During a scene in the The Wizard, Fred Savage’s character is shaking in his boots when Lucas, the sunglasses and trench coat-wearing archrival of the Nintendo gaming world, unveils the Power Glove from its custom made carrying case. As he slides it on his hand and squeezes his fist, he says, “I love the Power Glove. It’s so bad.” If not for this "cooler than thou" Power Glove endorsement in what is basically a feature length commercial for Nintendo, no one would even remember this excessive gaming accessory. Lucas does have one thing right about the Power Glove, It’s so bad.
The Power Glove promises to “take you to a new dimension in game play; a dimension that puts amazing power right into your hand.” The only “new dimension” the Power Glove takes you to is one where you look like an idiot, unless you’re already in that dimension. Mattel released the Power Glove in 1989 coincidentally the same year The Wizard was released in theaters. The controller accessory is an actual glove plugged into the Nintendo Control Deck with a sensor included to set up around your television screen. The movements made by your gloved hand manipulate actions of the character in the game. Sounds like an exciting new way to play Nintendo, doesn’t it? Due to a myriad of overly complex features, The Power Glove makes for a better fashion accessory than a Nintendo gaming accessory.
A 35-page booklet accompanies the Power Glove explaining how to get it set up. Hopefully, you’ll have the patience to realize you wasted your time after you’ve played with the Power Glove and not while you’re assembling it. After you’ve connected the sensor tubes, positioned them properly on your television, plugged them into your Control Deck, attached your Power Glove into the junction box, plugged the junction box into both the Control Deck and the sensor tubes, calibrated the Power Glove to fit your hand, centered the Power Glove to the middle of your television screen, programmed the appropriate code into Power Glove based on what game is played, and positioned yourself in the “sensing zone,” you’re ready to play. Now doesn’t that sound like a process you’d like to go through every time you want to use the Power Glove? Think of it like an intricate Japanese tea ceremony where every step in the process becomes an art form in itself.
The idea of actual hand movement affecting in-game action is exciting, but impractical in application or at the very least ridiculous.
Memorizing the various hand movements required by each game is annoying in itself, not to mention the accuracy at which the hand movements must be performed. After using the Power Glove for a single round of boxing with Glass Joe in Punch-Out!!, my arm got tired from swinging it in the air to simulate the repetitive punching movement required by the program. It would’ve helped if they offered a left-handed Power Glove, but 1989 was a less tolerant time for lefties. For a driving game like Rad Racer, moving your Power-Gloved hand as if you’re turning a steering wheel causes the car to turn and for a flight simulator game like Top Gun, your hand mimics the movement of the plane. Understand that all the while these gestures are being made, your hand and arm must remain level at 180 degrees, so there’s no chance of you looking cool while using the Power Glove unless you’re wearing sunglasses, a black trench coat and it’s 1989. If you still want to try out the Power Glove, it’s recommended you play alone in a dark room where no one can see you.








