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NES box art for Super Glove Ball, the cover of NEStalgia episode 388

388 · Super Glove Ball

▶ Game info
VerdictSkip it
GenrePuzzle
ReleasedOctober 1990
SeasonSeason 6
DeveloperRare
PublisherMattel
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).

Our verdict: Skip it

Mike, Sean and Joe all sat down for this one, and we spent as much time on the Power Glove as on the game. Super Glove Ball is the only game designed for it, made by Rare for Mattel. The advertising leaned on Super Mario Bros. and Punch-Out!!, which were never built for a glove. You play a scientist stuck in a virtual maze, floating a glove around a wireframe room and ricocheting a ball off the walls to break panels.

The glove is the show

  • Better tech than we expected. The glove emits high-frequency sound pulses to two sensor bars by the TV, which time the delay to work out where your hand is. Sensors in each finger read bending, and a code for each game maps the controls. We found it more mind-blowing than the light gun.
  • A bet on one game. Bad Street Brawler had come out a year earlier, so the glove was retrofitted into existing games and nothing else was built for it. It's like a Wii launching with only Wii Sports. Cancelled projects included Glove Pilot, with levers and an oxygen dial, and The Terror of Tech Town.
  • It barely works. Mike tried a real glove two years ago. It tracks for a second or two, then freezes or jumps somewhere your hand couldn't be. You're meant to sit with your elbow on a chair and move your arm slowly like a crane game, and any more force breaks it.

The game

  • More than a breakout clone. You can move in depth, catch the ball and aim it, and a warp tile lets you skip ahead. Rooms have different enemies, plus boss and puzzle rooms, and we felt there was real thought in them.
  • But you can't read it. The ball's depth is hard to judge, it seemed to pass through the glove at times, and we kept hitting the same squares. The last panel is like the last brick in Breakout, except you can't tell what you did right.
  • Weaker than Orb 3D. Orb 3D kept inventing new scenarios, like knocking down ten pins in two shots, while the rooms here work the same way again and again.
  • Still boring. We didn't get far, and we'd rather watch someone else play. Boring and difficult aren't mutually exclusive.

The bottom line

Skip it. We all voted no on the game, and Mike also gave the Power Glove a no and the NES a yes as the essential console. Mike blamed Mattel for shipping something that works one time in ten, and Sean's gripe was the copy-pasted Mattel logo on the title screen. Joe said it's not executed well, even if people in 1990 bought it for the awe factor. We enjoyed talking about it more than playing it, and pitched first-person volleyball and Marble Madness, with your fist as the fulcrum, as better ideas.

Written from our conversation in this episode.

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