The American Power Glove, manufactured by Mattel |
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Manufacturer |
Mattel (United States) PAX (Japan) |
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Type | Video game controller |
Generation | Third generation era |
Release date |
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Retail availability | 1 year |
Introductory price | US$75 (equivalent to $144.91 in 2016) |
Discontinued | 1990 |
Connectivity | Serial port |
The Power Glove is a controller accessory for the Nintendo Entertainment System. The Power Glove gained public attention due to its early virtual reality mechanics and being shown in various forms of media. 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.
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 this accessory. Rather, it was designed by Grant Goddard and Samuel Cooper Davis for Abrams/Gentile Entertainment (AGE), made by Mattel in the United States and PAX in Japan. Additional development was accomplished through the efforts of Thomas G. Zimmerman and Jaron Lanier, a virtual reality pioneer responsible for codeveloping and commercializing the DataGlove, 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.
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.
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 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. However, it appears that the fingers actually feed an analog signal to the microprocessor on the Power Glove. The microprocessor converts the analog signal into two bits per finger.