The Power Glove, that beloved icon of 80’s glory and everlasting tribute to, is still a treasured item for Nintendo collectors, fetching around $100 on eBay. You’ve shopped around and got yourself a working glove, but how the heck do you use it? The Power Glove boxes and manuals are as rare as the item itself, making them equally as hard to come. No need to shell out an extra $20, though, because I’ve scanned a manual that I came across in my video game hoarding and uploaded it for the good of the collective.
PlayStation Network created PSOne Classics, their own download service for PSOne games. Many of these are considered among the greatest video games of all-time, Final Fantasy VII and Metal Gear Solid included. There is clearly a market for vintage games these days. Now here is an interesting thing to consider: Nintendo has a very obvious hand in these gaming trends. No one can deny that Nintendo was first by a long shot to popularize motion gaming. The Wii beat the Xbox 360 and PS3 by years. And while hackers have been using homebrew applications to bring their favorite classic games to their PCs and handheld devices, Nintendo was the first to offer a download distribution system that legitimatized the re-visiting of classic titles on present day consoles.
Nintendo's Virtual Console arrived a good six months before PlayStation Network's PSOne Classics. (We could look back even further, and say that Sony was the first to introduce backward-compatibility with the PS2, even before Nintendo's Game Boy Advance offered compatibility with standard Game Boy titles. But it was Nintendo that first made a download service for its older games to re-sell them in digital form. Of course, the real winners to the backward-compatibility race are the hackers who were building emulators for classic games as early as the 1990s, but we'll ignore them for now as we keep our focus purely on legal console-based options.).
'I can feel the energy flowing through my veins,' Darius, age 15, jokes in the video. Video screenshot by Bonnie Burton/CNET Looking back at the history of video games, it's hard to think of anything more over-the-top, ambitious, flawed and ultimately embarrassing than the. In the latest ' video from new-media production team (aka ), a group of teens try to use an original Power Glove gaming accessory with vintage Nintendo games. Sadly, they aren't as thrilled with the accessory as we were way back when it was actually cool. The Power Glove emits ultrasonic sound that humans can't hear to sensors hooked up to a TV set.
These sensors can detect finger and wrist motion. To get the most out of a Power Glove, players back in the day had to memorize different program codes and finger shortcuts to get the full range of motion to work in various video games. The games Super Glove Ball (a 3D version of Breakout) and Bad Street Brawler were officially released for use with the gaming gauntlet. The teens put on the Power Glove to try it out for the first time, with mixed results. Playing Punch Out and other vintage Nintendo games, they find it frustrating to use and exhausting, to say the least.
'It works so well,' Rachel, age 18, says sarcastically about the Power Glove, as shown in the movie 'The Wizard.' Video screenshot by Bonnie Burton/CNET 'It looks pretty sweet, but it doesn't do what you want it to do,' Ethan James, age 19, explains in the video. 'It's so difficult to know what to do,' Sam, age 19 complains. 'It hurts your arm.'
The teens also get to try their begloved hand at, with even more frustrating results. Best of all they're given a glimpse of the '80s movie ',' which starred 'Wonder Years' kid Fred Savage and showcased the Power Glove as the ultimate gaming accessory. Of course, the movie was produced by Nintendo. The teens aren't exactly shocked to discover that the Power Glove was a complete commercial failure due to its limited hardware and confusing controls. But they were impressed at the creative effort it took back in 1989 to come up with the kind of gaming system that would be perfected decades later with the Wii.
When the Power Glove was released in the early 1990s, the idea that you could control games with hand motions was incredible, but like the Virtual Boy that followed years later, the hardware of the day just couldn’t keep up. Today, hardware has finally gotten to the point where this type of interface could be very useful, so Teague Labs decided to with an HTC Vive VR headset. While still under development, the glove’s finger sensors have shown great promise for interactions with virtual touchscreen devices, and they’ve even come up with a game where you have to counter rocks, paper, and scissors with the correct gesture. Making this all possible is the, which supports the library for communicating with the Vive tracker. We took a Power Glove apart, 3D scanned the interfacing plastic parts and built modified parts that hold the Vive Tracker and an Arduino Due on the glove.
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After some prototyping on a breadboard, we designed a shield for the Due and etched it using the laser-cutter transfer technique. We then soldered all components and spray-painted the whole shield to protect the bare copper. After mounting the tracker and tweaking the, we had the glove work.
If you’d like to see the details of what has been accomplished so far,.
The Power Glove was Nintendo’s first foray into motion-controlled gaming. But the product produced by Mattel was ahead of its time; gaming systems of the early 90s were not able to render 3D graphics or even accommodate analog control inputs. In the current era of AR/VR development, the Power Glove’s true potential is showcased by other, modern VR glove products. However, none of these products have the same “retro-cool” factor, and with used Power Gloves available cheaply on eBay, they provide a readymade DIY solution for VR hand tracking. So we decided to bring this classic back to life by making it compatible with the HTC Vive VR system. The Power Glove’s true potential can be unlocked by integrating it with modern VR hardware.
So what can you do with this? For starters, simple hand gesture recognition is pretty easy with the available data. We rigged up a hand model to respond to the sensor data of the Power Glove and it works pretty well. Inspired by the original branding of the Power Glove, we made a demo in which you can shoot lightning once you make a fist; because, you know, “everything else is child’s play.” Digital Hand mirroring movements of the Power Glove — and also shooting lightning A recurring frustration we’ve had whenever we’ve prototyped in VR has been designing on-screen interface interactions. The Vive controller just isn’t a great tool for touch interactions. With the Power Glove and a second tracker mounted to the backside of an acrylic iPad, we were able to simulate more natural interactions with an iPad in VR, which we utilized to make an AR tablet application (Insert Inception soundtrack here). We tested this with the Vive controller and the Power Glove and the overall experience improves dramatically when using the glove.
The acrylic iPad even provides the same haptic feedback as a tablet would. The Power Glove and a tablet mock-up with a tracker allow for better on-screen UX prototyping in VR Recently, we started creating a game that takes advantage of the Power Glove’s capabilities. In the game, rocks, papers, and scissors come flying at the player who has to shoot them with the correct countermeasure by forming their hand into the right shape and aiming at the oncoming targets. The game is still in an early stage, but it’s already a lot of fun to play! Using hand-gesture recognition to play a new take on rock-paper-scissors.
We have a couple of things we’d like to figure out in the future. The acrylic iPad mock-up can play some tricks on the tracking and we are hoping to get better results with polycarbonate. The Vive tracker currently allows for only 3 analog values to be sent, which introduces a little lag because it forces us to alternate the middle- and ring-finger values.
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We would love to change the Arduino Due for something smaller and cheaper; however, it is currently the only Arduino board that supports the library for communicating with the Vive tracker. It’s exciting to see the interactions and affordances that even limited hand tracking brings to VR. This project was a quick way for us to learn about the Vive tracker, hand-tracking, and explore some simple interaction paradigms for VR. It’s interesting to see the affordances that hand tracking brings to VR interactions and what still needs improvement. Holding virtual objects, touching mock-up screens, and pointing at things just feels a lot better when using the dexterity of one’s fingers instead of trying to use a fixed wand. At the same time, small discrepancies between the hand and its virtual model can cause irritation, especially when interacting with other physical devices, like in the tablet application. Overall, we are pretty happy with the early results and are looking forward to putting the glove to use in some future projects.
Nintendo Glove Controller
Steps we took to modify the Power Glove to work with the HTC Vive VR system A little bit making-of: We took a Power Glove apart, 3D scanned the interfacing plastic parts and built modified parts that hold the Vive Tracker and an Arduino Due on the glove. After some prototyping on a breadboard, we designed a shield for the Due and etched it using the laser-cutter transfer technique. We then soldered all components and spray-painted the whole shield to protect the bare copper.
Power Glove Program Codes
After mounting the tracker and tweaking the, we had the glove work. If you are more curious or want to reproduce this, we uploaded all of our. Hi cyberdenss, We’re happy you liked the project! In the linked GitHub repository you will find a “PowerGlovevive.ino” file. The program reads the analog values of the bending sensors in the Power Glove and communicates to the Vive Tracker as the trigger position, touchpad X position and touchpad Y position.
Even thought Vive tracker doesn’t have a physical trigger and touchpad, it can still send these values to unity. Since only three analog values can be transmitted via the tracker, the middle and ring finger values are alternated over time. In Unity you need to assign these values to transforms of your hand model as you would do with regular Vive controller.