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Cover art for Super Glove Ball

388 · Super Glove Ball

August 1, 2025 · 46 min · transcript available

A 3D style game inspired by ball-and-paddle games, such as Breakout. Super Glove Ball was designed exclusively for Mattel's Power Glove accessory (although it can still be played with a normal controller).

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  • Super Glove Ball
  • Reach a new dimension in gameplay
  • 🧤 Power Glove: Technical Overview
  • 🎮 1. Basic Concept
  • The Power Glove, released in 1989 by Mattel (U.S.) for the NES, was an early attempt at motion control. It allowed players to control games using hand gestures and finger movements, alongside a standard NES-style controller embedded in the glove.
  • It didn’t work particularly well—but it was revolutionary in concept.
  • 🧠 2. Core Components
  • A. Glove Sensors
  • Inside the glove's fingers were flex sensors (resistive ink strips).
  • These detected bending of each finger, allowing for limited gesture recognition.
  • Each sensor changed its electrical resistance when bent, which translated into digital input.
  • B. Buttons & D-Pad
  • On the forearm was a controller pad with:
    • NES D-Pad
    • A/B buttons
    • Start/Select
    • Numeric keypad (for inputting game codes/settings)
  • C. Ultrasonic Emitters
  • The glove had three ultrasonic speakers on the back of the hand.
  • These emitted high-frequency sound pulses.
  • D. Sensor Bars (Receivers)
  • Two sensor bars were mounted on top of your TV screen.
  • Each had three ultrasonic microphones.
  • These detected the time delay of pulses reaching each mic.
  • 📡 3. Tracking Mechanism
  • The Power Glove used triangulation to calculate the glove’s position in 3D space:
  • The ultrasonic pulses from the glove reached each microphone at slightly different times.
  • By measuring the differences in arrival time, the system could determine:
    • X, Y, Z position of the glove
    • Pitch, yaw, and roll orientation (rotation)
  • This allowed for six degrees of freedom in theory—but in practice, the accuracy was poor, and latency was high.
  • 🕹️ General Overview
  • Developed by Rare, published by Mattel in 1990.
  • Designed specifically to showcase the Power Glove, but also playable with a standard controller.
  • A first-person, 3D block-breaking maze game—kind of like Breakout meets The Lawnmower Man.
  • You control a floating glove in a wireframe room, ricocheting balls off walls to break panels, uncover items, and move room to room.
  • 👤 Story & Objective
  • You are a scientist trapped in a virtual maze due to a space/time experiment gone wrong.
  • Your mission: escape from the glove dimension by navigating over 100 rooms, battling energy spheres, and collecting special orbs.
  • Along the way, you'll dodge hazards, gather map icons, and search for the “EXIT” hidden somewhere in the multidimensional grid.
  • 🎮 Gameplay Mechanics
  • You control a 3D floating glove in a room, ricocheting a ball at blocks and enemies.
  • You can also “catch” the ball to aim it more precisely (with the glove or the D-pad).
  • Rooms are linked in a vast maze — each one is a self-contained puzzle or combat challenge.
  • Items include:
    • Power orbs (upgrades)
    • Map icons (to build out a grid of explored rooms)
    • Energy units (health)
  • The Power Glove allows for more immersive control… in theory. In practice, it’s barely functional.
  • 🎨 Graphics & Sound
  • Striking pseudo-3D wireframe graphics simulate depth and perspective — rare on NES.
  • Very little variety in room design, but the “grid world” effect is visually distinct.
  • The soundscape is minimalist, with ambient droning tones and sparse sound effects that enhance the sci-fi vibes.
  • 📚 Legacy & Reception
  • Widely remembered as one of the only games designed for the Power Glove.
  • The game’s actual design is ambitious and kind of fascinating — with a controller.
  • With the Power Glove: nearly unplayable.
  • Cult classic status thanks to its bizarre concept, unique visuals, and Rare’s involvement.
  • 📎 Fun Facts – Did You Know?
  • 🧤 One of Two True Power Glove Games: The other was Glove Pilot (never released). Super Glove Ball is the only game officially built around the glove’s 3D capabilities. → [Source: Power Glove Development Docs, NES Works series]
  • 🧠 Rare Developed It During Their Arcade Experiment Phase: Around the same time they made Solar Jetman and Snake Rattle 'n' Roll, Rare was trying wild gameplay ideas. → [Source: Rare Replay Interviews]
  • 🧪 The Player Character Is Never Named: You’re just "a scientist trapped in space-time" — a narrative abstraction to match the game’s minimalism. → [Source: Instruction Manual]
  • 💻 The Maze Has Over 100 Interconnected Rooms: Which means it’s basically Metroid meets Arkanoid in layout—minus the atmosphere and plus a floating glove. → [Source: NES Map Archives]
  • 🎤 Podcast Questions – Super Glove Ball
  • 🧤 Peripheral Problems
  • “Did anyone ever actually use the Power Glove with this game, or just watch the demo and laugh?”
  • “Is this the most ambitious NES game completely sabotaged by its input method?”
  • 🤯 Gameplay & Concept
  • “Is Super Glove Ball secretly kind of brilliant with a controller?”
  • “If this were re-released with actual motion controls today, would it find an audience?”
  • 📺 Segment Idea:
  • “Power Flop: The Rise and Fall of the Power Glove”
  • 🧤 1. The Hype
  • Suggested Clip: 1989 commercial audio — "It's so bad!"
  • Brief background on Mattel’s Power Glove launch in 1989
  • Sold as the first-ever motion control interface for home gaming
  • Promised 3D control, pointing, grabbing, and immersive action
  • Hyped by The Wizard (1989) — it looked like the future
  • 🎤 Host prompt:
  • “Do you remember what you thought the Power Glove could do before you ever saw one in real life?”
  • 🎮 2. The Reality
  • Suggested Clip: Cringey gameplay footage of Super Glove Ball with glove input
  • Laggy, inaccurate, and complicated calibration
  • Only two games were designed for the glove:
    • Super Glove Ball
    • Glove Pilot (never released)
  • Most other games just mapped motion to d-pad inputs (ex: Rad Racer, Punch-Out!!)
  • The glove was more impressive as a cosplay prop than a controller
  • 🎤 Host prompt:
  • “Did anyone here actually try to finish a game with the glove, or was it just a party trick?”
  • 🕹️ 3. The "Glove Games" Roundup
  • Create a mini speed-run ranking of games that supported or were designed for the glove:
Game Title Glove Compatibility Verdict
Super Glove Ball Built for it Ambitious but unplayable
Glove Pilot Canceled Lost media
Rad Racer Gimmick support Novel for 5 minutes
Punch-Out!! Barely functional Basically RNG-based
Top Gun You’ll crash You will crash again
  • 🎤 Host prompt:
  • “What game would have been better with glove support? Imagine aiming in Duck Hunt with it... or don’t.”
  • 💥 4. Why It Failed
  • Technology was too early for what it was trying to do
  • NES couldn’t handle real-time gesture input with fidelity
  • Kids were frustrated, parents returned them
  • Nintendo licensed it but never really supported it themselves
  • Mattel overpromised and underdelivered spectacularly
  • 🎤 Host prompt:
  • “Could the Power Glove have worked in another era—or was it always doomed to be vaporware for kids?”
  • 📼 5. Legacy & Cult Status
  • Became a pop culture meme:
    • The Wizard (“It’s so bad”)
    • Angry Video Game Nerd
    • Ready Player One homage
  • Survives today through YouTube restorations, mods, and ironic worship
  • Super Glove Ball is the last remnant of its big promise
  • 🎤 Host prompt:
  • “Is the Power Glove retro-cool now? Or is it still just a great bad idea?”
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