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Microsoft SideWinder

Microsoft SideWinder was a of computer peripherals developed and marketed by for personal computers, primarily targeting Windows users, and encompassing a range of devices including joysticks, gamepads, steering wheels, mice, and keyboards from its inception in 1995 until its initial discontinuation in 2003. The line was renowned for integrating advanced features such as force feedback technology, programmable buttons, and ergonomic designs to enhance immersion in PC titles like flight simulators and . Key early products included the SideWinder 3D Pro joystick, introduced in 1995 as Microsoft's first entry into PC gaming controllers, featuring a three-axis design with twist rudder control and eight buttons for improved precision in 3D gaming environments. Subsequent releases expanded the lineup, with the SideWinder Force Feedback Pro joystick launching in 1997 and incorporating Microsoft's digital-optical sensing and a 16-bit processor to deliver over 100 distinct force sensations, such as vibrations and resistance, simulating real-world physics in games. By late 1999, this model alone had achieved the milestone of one million units shipped worldwide, establishing it as the top-selling force feedback joystick at the time. Other notable devices from the era included the SideWinder Game Pad Pro, which offered 30 customizable game profiles and proportional thumb controls for versatile gameplay, and the SideWinder Force Feedback Wheel, released in 1997 as one of the first affordable racing wheels with haptic feedback for PC titles. The brand's growth reflected Microsoft's push into PC gaming hardware during the mid-to-late 1990s, aligning with the rise of and for enhanced multimedia experiences, though sales declined by the early 2000s due to shifting preferences toward keyboard-and-mouse setups in PC gaming. In 2003, Microsoft discontinued the SideWinder line, citing poor market performance, while committing to support existing products through software updates and focusing future hardware efforts on mice, keyboards, and networking devices. The brand saw a brief revival in 2007 with the launch of the , a high-performance optical device featuring adjustable weights, on-the-fly DPI switching, and macro programming via an LCD for customized in first-person shooters and strategy games, priced at $79.95. This was followed in 2008 by the SideWinder X6 keyboard, which introduced a detachable switchable between gaming and productivity modes, along with the SideWinder X5 mouse, both emphasizing modular design and blue backlighting for competitive play. However, these later iterations were short-lived, with the SideWinder branding fully phased out by around 2011 as Microsoft streamlined its peripheral portfolio.

History

Launch and Controller Era (1995–2003)

entered the gaming peripherals market in 1995 as part of its broader push into hardware to complement the operating system, which emphasized multimedia and gaming capabilities. The SideWinder line marked 's initial foray into PC controllers, with the 3D Pro joystick serving as the flagship debut product launched in late 1995. Designed primarily for flight simulation games, the 3D Pro featured 3-axis control—including twist for rudder—and 8 buttons, providing precise input for immersive gameplay on Windows and systems. From 1996 to 2002, lineup expanded rapidly to meet growing demand for PC accessories, incorporating to enhance compatibility and realism. In 1996, introduced the SideWinder game pad to broaden appeal beyond , bundling it with Windows 95-compatible titles for immediate playability. By 1997, force feedback technology debuted with the SideWinder Force Feedback Pro , using a high-torque motor and to simulate physical sensations like or gear shifts. The adoption of USB connectivity accelerated in 1998 alongside , enabling plug-and-play functionality in later models such as the Precision Pro and game pads, reducing reliance on legacy game ports. Integration with the ensured seamless support for Windows-based games, allowing developers to leverage advanced input features without custom drivers. The era saw strong market traction, with the Force Feedback Pro becoming the top-selling PC game device by revenue in the six months ending March 1998 and reaching one million units shipped by November 1999. Strategic partnerships bolstered adoption, including close ties with flight simulation developers; over 40 titles from publishers like , Sierra On-Line, and Microsoft's own Flight Simulator 98 supported force feedback for enhanced realism.

Discontinuation and Relaunch (2007–2011)

In 2003, Microsoft discontinued the original SideWinder line of gaming peripherals, primarily due to declining sales of PC game controllers and a broader shift in market demand toward console gaming. The company cited faltering demand for desktop PC gaming gear as a key factor, with later models failing to sustain the strong performance of earlier releases amid shrinking market share for PC-specific controllers. This decision aligned with Microsoft's strategic pivot toward its Xbox console ecosystem, which prioritized dedicated console peripherals over PC hardware. From 2003 to 2007, the brand remained dormant as focused resources on accessories and broader console development, leaving PC gaming peripherals without dedicated support during this period. The hiatus reflected the company's evolving , which emphasized integrated console experiences over fragmented PC markets increasingly dominated by competitors like and Razer. relaunched the brand in October 2007 with the introduction of the Mouse, repositioning it as a premium line for PC gaming accessories to capitalize on renewed interest in high-end desktop peripherals. This revival marked a effort aimed at hardcore PC gamers, responding to growing demand for customizable input devices in genres like first-person shooters and games. The line expanded into keyboards in 2008 with the SideWinder X6, followed by the X4 in 2010, and included the SideWinder X5 mouse released alongside the X6, targeting players in massively multiplayer online (MMO) and first-person shooter (FPS) titles through features such as programmable macros for complex command sequences. These additions sought to compete directly with established rivals like Logitech's G-series and Razer's specialized gaming keyboards, which had gained traction in the evolving PC accessory landscape. By 2011, discontinued the relaunched brand, effectively ending its involvement in dedicated PC gaming peripherals as part of a broader retreat from consumer-level hardware to focus on enterprise and Surface-branded products. This closure coincided with the company's exit from sales of gaming mice and keyboards, underscoring a strategic shift away from the competitive PC gaming accessory market.

Joysticks

3D Pro

The Microsoft SideWinder 3D Pro was Microsoft's first , announced on September 18, 1995, and released later that year for $59.95. It connected via a standard 15-pin gameport and was compatible with and , using Microsoft's proprietary Digital Overdrive protocol for enhanced precision in PC gaming. The provided 3-axis control, including X and Y movement via the stick, and Z-axis control through twisting the handle. It featured eight buttons—four on the stick handle and four on the base—along with a slider for variable control and an 8-way switch for directional input. A switch on the base allowed toggling between digital and analog modes, emulating older standards like CH Flightstick Pro for broader compatibility. Designed with flight simulation in mind, the SideWinder 3D Pro adopted an ergonomic shape resembling traditional control sticks, with a comfortable and stable base to reduce hand fatigue during extended play. The optical ensured responsive input without mechanical wear, though the was integrated into the base rather than detachable. The device included the SideWinder setup utility software for calibration and testing, which was essential for optimizing performance in Windows environments and addressing potential axis drift. It was particularly well-suited for , offering native support for throttle and rudder functions that enhanced immersion in flight-based games like 2. Reviews highlighted the SideWinder 3D Pro's affordability and reliable precision as an entry-level option for gamers entering titles, with noting its solid construction and comfort in early 1996 evaluations. However, it faced criticism for loose centering in analog mode and calibration challenges that required manual adjustments. The joystick sold well, establishing as a competitive player in PC peripherals. As the foundational model in the SideWinder line, the Pro influenced subsequent designs by introducing digital-optical technology and multi-axis controls. Community-driven projects, such as the open-source sw3dprousb adapter, enable modern USB connectivity for legacy systems, preserving its usability in contemporary setups.

The Microsoft SideWinder Standard was released in late 1995 as a budget-oriented targeted at cost-sensitive users seeking an affordable entry into PC . It served as a simplified variant alongside the more advanced 3D Pro model in Microsoft's initial SideWinder lineup. Designed for basic control needs, the Standard featured a 3-axis (X and Y via stick, Z via ) without Z-twist functionality, two (a and secondary thumb ), and a on the base, lacking advanced features like a hat switch. It connected via a standard 15-pin gameport and was compatible with general gaming and flight simulations on period hardware. The device included Microsoft's basic SideWinder calibration software for setup and under Windows 95. Reception highlighted its smooth action and reliable tactile switches as strengths for entry-level use, earning a 94% rating and Gold award from PC Format magazine. However, its limited features positioned it as a no-frills option compared to competitors. Compatibility was restricted to older systems, supporting and environments via analog protocols but without force feedback or native integration in later Windows versions.

Precision Pro

The Microsoft SideWinder Precision Pro, released in August 1997, built upon the foundation of the earlier 3D Pro joystick during a period of rapid growth in PC gaming controllers, introducing key ergonomic and connectivity enhancements that influenced subsequent models in the SideWinder line. Priced at approximately $75 upon launch, it addressed user feedback on comfort and versatility while maintaining compatibility with existing PC hardware. This model offered dual connectivity via a standard 15-pin or USB through an included , enabling seamless integration with both legacy systems and the emerging USB standard on /98 PCs using for precise input handling in games like flight . Its core features included 4-axis control—covering X and Y axes for pitch and roll, Z-axis twist for , and a progressive slider for variable engine control—complemented by 10 programmable buttons and an 8-way hat switch for additional commands. The design incorporated a rubberized and ergonomic shaping to reduce during prolonged use, setting a new benchmark for comfort. A notable was the of Microsoft's IntelliSense technology, which provided automatic, continuous to maintain accuracy without manual adjustments, minimizing drift and ensuring reliable performance across sessions. Technically, it delivered 11-bit resolution on its primary axes, enabling finer granularity in movements for smoother control compared to the 10-bit standard of prior joysticks. The Precision Pro received widespread acclaim for its precision and build quality, earning a strong endorsement in PC Magazine's November 1997 review as "a great product and should meet most users' gaming needs," and it quickly became a among PC gamers seeking reliable input devices. In 1998, a variant known as the Precision Pro USB followed, featuring native USB connectivity without an adapter and refined software for button profiling, though it retained the core hardware design.

Force Feedback Pro

The Microsoft SideWinder Force Feedback Pro, released on September 30, 1997, marked the introduction of to the SideWinder joystick lineup, utilizing force feedback developed in partnership with . It connected via a standard PC gameport and carried an initial retail price of $149.95, including bundled games for demonstration. This model built on the ergonomic design of the preceding Precision Pro, featuring a compact, angled base for comfortable extended use. Key features included a 4-axis with 8 programmable buttons and an 8-way hat switch, enabling precise input for flight and action games. The device incorporated dual electric motors—one for rotational resistance and another for vibrational —delivering over 100 distinct haptic effects, such as simulated G-forces, , or weapon recoil. These were powered by an external 12V to support the high-torque demands of the feedback system, separate from the game's connection. Software support came through Microsoft's SideWinder Game Device Profiler and integration with APIs, allowing developers to implement force feedback in compatible titles. At launch, it was compatible with over 40 PC games, including , where effects like jet landings and aerial maneuvers provided enhanced tactile immersion. By November 1999, Microsoft had shipped one million units worldwide, establishing it as the top-selling force feedback joystick and an industry benchmark for PC gaming peripherals. Reception highlighted its revolutionary impact on gameplay realism, with the device earning recognition as an award-winning product at the 1998 Electronic Entertainment Expo and leading PC game controller sales through early 1998 based on revenue data. However, some users encountered driver compatibility problems under Windows 2000, where older software versions failed to install properly, limiting full functionality until updates were applied.

Precision 2

The Microsoft SideWinder Precision 2 joystick, released in July 1998 as a USB-native successor in the precision-focused lineage from the Precision Pro, targeted the mid-range market at a price of approximately $45. This model introduced upgrades including enhanced stick tension for smoother control, 8 programmable action buttons, a programmable 8-way POV hat switch for precise targeting, and a compact base design, all paired with a rotating handle for rudder input and a 146-degree action throttle for comprehensive flight simulation handling. It also featured a lighter weight of about 1.4 pounds to support extended gaming sessions without user fatigue. Fully compatible with and 2000 via its native USB interface, the Precision 2 deliberately excluded force feedback capabilities to keep production costs low and appeal to budget-conscious gamers. The device received solid reception for its value and reliability in budget flight simulators, where its precise and responsive controls were highlighted, though it was often overshadowed by emerging force feedback alternatives in the market.

Force Feedback 2

The Microsoft SideWinder Force Feedback 2 was released in 2000 as an evolution from the 1998 Force Feedback Pro, incorporating refined force feedback technology for enhanced immersion in PC gaming. Announced at in May 2000, it utilized USB connectivity and featured an integrated supply compatible with worldwide voltages, eliminating the need for an external adapter. Priced at a street level of $109, the device leveraged licensed to deliver realistic tactile sensations, supported by a 16-bit 25-MHz on-board capable of rendering over 100 distinct force effects. Key features included 4-axis control—pitch, roll, yaw (via a rotating for ), and a slider—along with 8 programmable buttons and an 8-way hat switch, providing up to 16 configurable functions such as macros for complex in-game commands. The force feedback system offered adaptive resistance to mimic environmental forces, enhancing in simulations like aerial . Its quieter operation, compared to predecessors, stemmed from an improved motor design without a built-in , contributing to a more streamlined and durable build. The joystick shipped with updated SideWinder software and an SDK tailored for Windows Me and XP, facilitating integration with over 200 force feedback-enabled titles, including flight and combat simulators. This compatibility extended the device's utility across a broad library of games, allowing developers to customize haptic responses for specific scenarios. Reception was generally positive for its precise handling and immersive effects, earning an 8.5/10 from for being a "worthy successor" with strong realism, and 92% overall from ActiveWin, though critics noted mixed results due to the premium price and occasional driver instability under heavy use. Sales lagged behind the Force Feedback Pro, which exceeded one million units shipped by late 1999, partly owing to intensifying competition from lower-cost alternatives. The model was discontinued by 2002 as shifted focus in its peripherals lineup.

Gamepads

Original Gamepad

The SideWinder Original Gamepad encompassed the initial lineup of basic wired gamepads released by in the mid-1990s, aimed at providing affordable, console-inspired controls for PC gaming under Windows 95. These models prioritized simplicity and multi-player support, distinguishing them from more advanced Pro variants by lacking features like vibration or analog thumbsticks. The series began with the Game Pad 1.0 in late 1996, followed by minor updates including an improved in subsequent iterations and a USB-enabled Plug & Play version in late 1999 or 2000, all connected via gameport or early USB ports without requiring complex setup. The Game Pad 1.0, launched in October 1996, connected through the standard 15-pin gameport and retailed for an estimated $44.95. It featured an ergonomic, handheld design mimicking console controllers, with six face buttons (A, B, C, X, Y, Z), two shoulder triggers, and an 8-way for directional input, totaling eight buttons for precise control in action and fighting games. This layout supported protocols, enabling responsive performance in titles like arcade-style games, and included the Game Device Profiler software for custom button mapping and macro recording of complex move combinations. A key innovation was its daisy-chain capability, allowing up to four pads to connect sequentially without a separate , facilitating head-to-head multiplayer sessions. The controller's technology ensured low-latency input, and it shipped with a CD sampler featuring games such as GEX, , and to demonstrate compatibility. System requirements included a 486SX/66 MHz PC or higher, 8 MB RAM, and a with gameport. A later update, the Game Pad 2.0, was released in 2001 as a refined version, retaining the gameport connection but incorporating an enhanced for smoother directional navigation and reduced input stiffness, addressing feedback from early users on precision in fast-paced titles. This update maintained the core 8-button layout and ergonomic shape but improved overall durability and comfort for extended play sessions, while continuing support for and multi-player daisy-chaining. The Plug & Play variant arrived in late 1999 or 2000 as the first USB model in the series, priced at $19.95 to broaden accessibility amid rising USB adoption on PCs. It preserved the handheld ergonomic and 6-button configuration—four action buttons, two triggers, and an upgraded 8-way —but eliminated the need for drivers or software installation, leveraging Windows' native plug-and-play functionality for instant recognition. This version emphasized compatibility with , fighting, sports, and games via , though it supported fewer simultaneous players (up to three via USB hubs) compared to the gameport models. The transparent casing and black buttons added a modern aesthetic, and its lightweight build (under 0.5 pounds) enhanced portability without sacrificing grip comfort for various hand sizes. These Original Gamepad models gained popularity for their affordability and reliability, becoming best-sellers in the PC controller market by enabling seamless console-like gameplay on desktops. Early adopters praised the intuitive design and easy multi-player setup, which lowered barriers for social gaming, though some noted limitations in button count for more complex titles.

Gamepad Pro

The Microsoft SideWinder Game Pad Pro, released in 1999, represented an evolution in Microsoft's PC gaming controller lineup, building on the foundation of the Original by incorporating enhanced control options for more immersive gameplay. Designed specifically for Windows-based PCs, it emphasized ergonomic comfort and to better emulate console-style input on desktop systems. Priced at around $35 to $40 at launch, the device targeted gamers seeking a reliable upgrade for , , and titles. Key features included a versatile supporting both digital and analog proportional modes, allowing for precise movement in supported games. The controller offered six programmable action s on the face, two shoulder triggers for quick access, and a shift button that effectively doubled the customization potential to 16 programmable actions overall. Its USB connectivity enabled plug-and-play functionality, simplifying setup compared to older gameport devices, though it required or later for full driver support. The included SideWinder Game Controller Software provided 45 predefined profiles tailored to popular titles, facilitating immediate configuration without extensive tweaking. Compatible with through 98 and subsequent versions via updated drivers, the Game Pad Pro was lauded for its durable construction and comfortable grip during extended sessions, making it suitable for PC console . Reviewers highlighted its ease of installation, attractive design, abundance of buttons, and improved responsiveness as standout elements. In a , it earned an % rating, praised for delivering solid performance despite minor drawbacks like a somewhat flimsy feel and USB-only . Overall, the device was well-received as a step forward in accessible PC input, appealing to users transitioning from basic pads or seeking enhanced programmability.

Freestyle Pro

The Microsoft SideWinder Freestyle Pro, released in , was a distinctive in the SideWinder lineup that introduced motion-sensing technology for intuitive control in PC gaming. Designed primarily for and titles, it utilized an internal to detect tilt movements, allowing players to steer or navigate by physically angling the controller rather than relying solely on thumbsticks or D-pads. This innovation aimed to mimic real-world handling, such as leaning into turns in driving games, and it connected via USB or game port for compatibility with systems. The device was bundled with the game Motocross Madness to showcase its capabilities, emphasizing Microsoft's push toward more immersive input methods in the late 1990s PC gaming market. In terms of design, the Freestyle Pro featured an ergonomic with padded grips for extended play sessions, weighing comfortably in hand without excessive bulk. It included 10 programmable buttons—six on the face, a four-way , and two shoulder triggers—plus a dedicated "Start" button and a to double action combinations for complex inputs. A toggleable , indicated by green (analog) or red () LEDs, enabled tilt-based control for forward/backward and left/right movements, while a slider added precision for speed adjustments in supported titles. Connectivity was straightforward via USB for plug-and-play setup, though early drivers occasionally exhibited calibration bugs; a mode switch allowed deactivation of the for traditional use. The controller measured approximately 6.5 inches wide and supported analog input modes for enhanced responsiveness in games like flight simulators or first-person shooters. Reception for the Freestyle Pro was generally positive for its novel approach to input, with reviewers highlighting the freedom it provided in couch-based by reducing reliance on static mashing, though some noted the for tilt mechanics. Priced at around $119 USD at launch (or £50 in some markets), it was critiqued as expensive compared to standard gamepads, and battery life was not a concern since it drew power directly from the USB connection without internal rechargeables. Innovative for its time on PC platforms, it paved the way for later motion controls but faced minor complaints about software stability. Variants included both USB and legacy game port models, with some bundles offering a wired-only option for broader compatibility, though no wireless transmission was incorporated.

Dual Strike

The Microsoft SideWinder Dual Strike is a hybrid USB released in 2000, designed to merge and functionalities for enhanced PC versatility. Priced at an MSRP of $59.95, it features a modular construction with a hinge allowing the right-hand section—serving as the emulation component—to rotate 180 degrees for left- or right-handed use. This swappability aimed to provide ergonomic flexibility without requiring separate devices. The gamepad section includes a directional pad for movement, eight buttons (comprising six action buttons, two triggers, and a shift modifier for up to 16 programmable inputs), enabling intuitive control for various actions. The mouse section employs a rotating perspective control mechanism to simulate precise cursor movements, eliminating the need for a traditional mouse in supported scenarios. While lacking vibration feedback, the controller connects via USB for plug-and-play operation and is powered directly through the connection, with no separate battery required. It includes the SideWinder Central software for customization, supporting Windows 2000 and XP environments. Intended for first-person shooters requiring mouse-like precision for aiming alongside controls for navigation, the Dual Strike also suits platformers and action-adventure titles where hybrid input enhances responsiveness. In FPS games like , the rotating control facilitates freelook and targeting, while the pad handles and jumping; for platformers such as , it allows seamless transitions between precise pointing and analog-like movement. Compatibility with and XP ensured broad accessibility, though some games required software tweaks for optimal performance. Reception highlighted its novelty as an all-in-one solution but deemed it gimmicky due to the unconventional rotating mechanism and associated , which deterred adoption among traditional keyboard-and-mouse users. scored it 7/10, commending the comfortable and ease of setup while noting challenges in fast-paced aiming scenarios like . Overall, its innovative approach saw limited long-term use, overshadowed by established input methods despite positive feedback for novice gamers.

Steering Wheels

Precision Racing Wheel

The Microsoft SideWinder Precision Racing Wheel was released in 1999 as an entry-level designed for PC racing simulations. Priced at $79.95, it connected via USB and included a two-pedal set for and functions. This model marked Microsoft's expansion into accessible racing peripherals without advanced , serving as a budget-friendly option for gamers entering the genre. The wheel featured a plastic construction with a fixed base that clamped to desks for stability, offering 240 degrees of rotation to simulate realistic arcs. It included six buttons on the wheel rim for in-game actions, along with two trigger shifters, and utilized analog potentiometers for precise sensitivity. The textured pedals accommodated various foot sizes up to size 13 and provided anti-slip grips, while the ribbed wheel grip enhanced handling during extended play sessions. Compatible with Windows 98 SE and later versions such as Me, , and XP, the device supported popular titles like through Microsoft's software for customization. Lacking force feedback, it emphasized straightforward analog input over immersive resistance, making it suitable for beginners seeking an affordable introduction to wheel-based controls before upgrading to more advanced models. highlighted its ease of , sturdy build, and , earning an 89% rating in contemporary reviews for providing reliable performance across supported games. While praised for its button layout and reasonable cost, it was noted as a basic option with a looser feel compared to higher-end competitors, positioning it as an ideal for novice racers.

Force Feedback Wheel

The Microsoft SideWinder Force Feedback Wheel was introduced as the first PC racing wheel to incorporate force feedback technology, enhancing immersion through physical sensations simulating road conditions and . Released in two variants, the gameport version launched in 1997 at a street price of approximately $160, followed by the USB version in 1998 for an MSRP of $209.95, with a standard two-pedal set included. Both models featured a gear-driven force feedback system capable of delivering effects such as self-centering and simulated road bumps, powered by a dedicated motor that provided realistic resistance during gameplay. The wheel supported a 220-degree lock-to-lock rotation, suitable for authentic driving simulations, along with eight programmable buttons including two paddle shifters on the rear for gear changes. Technologically, the device integrated Corporation's iForce technology, which utilized a 16-bit, 25 MHz co-processor to generate over 200 distinct force effects, including vibrations for engine rumble and steering corrections. This built upon the haptic advancements first seen in the Force Feedback Pro , adapting them for peripherals to support titles like , Need for Speed III, and NASCAR Racing 2000 through APIs. The USB variant addressed latency issues inherent in the gameport model by leveraging improved plug-and-play connectivity, resulting in smoother feedback response times. Reception highlighted the wheel as a breakthrough for PC , earning praise as one of the top peripherals of for its professional build and immersive effects, with reviewers awarding it scores up to 93% overall for performance and feel. It was compatible primarily with and 2000, though modern systems require third-party drivers or wrappers like x360ce for partial functionality, as noted in community resources. Despite its age, the wheel's durable design and haptic continued to influence subsequent gaming hardware.

Specialized Devices

Strategic Commander

The Microsoft SideWinder Strategic Commander, released in 2000, was a specialized designed specifically for (RTS) games on personal computers. It supported USB connectivity, with a suggested retail price of $64.95, making it an accessible option for gamers seeking dedicated RTS controls. The controller's ergonomic, left-hand-oriented design incorporated a central for precise unit selection and navigation, complemented by 12 programmable buttons arranged for quick access to macros and commands, and a thumb dedicated to camera panning and viewport control. Key features included a three-position shift switch that expanded the 12 buttons into up to 72 customizable functions, along with dedicated zoom and rotation controls integrated into the mechanism for enhanced manipulation. Accompanying software provided intuitive programming tools for hotkeys and macros, allowing users to tailor setups for specific titles; it was particularly optimized for games like StarCraft and , where rapid unit management and viewport adjustments were critical. The device was compatible with and 98 operating systems, ensuring broad accessibility during the late 1990s PC gaming era. Reception among RTS enthusiasts was generally positive, earning praise as a niche innovation for streamlining complex gameplay inputs, with one review awarding it a 90% score for its effectiveness in titles like Age of Empires II and the Command & Conquer series. However, its specialized focus limited mainstream adoption, confining its appeal to dedicated strategy gamers rather than broader audiences.

Game Voice

The Microsoft SideWinder Game Voice was released in 2000 as a USB-connected headset designed for voice communication and command recognition in PC gaming. Priced at approximately $59.95, it featured a lightweight over-ear design with a headband and ear cups for extended wear, paired with a compact circular control pad resembling a "black snail" for easy desktop placement. Key features included a positioned close to the mouth for clear voice pickup and reduction, speakers in the headset for immersive audio, and a hardware mute button that enabled auto-mute functionality to prevent unintended transmissions. The control pad housed six light-touch buttons labeled 1 through 4, "All," and "Team" to manage up to five distinct chat channels, supporting communication with as many as 64 players via multi-channel broadcasting or private team talks. Inline volume controls on the pad allowed quick adjustments, and the system integrated with Microsoft's Voice API and MSN Messenger for voice chat, serving as an early solution for multiplayer coordination before dedicated tools like emerged. Additionally, it supported phonetic voice command recognition without user training, enabling in-game actions like weapon switches or movements through spoken inputs. The device was particularly useful for voice-enabled multiplayer games such as , , , and , where players could issue team directives or execute commands hands-free, enhancing coordination in shooters, flight simulators, and RPGs. It required a PC with or later, a Pentium 233 MHz processor, 64 MB , and a full-duplex , connecting via USB for plug-and-play setup with included software for profile customization and audio tuning. Reception positioned the SideWinder Game Voice as an tool for PC voice gaming, earning praise for its quality, ease of use, and accurate , with reviews awarding it scores around 4 out of 5 for facilitating seamless online interactions. However, some users noted minor drawbacks, including dependency on MSN for full functionality and occasional audio lag over connections, though the headset was generally described as comfortable for sessions.

SideWinder 92626

The Microsoft 92626 (model X05-92626) is a basic USB developed for PC , particularly flight simulations, as part of Microsoft's early SideWinder peripheral lineup. It features plug-and-play USB connectivity with a 5-foot cable, a simple plastic construction made in China, and essential controls including action buttons and a slider, without advanced elements like force feedback or a switch. Targeted at budget markets and possibly OEM or international distribution, the device supports , 98, and XP, though official manuals are scarce. Released circa , the 92626 represented a cost-reduced variant of earlier SideWinder joysticks, emphasizing affordability over innovation in a shifting toward USB standards. reports describe it as functional for basic retro but limited in and precision, with users noting reliable button response despite its no-frills design. Reception was muted due to its low-profile launch and minimal marketing, with sparse discussions highlighting challenges on modern systems without adapters. As a forgotten entry in Microsoft's gaming hardware history, it holds niche appeal as a collectible, frequently appearing on resale platforms like where enthusiasts test it for vintage flight sim titles such as those from the late 1990s.

Mice

Original SideWinder Mouse

The Microsoft SideWinder Mouse was released in 2007 as the first product in the relaunched SideWinder gaming peripheral line, following a hiatus since 2003. It was a wired USB device priced at a suggested of $79.95, targeted at PC seeking customizable . The mouse featured a with adjustable sensitivity up to 2000 DPI, allowing on-the-fly switching across six settings via dedicated buttons. Key features included a total of 10 , with five programmable main for actions like shooting or navigation, vertical metal side for quick access, a record , and a Quick-Launch that opened the Windows Games Explorer. The wide metal provided precise vertical scrolling, while the Quick Turn function enabled rapid 180-degree view rotations in games by holding a side . Customizable weights allowed users to add up to 30 grams in 5-gram or 10-gram increments for personalized balance, and interchangeable feet in three materials optimized tracking on various surfaces. The design adopted an ergonomic shape with a bulky palm rest and curved rubber-like side grips for enhanced comfort during extended sessions, though it was optimized for right-handed users and not fully ambidextrous. A built-in LCD display between the thumb and showed current DPI levels and recording status, a novel feature at the time. Accompanying software enabled button reprogramming, creation and assignment, and further DPI tuning, requiring installation via . Reception was generally positive, with reviewers praising its accuracy and customization options; awarded it 8/10 for delivering strong performance at a competitive price, while rated it excellent (4/5) for innovative elements like the LCD and on-the-fly adjustments. It was compatible with and XP, but lacked wireless capability.

SideWinder X5

The Microsoft SideWinder X5 is a wired released in September 2008 for an estimated retail price of $59.95, positioned as a mid-range option for mainstream gamers seeking precision and customization without premium costs. It connects via USB and features a 2000 DPI tracking engine capable of processing up to 7,080 frames per second, supporting maximum of 20 G and speeds over 45 inches per second for responsive performance in fast-paced games. This model evolved from the original mouse by refining the core design while introducing enhancements like expanded DPI options. Key features include on-the-fly DPI switching across six customizable levels—such as 200, 400, 800, 1000, 1600, and 2000—controlled by three dedicated buttons for seamless transitions between precision aiming and rapid movement. The has nine buttons in total, with five programmable via included software that supports macro recording and a Quick Turn function for instant 180-degree spins in games; vertical metal side buttons provide ergonomic thumb access for actions like weapon switching. A wide rubber with clicking enhances navigation, and the Quick-Launch button integrates with Windows Vista's Games Explorer or IntelliPoint software on XP for one-touch access to gaming tools. The design adopts a right-handed ergonomic shape with contoured contours for prolonged comfort and a textured rubberized on the sides to prevent slippage during intense sessions, weighing 162 grams for balanced handling without adjustable weights. highlighted its value for customization and build quality, with reviewers praising the durable switches rated for 10 million clicks and accurate tracking as ideal for budget-conscious gamers. Gaming Nexus awarded it an 8.1 out of 10, noting its comfort for despite simpler software compared to competitors. Futurelooks commended its precision and ergonomic improvements over predecessors, making it suitable for extended play. It is compatible with and XP out of the box, with later software updates adding support for , allowing users to create game-specific profiles for optimized button and sensitivity setups.

SideWinder X8

The Microsoft SideWinder X8 is a high-end wireless gaming mouse released by Microsoft in February 2009, priced at an estimated $99.95 USD. It utilizes a 2.4 GHz wireless connection via USB transceiver for low-latency performance comparable to wired mice, paired with Microsoft's BlueTrack Technology sensor that supports tracking on diverse surfaces at up to 4,000 DPI sensitivity. The sensor processes up to 13,000 frames per second with a maximum acceleration of 75g and tracking speed of 120 inches per second, enabling precise control for gaming. Key features include a 1-inch LCD display on the body, which shows current DPI settings, recording status, and indicators without needing software access. The device offers 12 buttons in total, with seven programmable for custom or actions, an onboard memory storing up to five profiles for on-the-fly switching, and a tilt-enabled for horizontal navigation. Designed for right-handed users with an ergonomic shape, it includes a play-and-charge that magnetically attaches for uninterrupted use while recharging the built-in , rated for up to 30 hours of continuous gaming. DPI can be adjusted in three stages (low, medium, high) via dedicated buttons, ranging from 250 to 4,000 DPI. The X8 was compatible with and at launch, with later driver updates extending support to ; official driver maintenance effectively ended after 2013 as shifted focus from the SideWinder line. It emphasized premium innovation in the series. highlighted its advanced features and seamless wired/ hybrid mode as groundbreaking for the era, earning an 8/10 rating from for reliable tracking and customization, though some reviewers noted the rechargeable battery's weight and 30-hour life as drawbacks for extended sessions compared to disposable-battery alternatives.

SideWinder X3

The Microsoft SideWinder X3 is a wired gaming mouse released in May for an estimated retail price of $39.95, designed as an affordable, ambidextrous option for gamers. It connects via USB and features a 2000 DPI tracking engine capable of processing up to 7,080 frames per second, with maximum acceleration of 20 G and speeds over 45 inches per second. Key features include on-the-fly DPI switching across three levels (400, 800, and 2000 DPI) via dedicated buttons, and eight buttons total with five programmable through software supporting macros. It includes a rubberized for precise navigation and a symmetric suitable for both left- and right-handed users, weighing 136 grams for comfortable handling. The SideWinder X3 was compatible with , , and XP (excluding XP 64-bit), using IntelliPoint 7.0 software for customization. It represented the final major release in the SideWinder mouse series before the brand's phase-out around 2011. Reception praised its value and performance for budget gamers; rated it excellent (4/5) for reliable 2000 DPI tracking and ambidextrous comfort, while highlighted its simplicity and affordability.

Keyboards

SideWinder X4

The Microsoft X4 is an entry-level gaming keyboard released in March 2010, following the relaunch of the SideWinder product line in 2007–2008. It features a wired USB connection and was priced at an estimated retail of $59.95, targeting budget-conscious gamers seeking basic enhancements over standard keyboards. The full-size layout includes a , supporting 104 to 109 keys depending on regional language variants, with a focus on practical gaming input. Key features emphasize accessibility for multiplayer online games, particularly through six programmable macro keys that allow up to 18 macros across three switchable profiles for quick hotkey execution. These macros support on-the-fly recording and automatic repetition, enabling efficient command sequences like those used in MMOs. Additional controls include dedicated media keys for play/pause, track navigation, mute, and volume adjustment, alongside a calculator shortcut for productivity. The keyboard employs membrane switches for quiet, responsive typing, rated for 20 million actuations on standard keys. Red backlighting illuminates the keys with three adjustable brightness levels plus an off option, aiding visibility in low-light gaming environments without overwhelming the design. The design prioritizes durability and , measuring 18.9 by 7.59 by 0.98 inches and weighing 31.5 ounces, with a shallow textured rest and adjustable tilt legs for comfortable extended use. Advanced anti-ghosting technology ensures accurate registration of up to 26 simultaneous key presses, preventing input errors during intense . Software integration via IntelliType Pro 7.1 enables profile switching, macro customization, and automatic detection of running applications to load game-specific configurations, requiring 100 of disk space and a CD drive for installation. Compatible with Windows XP (32-bit), , and via USB, the X4 connects seamlessly to PCs without additional hardware, though software support is limited to listed languages including English, , and . Reception highlighted its value as an affordable gaming option, with awarding it 7.5 out of 10 for its customizable macros, anti-ghosting performance, and quiet membrane keys suitable for both gaming and office use, though noting the wrist rest as somewhat uncomfortable for prolonged sessions. Reviewers praised its sleek black-and-red aesthetic and solid build for the , positioning it as a reliable choice for casual gamers focused on macro-driven titles like MMOs.

SideWinder X6

The Microsoft SideWinder X6 is a wired USB gaming released in September 2008 with an estimated retail price of $79.95. It features a low-profile chiclet-style key design for responsive input, building on the programming capabilities introduced in the earlier SideWinder X4. Key features include up to 30 programmable G-keys—18 dedicated keys on the left side plus a switchable 12-key that can attach to either the left or right for additional macros—allowing for a total of 90 programmable options across three onboard profiles. The supports two-color adjustable backlighting, with red illumination for standard keys and amber for keys, controllable via an onboard dial for brightness adjustment; the cluster also includes front-face lighting to enhance visibility during gameplay. Automatic profile switching detects specific games or applications to load custom configurations without manual intervention. The design emphasizes flexibility and stability, with the detachable keypad connected via a proprietary cable for repositioning based on user preference, such as placing it on the left for MMO-style macro access or the right for traditional numeric input. Textured rubber feet provide a non-slip base, and the overall layout maintains a full-size form factor without a dedicated wrist rest, prioritizing a compact yet ergonomic feel for extended sessions. Reception highlighted the X6's strong customization options, earning praise as an innovative entry for PC gamers seeking macro-heavy setups in RPGs and MMOs, though some noted challenges with key placement for fast-paced titles. awarded it a 9/10 rating for its simple yet effective layout and quick-access features. Compatible primarily with and XP via included IntelliType software for macro programming, the X6 also functions on through standard USB HID drivers, though advanced features require the legacy software. Developers could leverage the keyboard's API through the provided IntelliType for integrating custom key bindings into applications.

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