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  • (jazzy music)

  • Greetings and welcome to LGR Oddware

  • where we're taking a look at hardware and software

  • that is odd, forgotten, and obsolete.

  • And today's thing is the Scacetec IMC SpaceOrb 360

  • game controller, joystick, game pad, mouse alternative thing.

  • (chuckles)

  • It's got a big rubber ball on top, and some buttons,

  • and it's supposed to make your life way easier

  • when it comes to playing 3D games,

  • especially those with six degrees of freedom.

  • Yeah, let's check it out.

  • So this is the Spacetec SpaceOrb 360

  • "Real Life 3D" game controller, whatever that means.

  • It cost $99 when it first launched in late 1996,

  • and is an alternative input device for 3D PC games.

  • Now there's a new way to move in 3D!

  • Max out your 3D games with killer scores.

  • Perform any move imaginable.

  • (laughs derisively)

  • I mean, I can imagine quite a lot, so

  • That is quite the claim indeed.

  • This whole box is filled with late 90's marketing nonsense.

  • I can't help but love its inflated claims.

  • As real as your own life, maybe more.

  • The heck does that even mean?

  • "What is real?"

  • Apparently it means that this chunky looking controller

  • is as intuitive as balls, literally!

  • It has a ball on top that you twist and fondle

  • in order to control the latest 3D games circa 1996.

  • Games like Descent, Quake, MechWarrior 2, and Duke Nukem 3D,

  • or any DOS or Windows 95 game

  • according to the back of the package here.

  • Something we'll have to put to the test.

  • I've always been quite curious about this thing

  • because while it resembles an analog game controller

  • mixed with a track ball, it connects via the serial port

  • and is entirely digital.

  • So yeah, it doesn't work like a traditional game pad

  • or a track ball.

  • Instead of a rolling sphere or an analog control stick,

  • you have a rubber ball mounted on a control arm

  • filled with multiple input sensors inside

  • to provide 10 bits of precision

  • using Spacetec's patented force and torque converter.

  • This was conceived by John Hilton,

  • a mechanical engineer and graduate

  • of the University of Sydney, Australia.

  • He originally called it the Screwball

  • when applying for a preliminary patent in 1985,

  • but it was named the Space Ball

  • by the time it hit the market in August 1988.

  • Now, these first iterations of the device in the late 80s

  • and early 90s weren't meant for gaming though,

  • but were instead geared towards professionals

  • in need of 3D input device with six degrees of freedom.

  • In the early 90s, the company took on the name Spacetec IMC

  • headquartered just north of Boston, Massachusetts,

  • and made a bunch of 3D input devices

  • that were then licensed to and manufactured by companies

  • like HP, Silicon Graphics, IBM, and Logitech.

  • For example, the PS1 version of the SpaceOrb 360

  • was produced by ASCII Corporation

  • and sold as the ASCII Sphere 360.

  • But games were never Spacetec's bread and butter.

  • That was computer-aided design and manufacturing

  • where Space Ball devices were licensed to companies

  • for design work.

  • As a result, their devices ended up being used

  • in countless projects, big and small, on this planet

  • and beyond.

  • NASA famously used Spacetec technology

  • in controlling the Sojourner Rover

  • as part of the Mars Pathfinder mission in 1997.

  • So you'd think that the late 90s would have

  • been a great time for Spacetec, right?

  • Eh, not so much.

  • Despite an optimistic outlook in their press releases,

  • Spacetec suffered a $3.7 million fiscal loss in 1997,

  • followed by a $3.3 million loss in 1998.

  • Considering the entire yearly company revenue

  • was just $8.9 million, that was pretty substantial.

  • Heavy layoffs hit Spacetec on the 19th of October 1998,

  • eliminating 20% of their 66 person staff.

  • And this was followed up by an acquisition by Labtec

  • just a few days later.

  • And of course, Labtec did much better

  • with Logitech snapping them up for $125 million

  • in January of 2002

  • and proceeding to roll up the Space Ball products

  • into their 3DConnexion brand.

  • So yeah, considering the fact that everyone

  • from McDonnell Douglas to General Motors to freaking NASA

  • used Space Ball devices, there has to be something

  • to this SpaceOrb 360, right?

  • Well, let's get it unboxed and find out.

  • I was pretty lucky to find this new on ebay,

  • 'cause these things developed quite a cult following

  • over the years and can be darned tricky to find,

  • especially new old stock like this.

  • First up is the controller itself, which feels... okay.

  • Its build quality doesn't exactly instill much confidence

  • consisting of six squishy plastic buttons

  • housed in an even more plasticy shell

  • that brings to mind the crappiest Mad Catz controllers.

  • The rubber Space Ball itself feels quite nice, though,

  • with a sturdy design and some quality rubber

  • that's comfortable to grip onto.

  • And on the end, you hit a nine pin serial connection

  • with a 25 pin adaptor included

  • just in case you need an adaptor for adapting adaptations.

  • Then there's the bag of goodies

  • consisting of a CD-ROM containing the controller drivers

  • and SpaceWare Real Life 3D software, ooh.

  • There's also a registration card

  • to let Spacetec know that you've bought one of their things

  • and what input devices you're replacing with the SpaceOrb.

  • And finally, there's the 21 page instruction manual

  • introducing you to Orbis, the GameMaster, the GameHead.

  • Aw, geez. (chuckles)

  • Ah, the late 90s never change.

  • So the whole idea here is to treat the Space Ball

  • like an angry emoji or something.

  • Basically if you imagined the ball represents your head

  • in 3D space, then moving around in 3D space

  • should be as intuitive as moving your head.

  • All right, that's enough gimmicky documentation.

  • Let's get this thing plugged in and set up

  • with an appropriate PC running DOS and Windows

  • and try out a handful of games SpaceTec recommends

  • and one or two that they don't.

  • Okay, so I've got the SpaceOrb 360 plugged in,

  • software installed on the recently repaired Lazy Green Giant

  • that just had a power supply go out.

  • Very easy to fix.

  • And yeah, at this point, we have an assortment of icons

  • that are provided for us.

  • We've got a (chuckles)

  • a chicken demo, a bunch of guides and help things,

  • interactive trainer, customizer, monitor,

  • and the SpaceOrb promo.

  • Let's just start with this, 'cause this is amusing.

  • (rhythmic mechanical music)

  • - [Promo Dude] Are you still fighting futuristic aliens

  • with these prehistoric controllers?

  • Well if you are,

  • get ready

  • for the smoothest, most realistic gaming experience on the planet,

  • the SpaceOrb 360.

  • It will take you to a new level of interaction.

  • As 3D as your own life,

  • maybe more!

  • -Okay, they were trying very, very hard

  • to make this thing cool, and really,

  • it's kind of cool enough as it is.

  • I don't know why they were trying so hard.

  • But yeah, let's just go for the interactive trainer

  • because this is actually pretty darn useful,

  • and here's where we get to converse

  • or at least interact with Orbis.

  • (retro video gaming music)

  • And there's something about the atmosphere of this program

  • that I really enjoy.

  • You'll see.

  • - [Orbis] Welcome to the Orbitron Citadel.

  • It's here that I'm going to train you.

  • There are two ways to use your SpaceOrb 360.

  • In the vertical position,

  • with the nose pointing at the screen

  • or in the horizontal.

  • I'm going to teach you in vertical.

  • It's easy.

  • First, I'm going to teach you how to move forward.

  • Place your thumb on the triple arches,

  • the back of the power sensor.

  • Push straight forward towards the screen.

  • Try it and stay on the path.

  • Follow me.

  • No, you cartwheeled right.

  • (LGR chuckles)

  • Okay, now go left to the wall.

  • Follow me.

  • No, you twisted the ball left.

  • (LGR chuckles)

  • - [LGR] I didn't mean to.

  • Let me try again, man.

  • - [Orbis] No, you pushed the ball right.

  • - [LGR] What the?

  • Hold on.

  • - [Orbis] Push left like this.

  • - [LGR] I got it.

  • - [Orbis] No, you twisted up on the ball.

  • (LGR chuckles)

  • You have to be very gentle.

  • - [Orbis] Awesome, StrafeMaster.

  • Let's try a spin.

  • - [LGR] StrafeMaster!

  • I've mastered it now.

  • Anyway, with the lesson's over with, you're just free

  • to wander this space and just experiment with the controls,

  • which it doesn't actually let you use all of them.

  • In fact, it doesn't let you use any of these.

  • It doesn't let you use the tilting this way or this way

  • or up and down.

  • It's able to do those two, but you need like a six degree

  • of freedom game in order to accomplish that.

  • Otherwise, you're just kind of wandering this

  • very enjoyably surreal 90s VR type space

  • with all this graffiti on the wall,

  • presumably of, like, people that were on the team

  • making this or something,

  • and there was like a random Thresh reference over here.

  • Thresh kicks butt.

  • And then there's like these ants that come out

  • of different objects and stuff.

  • I don't know. It's just surreal and weird, and I love this kind of stuff.

  • (VR ants squeak)

  • (VR applause noises)

  • Well anyway, we'll try one more thing here.

  • This is the Spacetec IMC chicken demonstration.

  • (chuckles)

  • This gives you more of an idea

  • of what you can actually do with the ball,

  • so you know, there's the movement.

  • I'm just sort of tilting this way.

  • There's twisting.

  • You can actually make it go up and go down

  • and, you know, backwards and forwards,

  • and you know, just there's all sorts of ways

  • you can twist this guy around and yeah,

  • it's very creaky and actually feels like it's gonna break

  • at any time,

  • but it does work

  • because it has that 10 bits of precision or whatever.

  • It feels kind of analog, really.

  • It's interesting.

  • Okay, so let's go ahead and get to some actual games here.

  • So the monitor opens with Windows

  • if you have it set to do that, and that will open up

  • whenever you open up either the customizer or the monitor.

  • It will open this same thing here,

  • and this is really just a configuration menu

  • for all sorts of things, and these are all the games

  • that it comes pre-configured to work with.

  • It's actually just looking out for the executables

  • to execute, and when it does,

  • it will attempt to automatically configure the game

  • to work with the device here, which is important

  • because this really is relying on software

  • to do pretty much everything as far as I can tell

  • because again, it's plugged into the serial port.

  • It's not connected like a joystick,

  • but it's not connected like a mouse either.

  • Like, you might plug into COM1 normally, but yeah,

  • it's sort of an in between.

  • It's its own thing.

  • It's relying on drivers in this software

  • to sort of inject itself into certain games

  • and then maps certain movements and actions to all of this.

  • We'll come back to this in a minute,

  • so let's just try some of the games

  • that it's pre-configured with first.

  • Okay, we're gonna start with Descent 2 here.

  • Six degree freedom game, should show this at its best,

  • so to speak, and as you can see,

  • it actually created a SpaceOrb pilot profile for me.

  • Apparently it needed to do that

  • in order to get some of the inputs to work properly

  • according to the help file that Spacetec included,

  • and yes, you do still have to use mouse and keyboard

  • for the menus and such because I don't know.

  • It just doesn't have them mapped to anything

  • on the inputs here.

  • And it's not controllable with a joystick in the menus

  • in this particular game.

  • So

  • here we go.

  • (electric zap)

  • And really, I mean, this is about as intuitive

  • as this device gets.

  • (blaster shots echo)

  • It really is just, you know,

  • the same controls we were seeing in the trainer program.

  • You know, moving forward, moving backwards,

  • strafing left and right and stuff,

  • but in addition to that, you can tilt up and down,

  • move the whole ball up to move up and down.

  • And then there's these kind of things here

  • to spin yourself around, which is, you know, pretty handy

  • to have them all in one spot in theory.

  • (chuckles)

  • However in practice, I don't like it.

  • (chuckles)

  • Just for the fact that it puts so much strain

  • on both of my hands and wrists.

  • 'Cause yeah, otherwise, it's actually, you know,

  • this is not the worst.

  • But already, man,

  • my hand

  • is just

  • absolutely crying out for me to stop.

  • (chuckles)

  • Oh my word, it hurts.

  • So here's the problem.

  • Because this thing is so stiff,

  • I'm having to constantly move it around

  • and grip this a whole bunch.

  • Like, my hand is turning red there,

  • how much I'm having to grip it,

  • and the grips are just awful.

  • The ergonomics are terrible.

  • It's super uncomfortable.

  • There's not enough space on this side

  • to both grip the controller and the ball,

  • and because moving the ball any little bit at all

  • moves the rest of the controller,

  • you're having to either grip really hard right here,

  • or grip really hard right here, or in my case, both.

  • It just is painful.

  • That's all it is, and I'm sure I could get used to it a bit

  • by using it even more, but yeah.

  • This is honestly the best situation

  • that the SpaceOrb can be in

  • in my experience with it so far, and that's not a good sign.

  • All right, let's try something else here.

  • We've got Quake, so this is a proper first person shooter.

  • It's in 3D and all that kind of stuff,

  • so we're going to have to use the keyboard here

  • to get into it, and yeah, so this was interesting

  • to try out because here you have, you know,

  • your typical FPS style gameplay,

  • which

  • (chuckles)

  • in this particular case is downright painful

  • and very disorienting.

  • Not only is it super sensitive

  • so you have to use fine, little movements,

  • and again, I have the sensitivity cranked way down,

  • so this is a better situation.

  • But yeah, you're moving and looking with the same input,

  • and that's just not a good idea at all.

  • I'm barely moving it here, and you can see

  • that it's looking and moving around,

  • and just that tiny little bit of movement.

  • So when you're trying to do it all at once

  • and you're in the middle of a firefight,

  • (gunfire)

  • Whew.

  • Okay, where'd that dog go?

  • (gunfire, character screams)

  • It's not the best feeling, and again,

  • I'm already feeling that wrist strain.

  • I know that part of that is because

  • I just have wrist problems anyway, you know.

  • I get all the things that you get from working on computers

  • all your life, and carpal tunnel and all that good stuff

  • is happening, so.

  • (guns boom)

  • Yeah, wrists hurt anyway, but with this,

  • they are really being stressed in ways

  • that they do not like, twisting and contorting

  • and putting constant pressure.

  • I end up getting motion sick.

  • Like, I'm already feeling a little gross

  • (chuckles)

  • because of the wobbly movement and everything else.

  • I'm just trying to strafe around and stuff like that.

  • I just want to move.

  • Oh no, screw this.

  • However, for a 2.5D/3D first person shooters

  • like Duke Nukem 3D here or Blood or Redneck Rampage

  • or Shadow Warrior or any of those kind of things,

  • I think this is much more suitable

  • when you have the view stuff turned off.

  • So there's no looking around even though that is an option

  • in this game if you wanted to.

  • Otherwise, I think this makes much more sense

  • because you have auto aim

  • (gun blasts)

  • so you don't necessarily have to aim yourself, and that makes sense.

  • It's like a 2.5D shooter anyway.

  • It's using that raycasting and all that stuff. So.

  • (chuckles)

  • It's still crap, but

  • it's more tolerable crap.

  • I'm not even gonna try.

  • That's just way too difficult with this thing.

  • But...

  • (gunfire)

  • (groans in frustration)

  • And again, I have the sensitivity turned down

  • and it's just absurd.

  • This doesn't make any sense for shooters.

  • Something like Descent or Forsaken or Radix: Beyond the Void

  • or you know, Terminal Velocity, sure,

  • but not first person shooters,

  • and yet it's configured to work with so many of them.

  • I know this was before, like,

  • mouse and keyboard became dominant, but good grief.

  • Okay, let's try something a little different.

  • Monster Truck Madness, a racing game.

  • So this I thought would kind of make some sense

  • because, well, it was configured with it,

  • but it also has that sort of analog kind of thing going on

  • with the controls here, so we'll just try this out.

  • - [Computer] Get ready.

  • - [LGR] I can see there it's moving the steering wheel.

  • - [Computer] Go.

  • - Yeah, the thing is, though, with a game like this,

  • you have to hold forward

  • on the joystick to accelerate,

  • so I'm having to press forward all the time

  • in order to accelerate or back to brake,

  • and that is just not a good time, man.

  • But you know, the steering actually is pretty good

  • 'cause you're just twisting.

  • So this is actually not the worst controller

  • for racing games.

  • In fact, it's better than, like, a joystick

  • or even certain analog sticks that I've used.

  • It's certainly better

  • than just like a digital control method

  • like using the arrow keys on your keyboard or something.

  • I just wish that, and that's down to the game,

  • I wish that you could change, like,

  • accelerate and brake to, like, these.

  • (car horn beeps tunefully)

  • But instead, they're just horns,

  • and that is completely up to the way that this works.

  • Like, see these.

  • You can only map certain things to the face buttons

  • on a game pad or joystick.

  • And that's sort of another point here

  • is this really is just emulating a joystick

  • for the most part.

  • For instance, with Earthworm Jim here.

  • Now, this is another game

  • that it came pre-configured to work with.

  • All of these that I've tried so far have worked

  • right out of the box.

  • I haven't had to do any kind of configuration myself,

  • and this is interesting, though,

  • because in platformers like this,

  • it actually relies on the tilting left and right.

  • (chuckles)

  • And then, like, this is down and that's up.

  • (machine gun sounds)

  • And wow, this game is really quiet without music.

  • But yeah.

  • (bird shrieks)

  • It's totally playable.

  • I mean, I don't kind of recommend it, but it can be done,

  • and it's actually a little more comfortable

  • than some of the other games that I've played,

  • especially like the shooters and stuff

  • because I can just grip it with this one hand kind of.

  • That's still not comfortable,

  • but this I can get a better grip on the ball,

  • and then just sort of move, you know,

  • left and right this way

  • because it's just treating it as a digital, you know,

  • kind of a one bit control input here.

  • There's no analog finesse kind of feel

  • that I have to worry about.

  • It's, you know, just tilting it the tiniest little bit

  • to the left and right

  • means that I'm moving Jim left and right.

  • So all right, stop eating me, birds.

  • Ow!

  • (chuckles)

  • Yeah, again, don't recommend it,

  • but it's completely playable

  • and more so than maybe you would anticipate.

  • One more thing to check out here, though,

  • and that is we're gonna go back to the configuration thing,

  • customizer, and you can add your own games.

  • You remember the claim on the back of the box was like,

  • "It will work with any DOS or Windows game"?

  • Well, that's only kind of true.

  • (chuckles)

  • You have to keep in mind, it is going through the COM port,

  • the serial first one of those right there,

  • so it's not really a joystick or a mouse or a keyboard

  • Or anything, it's just its own thing relying on its own software

  • and drivers to function.

  • So it doesn't show up as a joystick by default in DOS games

  • and this configuration thing does not inject itself

  • into DOS programs, and I checked the documentation,

  • and it pretty much confirmed my suspicions there.

  • But the DOS games that it is configured with like Doom

  • and Duke 3D and all these others, they work,

  • but that's because it comes with a configuration file

  • to get it working,

  • and that's something you had to download more of

  • from the website back in the day.

  • However, Windows games, it doesn't necessarily configure

  • to work with all of those either, so for instance,

  • I set it up with Ski Free just to be stupid.

  • But this doesn't even do that because Ski Free is a game

  • that you either play with a mouse or a keyboard,

  • and this doesn't emulate either one of those.

  • It's only emulating joystick controls and like a throttle.

  • So yeah, this does nothing for Ski Free.

  • You can move it with a mouse and keyboard,

  • but you know, what's the point of that?

  • And you can't actually customize these

  • in this program either.

  • All these button actions have to be done

  • within the games options menu itself.

  • And then all these do, you can just switch around

  • between the different joystick functions,

  • and it will emulate those and let the game know

  • that's what, you know, these are mapped to,

  • but otherwise, yeah, all you have is sensitivity

  • and this skill level thing,

  • which that just is the master sensitivity.

  • If you want to add a game, though, that is in Windows

  • and does have joystick support natively,

  • then this will let you do that,

  • and you can get any of those games to work pretty much.

  • So for instance, I want, say, maybe Jazz 2 Holiday Hare.

  • (Model M keyboard clickity clacking)

  • You have a type of game you can select from.

  • This is a platformer, so whatever.

  • We'll just choose joystick emulation,

  • and then this will tell the game to treat this thing

  • plugged into the serial port as if it were a joystick

  • plugged into the game port.

  • And really about the only thing we need to change here

  • is just if we want the axis to move left and right.

  • We'll have to choose that right here,

  • which will be joystick right/left,

  • and then we'll switch this back

  • to whatever that function was that Jazz 2 does not use.

  • And again, we can't configure the actual buttons.

  • Have to do that in Jazz, but by default,

  • it uses six buttons anyway, I think,

  • so it was pretty much fine when I first tried it.

  • So all we have to do is run Jazz 2,

  • and it works just like a joystick.

  • So we have menu controls and the buttons work

  • because it's a game that is functioning with a joystick,

  • and the menu is too, and here we go.

  • It's pretty much just Jazz 2 with weird, tilty controls.

  • (chuckles)

  • And this game treats joystick controls as digital.

  • Yeah, just moving a slight bit left and right

  • will mean that Jazz starts to move,

  • which the SpaceOrb is not the worst thing in the world

  • with platformers like this for that reason

  • because it actually makes it easier on my wrists and hands

  • and it's kinda pointless, but it can be done,

  • and it functions a little better than you might expect.

  • That's really about the highest praise

  • I can give this whole device.

  • It functions a little better than you might expect sometimes.

  • But other times, like in an actual 3D first person shooter,

  • it's just garbage.

  • Most first person shooters, really

  • unless you're talking about those six degree freedom

  • type of games, and

  • yeah, that's pretty much all I got to say about this thing.

  • And well that is it for the Spacetec IMC SpaceOrb 360 thing.

  • Yeah, you know, it's an interesting device.

  • It's not as bad as I thought it would be,

  • but it's also not particularly great either,

  • at least not to a degree that would make me want to use it

  • for any length of time with anything,

  • and that's not to say I don't get it

  • or think the Space Ball things themselves are a joke.

  • I mean, I've used some of the actual Space Ball devices

  • meant for 3D modeling.

  • Those do make sense,

  • and they're a heck of a lot more comfortable

  • and useful, I think.

  • You know, they've got the hand rest and the palm rest

  • and they're just better designed for what they're meant for,

  • but this, sticking it on top of a game controller,

  • much less a not very ergonomic one.

  • I don't quite understand.

  • However, I do understand that there are a lot of people

  • that still like these things.

  • In fact, some of the websites that are online, like, there's fan sites.

  • I guess they used to be up.

  • Some of them aren't anymore, but you can find archives

  • of some of the SpaceOrb communities

  • that have put out new drivers,

  • and there's even something called the Orbotron

  • that lets you convert this and make it work

  • with more modern machines and games and such,

  • and then of course, there's also the Space Mice website

  • and a bunch of other things just dedicated

  • to all of these kinds of devices.

  • Obviously they have a following.

  • It's not that I don't get it entirely. It's just that I'm not a part of that.

  • (chuckles)

  • I can't, you know, it's just too uncomfortable and it hurts my wrists too much,

  • and there's too many better options these days.

  • That being said, it's a fascinating piece of oddware,

  • and I would be very much interested to know

  • if you ever used one of these back in the day

  • or more recently, if you loved it or hated it,

  • or if you're like me, and you're just kind of in the middle

  • that thinks it's an interesting thing and, you know, that's about it.

  • You're in no rush to actually use it again. (chuckles)

  • Wherever that may be, though, let me know in the comments,

  • and I hope that you enjoyed this episode of LGR Oddware

  • at the very least.

  • I like doing these things any time that I can.

  • I've always got more oddware planned, so stay tuned.

  • I have new videos every week.

  • And as always, thank you very much for watching!

(jazzy music)

Subtitles and vocabulary

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