Microsoft SideWinder Game
Pad
By Rich Leader

What is this, you might ask--a review of a five year old game controller
that does not even have a USB connection and plugs into an archaic
"gameport" on the back of your soundcard? Well, you would
be correct. While it might be neither the latest nor the greatest,
circumstances have made this item one of the must-buys of 2002.
Though it might have originally retailed for $35 or more it is now
selling online from a variety of distributors for $5-7 in OEM packaging
(Original Equipment Manufacturer; meaning it is packed in a plain
white box) or $6-9 in its original retail packaging. With its various
features, the vintage SideWinder stands head and shoulders above current
low budget controllers, even Microsoft's own budget offering, the
transparent SideWinder Plug & Play.
On the small side compared to more modern pads, it was an early adopter
of the flanged "batwing" style and should be moderately
comfortable for most users during casual use. The only aesthetic blunder,
however, creeps up during the strenuous activity at which it otherwise
excels: 2D fighters, such as the classic Street Fighter 2.
The eight-way directional pad is a fraction of an inch too close to
the left hand side, making you tilt your left hand in a manner that
is slightly different from that of your right. Combined with having
your index fingers outstretched to the shoulder "trigger"
buttons, it puts your left middle finger in contact with a screw hole
recessed into the back of the controller. This can leave your finger
with somewhat of a welt that is quite alarming the first time you
see it (resembling a blister or even a wart), though naturally the
effect fades in minutes. But this happens only in that specific genre
where one tends to try to maximize the precision of his or her thumb
movements (which necessitates a slightly different grip than most
other games where movements can be more relaxed).

This flaw is a shame in that it is one of the few controllers that
are perfectly attuned to the old 2D head to head fighter. It has an
excellent directional pad that handles diagonals well, six standard
buttons in two rows of three (for three varying levels of punches
and kicks), and two shoulder or trigger buttons on the undercarriage
that can be assigned to mimic pressing all three punch or kick buttons
at the same time (a frequent requirement of arcade games that are
hard to accomplish manually at home with a game pad because of physical
constraints). Other buttons are a classic "start" button,
one that purportedly will "shift" the other buttons to double
the amount of functions (though most users tend to just bind it as
a "select" or even "insert quarter" in the case
of arcade emulators), as well as a "mode" button that triggers
an LED (green, perhaps a precursor to the Xbox) signaling that the
controller is turned on or off, to act as a pass-through for another
controller.

The front end of the controller has a removable faceplate that hides
a gameport--this is where the pass-through feature comes in--in that
you can connect another gameport controller through it and either
allow both controllers to function as separate devices (the default
function which lights the green LED) or with the press of the mode
button, disable the SideWinder so the additional controller
functions in its place. This was primarily useful in the past when
all game controllers ran off the gameport on your soundcard (or separate
"gaming" card) and one might want to alternate between a
game pad and a traditional joystick without having to reach around
the back of the computer and physically change which controller was
plugged in--a feature which is largely useless today in a world of
USB.
However, the SideWinder has an additional use for its pass-through
gameport. If you plug another SideWinder into it, you can connect
yet another SideWinder into that, forming a daisy chain of
up to four controllers. This is where this controller really shines.
Though four modern USB controllers can coexist just fine (though usually
necessitating the use of a USB hub that must be purchased separately),
it is far less convenient than a single connection and the up to 8
feet of space between each player that the SideWinders' cords provide.
The SideWinder certainly has its faults and is not up to duplicating
the feats of modern controllers in 3D games with their analog thumb
controls and rumble packs, but the PC is not traditionally the market
for those types of games. What it does offer, is unparalleled: the
ability to play a game of the arcade classic, Gauntlet, in
emulation with four of your friends for less than $30. Try to top
that.