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Power Glove

Controller accessory for the Nintendo Entertainment System

Power Glove

Controller accessory for the Nintendo Entertainment System

FieldValue
titlePower Glove
imageNES-Power-Glove.jpg
captionPower Glove, American model
manufacturerMattel (United States)
PAX (Japan)
typeGame controller
generationThird generation era
release_date
discontinued
lifespan1 year
priceUS$75 (Equivalent to $194 in 2025)
input
controllers1 Crosshead A B Action Buttons Start Select Buttons Turbo Buttons
connectivitySerial port
compatibilityNintendo Entertainment System

PAX (Japan)

  • Ultrasonic 5 axis? location tracking
  • 4 x 2-bit finger bend sensors
  • 4 game play button
  • Digital D-Pad --

The Power Glove is a controller accessory for the Nintendo Entertainment System. The Power Glove gained public attention due to its early motion control mechanics and significant marketing. However, its two games did not sell well, as it was not packaged with a game, and it was criticized for its imprecise and difficult-to-use controls.

Development

The Power Glove was originally released in 1989. Though it was an officially licensed product, Nintendo was not involved in the design or release of the accessory. Rather, it was designed by Grant Goddard and Samuel Cooper Davis for Abrams/Gentile Entertainment (AGE), made by Mattel in the United States who had made a failed attempt at a similar design for Nintendo earlier. Mattel brought in Image Design and Marketing's Hal Berger and Gary Yamron to develop the raw technology into a functional product. They designed Power Glove over the course of eight weeks. The Power Glove and DataGlove were based on Zimmerman's instrumented glove. Zimmerman built the first prototype that demonstrated finger flex measurement and hand position tracking using a pair of ultrasonic transmitters. His original prototype used optical flex sensors to measure finger bending which were replaced with less expensive carbon-based flex sensors by the AGE team.

Design and functionality

Japanese Power Glove (パワーグローブ ''Pawā Gurōbu''), manufactured by PAX

The Power Glove is based on the patented technology of the VPL Dataglove, but with many modifications that allow it to be used with modestly performing consumer hardware and sold at an affordable price. Whereas the Dataglove can detect yaw, pitch and roll, uses fiberoptic sensors to detect finger flexure, and has a resolution of 256 positions (8 bits) per finger for four fingers (the little finger is not measured to save money, and it usually follows the movement of the ring finger), the Power Glove can only detect roll, and uses sensors coated with conductive ink; their analog signal is converted into two bits per finger. yielding a resolution of four positions (2 bits) per finger for four fingers. This allows the Power Glove to store all the finger flexure information in a single byte. The design of the Glove was based on the titular protagonist of the RoboCop franchise.

The glove has traditional NES controller buttons on the forearm as well as a program button and buttons labeled 0–9. The user presses the program button and a numbered button to input commands, such as changing the firing rate of the A and B buttons. Along with the controller, the player can perform various hand motions to control a character on screen.

Games

A Power Glove displayed at the Video Game Museum in Berlin, Germany

Two games were released with specific features for use with the Power Glove: Super Glove Ball, a faux-3D puzzle maze game; and Bad Street Brawler, a beat 'em up. Both games are playable with the standard NES controller, but include moves that can only be used with the glove. These two games are branded as part of the "Power Glove Gaming Series". Since no Power Glove-specific games ever retailed in Japan, the Power Glove was sold only as an alternative controller.

Two more games, Glove Pilot and Manipulator Glove Adventure, were announced but never released. Another unreleased game, Tech Town or Tektown, is a virtual puzzle solving game in which the player moved a robotic hand around a deserted space station type of setting, using the glove to open doors and to pick up and use tools. It can be seen in a sneak peek in the Official Power Glove Game Players Gametape.

The Power Glove was adopted by the emerging virtual reality community in the 1990s to interact with 3D worlds in a cheaper way to the popular high end DataGlove produced by VPL Research. REND386 was the bridging shareware software to support it.

Reception

The Power Glove sold nearly one million units and was a commercial success. However, it generally received extremely poor reception, because the controls for the glove were incredibly obtuse, making it completely impractical for almost every game on the console. Only two games were specially constructed for the Power Glove, and many users had no practical use for it for other noteworthy games of its time. Consumer complaints also noted the poor connection signal between the glove and the console, build quality of the materials, and high price point for 1989 (retail price was $100, approximately $250 in 2024).

References

References

  1. Vizard, Frank. (October 1989). "Popular Mechanics".
  2. (19 May 2008). "Backwards Compatible - The Power Glove". Australian Broadcasting Corporation (ABC).
  3. "A.G.E. Tech". Abrams Gentile Entertainment.
  4. (2012-03-13). "Power Glove".
  5. "History". Scott Belsley, MD, FACS.
  6. Applegate, Jane. (21 June 1991). "Putting a Design on Bigger Market Share". Los Angeles Times.
  7. (4 December 1989). "Inside story on: The power glove (Cover)". Design News.
  8. "La Réalité Virtuelle - Chapitre 7".
  9. "Patent US4542291A - Optical flex sensor}}{{cbignore".
  10. Rossen, Jake. (22 February 2017). "Losing Their Grip: An Oral History of Nintendo's Power Glove". [[Mental Floss]].
  11. Townsend, J. Eric. "PowerGlove FAQ". Mellott's VR.
  12. (1993). "1993 VR Conference Proceedings". North Carolina State University.
  13. (Spring 1991). "New Game Available". Official Power Glove [[Game Players]] Gametape.
  14. (14 June 2017). "Homebrew Virtual Reality".
  15. "What happened to REND386".
  16. Zachary, George. (November 1996). "Generator".
  17. (2015-03-25). "How the Nintendo Power Glove Worked".
  18. "The promise of the Nintendo Power Glove".
  19. Greene, Andy. (2015-05-28). "Flashback: 'The Wizard' Unveils Nintendo's Power Glove".
  20. Matulef, Jeffrey. (13 July 2013). "The Power Glove gets its own feature-length documentary". Gamer Network.
  21. (11 July 2013). "There's a Nintendo Power Glove Documentary Coming (Yes, It Has a Wizard Reference)".
  22. McFerran, Damien. (2019-09-19). "Feature: Uncovering The Unlikely Story of the World's Worst Controller in the Power of Glove".
  23. Marsh, Calum. (2021-11-24). "'8-Bit Christmas' Review: Now You're Playing With Power". [[The New York Times]].
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This article was imported from Wikipedia and is available under the Creative Commons Attribution-ShareAlike 4.0 License. Content has been adapted to SurfDoc format. Original contributors can be found on the article history page.

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