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  • It’s so bad.” Three words that meant something very different in 1989. But if you

  • were a rebellious pre-teen looking to dominate a video game tournament in Las Vegas, you

  • had to have a Power Glove. Gesture-based gaming never looked so... actually, I can’t even

  • talk smack. Though it really, really, really hurts to use this thing for an extended period

  • of time, the Power Glove makes significantly more sense as an input device as, say, the

  • woeful U-Force. Up, down, left, and right are tracked by three sensors that cradle the

  • top-right of your TV and communicate with your gauntlet by ultrasonic frequencies. The

  • action buttons are handled by your hand itself, where by default the A button is your thumb

  • and B is your index finger. On the back of the glove itself are a battery of buttons,

  • including a complete copy of an NES controller, a centering button to calibrate the mitt,

  • and a bevy of program buttons that control input mapping and rapid-fire capability. But

  • how does it work? LET THE SCIENCE BEGIN.

  • No peripheral should be made that can’t at least deal with the iconic NES platformer.

  • The Power Glove makes controlling Mario fairly handy, with a fist clutch to jump and fairly

  • comfortable lateral control. 1-1 was a breeze, though I ran out of time in 1-2 when I got

  • cocky and tried to jump to the top of the screen. Shotgunning goombas with the trigger-style

  • control on the fireball was kinda cool, though.

  • This puzzler was a bit tougher, since the command to jump is on the up button. It almost

  • felt like I was throwing Dana around the maze, though the pain in my arm was beginning to

  • creep up on me. Still, cleared the first two stages pretty easily, though the timing in

  • the third was more than I could manage.

  • While the Power Glove was responsive in all four directions, as well as kicking and passing,

  • the difficulty here is in keeping your arm still in mid-air if you want to, y’know,

  • keep your Kunio-kun dude actually still on the field. I’d call for a pass, try to rest

  • my hand as the ball made its way to me, and all of a sudden I’m in Zagreb or Minsk or

  • somewhere geographical. It’s at this point that I wanted an icepack.

  • Kirby’s Adventure is a very late, very detailed game, and the difficulty in maneuvering the

  • pink puffball with the Glove is quickly apparent. Especially in the underwater sections, the

  • difficulty in standing still makes itself known, and with everything you have to do

  • simultaneously, youre better off just playing it on your arm if need be.

  • Yeah, I know the Power Glove has its failings, but... honestly, Paperboy felt the best out

  • of all these games. Raise arm to speed up, lower to slow down, thumb to fling a paper...

  • the mechanics of the game actually work well with the device. I shall now report my findings

  • to Bryan S. of Pennsylvania, who will probably use the document to prop up his massive Virtual

  • Boy collection. Which he’s totally gonna lend me sometime. Right?

It’s so bad.” Three words that meant something very different in 1989. But if you

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