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Moving Targets Article

Retro Wii Article by Dan Whitehead

14 June, 2009

Page 1 of 3. Page 2 ->

"Love's got the world in motion," trilled New Order, but even a majestically awkward John Barnes rap couldn't change the fact that we were all sadly misinformed. It was our old pal games, not soppy old love, that eventually got the world in motion. Specifically, it was Nintendo's Wii Sports, making us throw our gaming hands in the air and wave them like we just didn't care, and with the MotionPlus add-on now available, those who doggedly claimed hand-waggling control was just a temporary fad are biting into a stale sandwich of wrong.

After E3, it's no longer just Nintendo throwing money at motion control and looking for new ways to turn our entire bodies into surrogate joypads. Sony unveiled its Ann Summers take on the Wii Remote, while Microsoft gave us a glimpse into a terrifying interactive future where sallow-faced digital children will invite us to molest fish using virtual fingers.

Far from being a new trend, however, the move to motion control has been a holy grail that the games industry has chased for the better part of two decades. And it was, rather fittingly, Nintendo that got our arms twitching back in 1989 with the legendary Power Glove for the NES.

This fashionable accessory, manufactured by Mattel, not only translated hand movements and finger curls into on-screen action, it also featured a wrist-mounted control panel that allowed gamers to program their own button configurations. Even more thrillingly for the youth of the day, it was based on actual technology used by NASA - the VPL Dataglove.

Of course, there was inevitably something of a technical gulf between the enormously expensive input devices being used in simulations by a pioneering space agency and the plastic effort being sold in toyshops. Where the Dataglove used optical fibres to detect the pitch, yaw and roll of the user's hand, recognising 256 increments of finger twitch, the home version could only tell if you were rolling your hand from side to side and was limited by the meagre NES memory to accept only four levels of finger movement.

'Moving Targets' Screenshot 1

This didn't stop Nintendo marketing the Power Glove as the peripheral that would change gaming forever. It went as far as making it a central plot point in The Wizard, an utterly shameless Nintendo-endorsed movie which featured Wonder Years star Fred Savage taking his autistic videogame-whizz brother cross country to participate in a gaming tournament. Their Rain Man Jr quest is almost halted by the interference of Lucas Barton, a scheming rival who dazzles his parochial foes with the awesome Power Glove. "I love the Power Glove. It's so bad!" he famously exclaimed after showcasing his mad skillz. While he was using the late eighties street slang where bad meant good, he was ultimately proven correct by the more enduring dictionary definition in which bad just means rubbish.

The Power Glove may have looked awesome, but it just wasn't much cop as a videogame controller. Technically compatible with every NES game, only a few titles bothered to make a feature of it. The self-explanatory Super Glove Ball was the sole game to be explicitly linked to the glove, with obscure beat-'em-up Bad Street Brawler offering some exclusive moves to those wearing the contraption. There was no getting away from the fact that most gamers simply ended up using the wrist-mounted joypad for the fiddly bits and, inevitably, migrating back to the proper joypad once they'd had enough of dressing up like Tron's idiot cousin.

But the ill-fated Power Glove wasn't the only motion controller tempting NES owners in 1989. As players flexed and thrusted their fists in frustration, Brøderbund Software was claiming they had "the most amazing accessory in video game history" - a controller that you didn't even need to touch.

'Moving Targets' Screenshot 2

Brøderbund's U-Force was somehow even more bizarre than the Power Glove, and even more likely to make you look like a tit. Using a pair of infrared sensors, set at right angles to each other, it attempted to read your hand movements as you gesticulated between them. Needless to say, even TV ads drenched in dry ice couldn't mask the fact that the readable area was far too small, requiring players to keep their movements to a space roughly the size of a loaf of bread, As with the Power Glove everyone soon realised that it was far simpler - and much more effective - to stick with those old-fashioned d-pads and buttons, and the U-Force (U-U-U-Force!) swiftly sank into justifiable obscurity.

These twin failures didn't stop Konami from taking a spin on the motion control carousel a few years later. In 1991 it tried to sell a now-wary audience of NES owners on the merits of the Laserscope. Admittedly, this bit of kit had at least one advantage - it was basically a lightgun shaped like a headset, and it actually worked as advertised. It was compatible with all the same games as the NES Zapper, and came with Laser Invasion, a rather limp Operation Wolf knockoff.

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Comments: 1-33 of 33 in total

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monty2k
14/06/09 @ 10:18
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If you wanna see these weird peripherals in action with some quite funny commentary then you cant go wrong with the AVGN:

http://www.screwattack.com/AVGN/2006/Pow...

http://screwattack.com/AVGN/2008/NESAcce...



peak_performance
14/06/09 @ 11:18
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Oh god, every one of those videos are both funny and embarassing. Fantastic stuff.

Good write-up, as well. Standard controllers are going nowhere in a considerable future, though at last the companies seem to understand that they can be complemented, not replaced, by additional movement.
bad09
14/06/09 @ 11:47
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Good read Dan. I tell ya all this waggle in E3 made me feel old, but I've excepted it's the way the industry and many of the masses want to go, they always have really as the attempts here show, I just don't think I'll follow now Ninty has helped them pull it off TBH.

/ hugs all his controllers

"it shouldn't come as too much of a surprise if one day we find ourselves kicking up a stink in some futuristic nursing home with our crotchety insistence that things were simpler in the days when games were controlled with plastic buttons and tiny joysticks."

One day? I do it now! "Young hooligans back in my day games were games and you had real controllers!"

/ waggles walking stick

Oh, who else always thinks of little Fred Savage in The Wizkid when the Power Glove is mentioned. Might hunt it down for a giggle :)
DDevil
14/06/09 @ 12:05
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That Mega Drive activator pad also had a PlayStation compatible version. I remember we had one in the shop where I used to work. I don't think it ever sold.
Genji
14/06/09 @ 12:43
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I had a Power Glove...

I really should've kept it, as they're more collectors items today. Oh well.
Xinch
14/06/09 @ 13:34
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"and even more likely to make you look like a tit" Oh yes.
Super_Zee
14/06/09 @ 14:01
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I bet Retroid's got a U-Force packed away somewhere... :)
spidermanalf
14/06/09 @ 14:12
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I remember seeing Uforce on Tomorrows World and thought it was the most amzing thing ever!
Ame.Otoko
14/06/09 @ 15:32
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Seriously, how do you write an article about motion control, mention something as uselessly obscure as the U-Force, and in speaking of modern motion control that worked - leave out Samba de Amigo's maracas?

This was true motion control, was precise, massively fun, critically popular if not commercially successful, well-known in the gaming community as a true and utter classic - and predated the EyeToy. And it was *the* accessory of the modern, post 16-bit era that brought motion-sensing back to the forefront of gaming.

EyeToy brought it to the masses and made it commercially huge; it was Sonic Team, however, that brought back motion-sensitive gaming in a big way.
Edited 1 times, most recently on 14/06/09 @ 18:22
Plewt
14/06/09 @ 16:57
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Cry more douche.
JHuxley
14/06/09 @ 17:32
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@Ame.Otoko

If you're talking about trends, I'd argue that the EyeToy did reignite interest in motion control. Unlike most of the devices listed in this article, the maracas were only used in one game which fell well below the radar of most thanks to a small print run and high price. In comparison the EyeToy was cheap, accessible and actually had more than one use.

So while the maracas are technically relevant to the article, IMO they're more associated with the rhythm action genre...which is a whole different minefield of bizarre, costly proprietary controllers :P
Ame.Otoko
14/06/09 @ 17:47
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Very true, JHuxley, they do fall within the (dizzyingly huge and insane) gamut of music-game devices.

Also, of course, they are proprietary and, one could also argue, not even originally designed for console as the game started otu in arcades.


Despite all this the maracas *were* motion-sensitive. And they were the accessory that brought back motion-sensitive gaming back to the console front, this time making it - most importantly - actually work.

Certainly it was limited to one game, and had a limited range (but then, so did EyeToy). But it did differ from DDR et al in that it did use motion-sensing. Also, commercial success isn't really relevant if you're writing a history on the topic. The maracas did predate EyeToy, just as did SEGA's DreamEye in its function as a camera. EyeToy expanded the concepts much further and made them more universal.
The_B
14/06/09 @ 18:34
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Someone should tell the guy in red in the picture on the last page:

"Dude, they're not laughing with you..."
woodyrulesok
14/06/09 @ 20:51
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That power glove video is amazing, I nearly pissed myself.
moggsy
14/06/09 @ 21:19
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Interesting article, thanks Dan.
Azazel
14/06/09 @ 21:30
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JOHN BARNES
convercide
14/06/09 @ 22:26
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It has only just dawned on me that the beeps he gets from pressing the buttons on the power glove at the start of that video are the notes used to communicate with the aliens in Close Encounters Of The Third Kind...
Edited 1 times, most recently on 14/06/09 @ 23:26
JHuxley
14/06/09 @ 22:57
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@Ame.Otoko

The DreamEye was never used as a motion control device though, was it? And if we're talking cameras then I'd guess Nintendo got there before the both of them with that Gameboy camera thingy, rubbish as it was.

Also, commercial success isn't really relevant if you're writing a history on the topic

Maybe, but a list of every single motion control device would be pretty tedious. I mean, if you were to go even deeper in to niche markets you could start talking about all those god-awful VR headsets that were popular back in the 90's. I can't be bothered researching them, but I'm sure some of them would have used motion detection.

I agree the maracas were probably worth mentioning in passing at least, but I wouldn't call him up for lazy research just because he didn't.
The Bodybuilder
14/06/09 @ 23:21
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I refuse to take any such article seriously if they don't even bother mentioning the close-to-release wii-like motion control for the dreamcast.
lambtron
15/06/09 @ 09:14
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That Konami Laser Scope Ad is genius :D
3william56
15/06/09 @ 10:49
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Natal? "Vaporous"? Has the backlash begun already? For shame...

Surprises me none of the big 3 has adapted or proposed to adapt their motion control to a VR helmet. It's the only way (IMHO) Natal could deliver real immersion (no point turning your head away from the telly). The Sony Diildo, or MotionPlus would also make it work nicely, without the ginormous podium and bonkers arsehat from the 80s virtuality games. There's already lightweight wearable screen glasses. You'd think it was a no brainer to pair them up.
FHUTA
15/06/09 @ 11:03
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Shame the SEGA Menacer (and possibly the SNES Superscope) wasn't mentioned. It's realtime crosshair (as opposed to the old skool click-screenflash-hit/miss) meant you could control a paddle or torch and move it around the screen with flick of the wrist with preserved momentum etc.

Obviously they died a death with no software support, but they predated the wiimote pointer and it's possible usage well in advance.
Wickedbug
15/06/09 @ 11:24
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Good article but you should have mentioned the Microsoft Sidewinder Freestyle Pro for the PC:

http://en.wikipedia.org/wiki/Microsoft_S...
sneetch
15/06/09 @ 12:13
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I dare say that the LaserScope must be a factor in most cases of child murder around that time.

"Fire Fire Fire Fire"

"Don't fucking tempt me!"
Fodder
15/06/09 @ 13:03
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1989? How about the Le Stick for Atari and C64 in 81? Other than lacking an axis and not being analogue, it's not a million miles away from the Wii remote.

http://www.cedmagic.com/tech-info/remote...
Der_tolle_Emil
15/06/09 @ 13:43
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Interesting article. Now that I read about Gametrak I can remember that I saw video ads by the company looking for people to test this device. It looked fairly interesting in the video demo videos they showed but I totally forgot about it later. First time I am hearing about this again since seeing that video back then.
Sunyavadin
15/06/09 @ 14:00
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I love my activator.
smernicki
15/06/09 @ 15:11
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It was our old pal games, not soppy old love, that eventually got the world in motion

centripetal force and gravity had more to do with it i reckon
8bitMofo
15/06/09 @ 15:51
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"I love the Power Glove. It's so bad."
Toothball
15/06/09 @ 15:57
#30
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I hadn't thought about Sony's wand thing in that way before.
kangarootoo
15/06/09 @ 16:08
#31
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I tried that Gametrak thing a while back, and it was surprisingly good. Tyhe use of miniature "ropes and pulleys" give the impression that it will be inaccurate or slow, but it was dead accurate and lag free.

The golf game was genuinely fun (the fighting game was ok, but lacked the depth needed for proper longevity). Definitely worth bagging if you still have a PS2 and see a set on eBay or in a bargain bin.
Azazel
15/06/09 @ 21:26
#32
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Would have worked better Kitchen Gun style: "BANG! BANG! BANG! I LOVE YOU POWER GLOVE!"
DrPhil
15/06/09 @ 21:46
#33
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I have a U-Force! The box describes its best feature as making your favourite games harder!

Comments: 1-33 of 33 in total

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