios of course focused on from there. And only two more joysticks ever hit store shelves that licensed their API and technology and stuff. The 2005 Saitek Cyborg Evo Force and the 2009 Logitech G940, and well, that was that. The tech for Direct Input API force feedback joysticks is tied to Microsoft and Immersion, and the patents and all that are still out there, they could be licensed. But it's just one of those niche within a niche within a niche things that there's simply not enough interest. And there have been other force feedback sticks since '09 but all using their own technology. Relying on plugins and specific software instead of simply working with Direct Input. On this note, I asked LGR Twitter followers about their own feedback stick experiences, and it's about what I expected. Most of y'all seem to enjoy the things until they broke or until the novelty wore off, of simply had to stop using them due to lack of games and drivers or overall OS and developer support. It makes sense really, unless you're willing to spend a whole lot of money on something like what's offered by Brunner, we don't really have many options. Though there is a bit more affordable glimmer of hope with homebrew projects like the VP Force Rhino FFB, which does indeed support Direct Input, it looks fantastic. But it's another one of those extremely niche things and there's only one guy making them, and orders are backed up into the hundreds, last I checked. So as much as I would like one of those, I guess for now I'm gonna be sticking with the classic Force Feedback SideWinders and things like that, which you know, all think considered, considering how silly this is, [laughs] it's not the worst position to be in. And if you had or have any of these force feedback sticks, let me know your experiences, whether or not you still use it. Yeah, pretty much all the stuff I asked about on Twitter, I really am interested in what the legacy of these is and what the future may hold. And I hope that you enjoyed seeing this video just farting around with one. I had fun making it at least. And as always, thanks for watching.
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Channel: LGR
Views: 212,822
Rating: undefined out of 5
Keywords: microsoft, sidewinder, joystick, force feedback pro, review, LGR, lazy game reviews, FFB, force feedback, flight stick, vintage, retro, classic, 90s, 1997, USB, game port, adapter, Windows 95, wheel, flight simulator, force feedback 2, windows 11, drivers, software, hardware, games, gaming, video games, computer, PC, setup, unboxing, CompUSA, urban assault, combat flight simulator, mechwarrior, battletech, star wars, episode 1, racer, pod racing, logitech, saitek, brunner, cls-e, history, immersion, patent, haptic
Id: evwn435x0dM
Channel Id: undefined
Length: 32min 25sec (1945 seconds)
Published: Fri Jul 21 2023
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