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{{short description|Video game console by Nintendo}} | |||
] | |||
{{Use mdy dates|date=August 2022}} | |||
The '''] Virtual Boy''' (released on ], ] in the USA and ], ] in Japan) is a ] that used a twin eyeglass style projector to display the games in "true" 3-D (though ]). The launch price was around US$180. | |||
{{Infobox information appliance | |||
| title = Virtual Boy | |||
| logo = Virtualboy logo.svg | |||
| logo_size = 200px | |||
| image = Virtual-Boy-Set.jpg | |||
| image_size = 200px | |||
| caption = Virtual Boy with controller | |||
| developer = ] | |||
| manufacturer = ] | |||
| type = ] | |||
| generation = ] | |||
| releasedate = {{vgrelease|JP|July 21, 1995|NA|August 14, 1995}} | |||
| lifespan = 1 year | |||
| discontinued = {{vgrelease|JP|December 22, 1995|NA|August 1996}} | |||
| unitssold = 770,000<ref name="Famitsu Express">{{cite magazine|url=https://imgur.com/hXXa6DE|title=Weekly ''Famitsu'' Express|magazine=]|volume=11|issue=392|date=June 21, 1996|access-date=August 2, 2019|archive-url=https://web.archive.org/web/20191015083428/https://imgur.com/hXXa6DE|archive-date=October 15, 2019|url-status=live}} Lines 4 and 16 have units sold in Japan and other regions, respectively.</ref> | |||
| media = ] | |||
| display = 384×224 | |||
| cpu = ] ] @ 20 ] | |||
| memory = 64 KB work ]<br />128 KB graphics ]<br />128 KB ] | |||
| related = ]<br />] | |||
| successor = | |||
| units shipped = | |||
}} | |||
The '''Virtual Boy'''{{efn|{{Nihongo|Virtual Boy|バーチャルボーイ|Bācharu Bōi|lead=yes}}}} is a ] tabletop ] developed and manufactured by ]. Released in 1995, it was marketed as the first console capable of displaying ] graphics. The player uses the console like a ], placing the head against the eyepiece to see a red monochrome display. The games use a ] effect to create the illusion of depth. Sales failed to meet targets, and Nintendo ceased distribution and game development in 1996, having released only 22 games for the system. | |||
The console was designed by ], inventor of the ] ] handhelds and the ] ], but was not intended to replace the Game Boy in Nintendo's product line. Nintendo intended to use the console to take advantage of the then-recent interest in ] brought on by movies like '']'' and a number of virtual reality ]s. | |||
Development of the Virtual Boy lasted four years and began under the project name '''VR32'''. Nintendo entered a licensing agreement to use a stereoscopic LED eyepiece technology that had been developed since the 1980s by US company Reflection Technology. It also built a factory in China to be used only for Virtual Boy manufacturing. Over the course of development, the console technology was downscaled due to high costs and potential health concerns, and an increasing amount of resources were reallocated to the development of the ], Nintendo's next home console. Lead game designer ] had little involvement with the Virtual Boy software. The Virtual Boy was pushed to market in an unfinished state in 1995 to focus on the Nintendo 64. | |||
==Product failure== | |||
The Virtual Boy was a ] in the marketplace, for several reasons: | |||
The Virtual Boy was panned by critics and was a ], even after repeated price drops. Its failure has been attributed to its high price, unusual display consisting of only red and black, unimpressive stereoscopic effect, poor ergonomics, lack of true portability, and health concerns due to it giving many players headaches, dizziness, nausea and eye pain. Stereoscopic technology in video game consoles reemerged in later years to more success, including Nintendo's ] handheld console. {{As of|March 2021}}, it is Nintendo's lowest-selling standalone console and the only one to have less than one million units sold, seconded by the ]'s 13.6 million units.<ref>{{cite web|url=https://www.nintendo.co.jp/ir/en/finance/hard_soft/index.html|title=IR Information : Sales Data – Hardware and Software Sales Units|website=Nintendo Co., Ltd.|access-date=March 11, 2021|archive-date=June 21, 2017|archive-url=https://web.archive.org/web/20170621033554/https://www.nintendo.co.jp/ir/en/finance/hard_soft/index.html|url-status=live}}</ref> | |||
* It was pushed to market before it was ready to fill in for the long delay in the development of the ]. Not only was it rushed out the door, but the public was unwilling to spend so much money on what they saw as a stopgap videogame system, especially knowing the ] was coming shortly. | |||
==History== | |||
* It was marketed as a portable system, but it was not as portable as gamers thought it should be. Due to its size and weight, the Virtual Boy was nearly impossible to use while in motion, and doing so could cause damage to the unit. | |||
===Development=== | |||
Since 1985, a red LED eyepiece display technology called Scanned Linear Array was developed by ]-based Reflection Technology, Inc. (RTI).<ref name="GPro67"/><ref name="Unraveling the Enigma"/> The company produced a stereoscopic ] 12-inch display device prototype called ''Private Eye'', featuring a tank game.<ref>{{Cite web |last=Edwards |first=Benj |date=2024-05-15 |title=Virtual Boy: The bizarre rise and quick fall of Nintendo's enigmatic red console |url=https://arstechnica.com/gaming/2024/05/virtual-boy-the-bizarre-rise-and-quick-fall-of-nintendos-enigmatic-red-console/ |access-date=2024-05-16 |website=Ars Technica |language=en-us}}</ref> Seeking funding and partnerships by which to develop it into a commercial technology, RTI demonstrated Private Eye to the consumer electronics market, including ] and ].<ref name="Unraveling the Enigma"/> ] declined the technology, due to its single-color display and concerns about ].<ref name="Unraveling the Enigma"/><ref>{{cite web|url=http://revrob.com/sci-tech/264-tom-kalinske-talks-about-his-time-overseeing-sega-as-its-ceo-in-the-90s-reveals-that-sega-passed-on-virtual-boy-technology-considered-releasing-3do|title=Tom Kalinske Talks About His Time Overseeing Sega As Its CEO In the 90s; Reveals That Sega Passed On Virtual Boy Technology, Considered Releasing 3DO|last1=Vinciguerra|first1=Robert|website=The Rev. Rob Times|url-status=dead|archive-url=https://web.archive.org/web/20151025155922/http://revrob.com/sci-tech/264-tom-kalinske-talks-about-his-time-overseeing-sega-as-its-ceo-in-the-90s-reveals-that-sega-passed-on-virtual-boy-technology-considered-releasing-3do|archive-date=October 25, 2015|access-date=September 21, 2015}}</ref> | |||
Nintendo enthusiastically received the Private Eye, as led by ], the general manager of Nintendo's ] and the inventor of the ] and ] handheld consoles. He saw this as a unique technology that competitors would find difficult to emulate. Additionally, the resulting game console was intended to enhance Nintendo's reputation as an innovator<ref name="Unraveling the Enigma"/><ref name="Boyer">{{cite magazine |last=Boyer |first=Steven |title=A Virtual Failure: Evaluating the Success of Nintendos Virtual Boy |magazine=] |issue=64 |date=Fall 2009 |volume=64 |pages=23–33 |doi=10.1353/vlt.0.0039 |s2cid=190682178 |url=https://archive.org/details/VirtualFailure/mode/2up}}</ref> and to "encourage more creativity" in games.<ref name="Ultimate History of Video Games"/>{{rp|514}} Codenaming the project "VR32",<ref name="Unraveling the Enigma"/> Nintendo entered into an exclusive agreement with Reflection Technology, Inc. to license the technology for its displays.<ref name="GPro67">{{cite magazine|url=https://retrocdn.net/images/c/c7/GamePro_US_067.pdf|title=April Brings Virtual Boy|date=February 1995|magazine=]|url-status=live|issue=67|page=162|archive-url=https://web.archive.org/web/20181007040143/https://retrocdn.net/images/c/c7/GamePro_US_067.pdf|archive-date=October 7, 2018}}</ref> While Nintendo's ] (R&D3) was focused on developing the ], the other two engineering units were free to experiment with new product ideas.<ref name="Boyer" /> | |||
* The console's box and manual warned that the display could cause eyestrain and eye problems, especially for those under 7 years of age. Despite having been added primarily for liability reasons, the warnings frightened away potential buyers. Some that did buy it suffered from headaches from short times spent playing games on the machine. | |||
Spending four years in development and eventually building a dedicated manufacturing plant in China,<ref name="Unraveling the Enigma"/> Nintendo worked to turn its VR32 vision into an affordable and health-conscious console design. Yokoi retained RTI's choice of red LED because it was the cheapest,<ref name="Boyer" /> and because unlike a backlit LCD, its perfect blackness could achieve a more immersive sense of infinite depth.<ref name="Unraveling the Enigma"/> RTI and Nintendo said a color LCD system would have been prohibitively expensive,<ref name="Unraveling the Enigma"/><ref name="Guardian Super Mario"/> retailing for more than {{USD|500|1995|long=yes|round=-1}}.<ref name="Ultimate History of Video Games"/>{{rp|514}} A color LCD system was also said to have caused "jumpy images in tests".<ref name="Guardian Super Mario"/> With ongoing concerns about motion sickness, the risk of developing ] conditions in young children, and Japan's new Product Liability Act of 1995, Nintendo eliminated the head tracking functionality and converted its headmounted goggle design into a stationary, heavy, precision steel-shielded, tabletop form factor conformant to the recommendation of the Schepens Eye Research Institute.<ref name="Unraveling the Enigma"/><ref name="Ultimate History of Video Games"/>{{rp|514}} | |||
* Many believed there was a poor selection of games available at launch, and very few software developers wanted to invest time and money in such a new, unproven gaming system. This led to a circular ] problem and resulted in a system with few games available. In total only 22 titles were available between the North American and Japanese markets. Additionally, there were few plans for any flagship titles (such as Metroid, Zelda, or Starfox) or popular third party titles (such as Final Fantasy or other Square games) to be released. Other game problems were related to the format of the console itself, which did not seem especially suited for certain types of games, giving players the impression that it was a rather limited system. | |||
{{blockquote|e experimented with a color LCD screen, but the users did not see depth, they just saw double. Color graphics give people the impression that a game is high tech. But just because a game has a beautiful display does not mean that the game is fun to play. ... Red uses less battery and red is easier to recognize. That is why red is used for traffic lights.|Gunpei Yokoi<ref name="Ultimate History of Video Games"/>{{rp|514}}}} | |||
* The base of the system could not be adjusted vertically. This meant that most players had to lean over to play games resulting in back-pains after a short time of play. | |||
* Due to the nature of the Virtual Boy system, the system was not only single player, but other players could not watch, taking away the social aspect of gaming. While Mario's Dream Tennis could be played between two Virtual Boy units, the system never achieved the popularity necessary for most to use this feature. | |||
Several {{visible anchor|Technology demonstrations|text=technology demonstrations}} were used to show the Virtual Boy's capabilities. ''Driving Demo'' is one of the more advanced demos; its 30-second clip shows a first-person view of driving by road signs and palm trees. This demo was shown at ] and ] in 1995.<ref name="Driving">{{cite web |url=http://www.planetvb.com/modules/games/index.php?t002g |title=F1 Demo « Games « Planet Virtual Boy |publisher=Planetvb.com |access-date=November 18, 2013 |archive-url=https://web.archive.org/web/20120921065852/http://www.planetvb.com/modules/games/index.php?t002g |archive-date=September 21, 2012 |url-status=live }}</ref> The startup screen of the Virtual Boy prototype was shown at ].<ref name="Mario">{{cite web |url=http://www.planetvb.com/modules/games/index.php?t003g |title=Mario Demo « Games « Planet Virtual Boy |publisher=Planetvb.com |access-date=November 18, 2013 |archive-url=https://web.archive.org/web/20120921065824/http://www.planetvb.com/modules/games/index.php?t003g |archive-date=September 21, 2012 |url-status=live }}</ref><ref name="NP Jan 1995 VB">{{cite magazine|date=January 1995|title=Virtual Boy Is Born at Shoshinkai November, 1994|url=https://archive.org/stream/NintendoPower1988–2004/Nintendo%20Power%20Issue%20068%20%28January%201995%29#page/n77/mode/2up|magazine=]|issue=68|pages=52–53}}</ref> A "very confident" projection of "sales in Japan of three million hardware units and 14 million software units as of March 1996" was given to the press.<ref>{{cite web|url=https://www.thefreelibrary.com/Nintendo+introduces+video+game+players+to+three-dimensional+worlds...-a015923459|title=Nintendo introduces video game players to "three-dimensional" worlds with new virtual reality video game system; 32-bit "Virtual Boy" shown at Shoshinkai Software Exhibition in Japan|date=November 14, 1994|publisher=BusinessWire|location=Tokyo, Japan|url-status=dead|archive-url=https://web.archive.org/web/20190327195123/https://www.thefreelibrary.com/Nintendo+introduces+video+game+players+to+three-dimensional+worlds...-a015923459|archive-date=March 27, 2019|access-date=June 27, 2018}}</ref> The demo of what would have been a '']'' game showed an ] doing various spins and motions.<ref name="Star Fox">{{cite web |url=http://www.planetvb.com/modules/games/index.php?t006g |title=Starfox Demo « Games « Planet Virtual Boy |publisher=Planetvb.com |access-date=November 18, 2013 |archive-url=https://web.archive.org/web/20120921065910/http://www.planetvb.com/modules/games/index.php?t006g |archive-date=September 21, 2012 |url-status=live }}</ref> Cinematic camera angles were a key element, as they are in '']''. It was shown at E3 and CES in 1995. | |||
Because of its failure on ]ese and ] market, the console was never released in ] and ]. This contributed to a ] problem (undersupply) for Nintendo products (especially ] and ] games) in the middle of the '90s that existed mainly due to continuous delays of the ]. | |||
As a result of increasing competition for internal resources alongside the flagship Nintendo 64, and little involvement from lead game designer ], Virtual Boy software was developed without Nintendo's full attention.<ref name="Unraveling the Enigma"/> According to ]'s book '']'', the increasingly reluctant Yokoi never intended for the increasingly downscaled Virtual Boy to be released in its final form. However, Nintendo pushed it to market so that it could focus development resources on its next console, the ].<ref name="Game Over by David Sheff">{{cite book | last1=Sheff|first1=David|url=https://books.google.com/books?id=b_N5FzzD3hsC|title=Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children|last2=Eddy|first2=Andy|publisher=GamePress|year=1999|isbn=978-0-9669617-0-6|oclc=26214063|author-link=David Sheff}}</ref> | |||
===Technical information=== | |||
The system does not have a full 384 x 224 array of ]s as a display. It uses a pair of 1 x 224 linear arrays (one per eye) and rapidly scans the array across the eye's field of view using curved oscilating mirrors. These mirrors vibrate back and forth at very high speed (they are what produce the mechanical humming noise from inside the unit) and can be damaged if the Virtual Boy is hit, knocked over, or used while in rough motion (such as in a car). A full-size display, while mechanically simpler, would have increased the Virtual Boy's physical size and unit cost to the point where the system would become uneconomical. Every Virtual Boy game has the option to pause automatically every 15-30 minutes to remind the player to take a break, to prevent undue eye strain and possible headaches. | |||
===Release=== | |||
]'' demonstrates the Virtual Boy's display when viewed without the projector.]] | |||
'']'' previewed the Virtual Boy on November 13, 1994.<ref name="NYT Nintendo counts">{{cite news|first=John | last=Markoff|url=https://www.nytimes.com/1994/11/14/business/nintendo-counts-on-a-new-virtual-game.html|title=Nintendo Counts on a New 'Virtual' Game|newspaper=New York Times|page=2|date=November 14, 1994|access-date=August 25, 2020 | url-status=live | archive-url=https://web.archive.org/web/20180205015527/http://www.nytimes.com/1994/11/14/business/nintendo-counts-on-a-new-virtual-game.html | archive-date=February 5, 2018}}</ref> The console was officially announced via press release the next day, November 14. Nintendo promised that Virtual Boy would "totally immerse players into their own private universe".<ref name="press1">{{cite web |url=http://www.planetvb.com/modules/advertising/?r17 |title=Nintendo introduces video game players to three-dimensional worlds with new virtual reality video game system « Press Releases « Planet Virtual Boy |publisher=Planetvb.com |access-date=November 18, 2013 |archive-url=https://web.archive.org/web/20180628124825/https://www.planetvb.com/modules/advertising/?r17 |archive-date=June 28, 2018 |url-status=live }}</ref> Initial press releases and interviews about the system focused on its technological capabilities, avoiding discussion of the actual games that would be released.<ref name="Boyer" /> The system was demonstrated the next day at Nintendo's ] ].<ref name="Boyer" /> ] showed the Virtual Boy at the ] on January 6, 1995.<ref name="press1" /> | |||
Even with cost-saving measures in place, Nintendo priced the Virtual Boy at a relatively high {{USD|179.95|1994|round=-1}}.<ref name="Unraveling the Enigma">{{cite web|url=http://www.fastcompany.com/3050016/unraveling-the-enigma-of-nintendos-virtual-boy-20-years-later|title=Unraveling The Enigma Of Nintendo's Virtual Boy, 20 Years Later|last=Edwards|first=Benj|date=August 21, 2015|work=]|url-status=live|archive-url=https://web.archive.org/web/20180707231258/https://www.fastcompany.com/3050016/unraveling-the-enigma-of-nintendos-virtual-boy-20-years-later|archive-date=July 7, 2018|access-date=December 21, 2015}}</ref><ref name="Boyer" /><ref name="Ultimate History of Video Games">{{cite book |last=Kent |first=Steven L. |author-link=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |date=2002 |publisher=Random House International |location=New York |isbn=978-0-7615-3643-7 |oclc=59416169 |url=https://books.google.com/books?id=PTrcTeAqeaEC |pages=513–515, 518, 519, 523, 524 |access-date=October 20, 2016 |archive-url=https://web.archive.org/web/20170709060608/https://books.google.com/books?id=PTrcTeAqeaEC&printsec=frontcover |archive-date=July 9, 2017 |url-status=live }}</ref>{{rp|513}} Though slightly less expensive and significantly less powerful than a home console, this was considerably more costly than the Game Boy handheld. With seemingly more advanced graphics than Game Boy, the Virtual Boy was not intended to replace the handheld in Nintendo's product line, as use of the Virtual Boy requires a steady surface and completely blocks the player's peripheral vision. '']'' described the Virtual Boy as the logical evolution of the ] 3D image viewer.<ref>"BreakTime: Virtual Boy Updates the Viewmaster Idea." Design News. 6 (1995): 192.</ref> | |||
===Monochrome display=== | |||
A full color Virtual Boy was impossible to release in 1995, due to the fact that high-efficiency ] blue and green ]s only became available from ] in 1996. While blue LEDs did exist before then, they were extremely inefficient, resulting in very low brightness. Furthermore the cost of blue and green LEDs was prohibitive, and the system was already more expensive than it should have been. The Virtual Boy, which uses an oscilating mirror to transform a 1-D line of dots into a 2-D field of dots, requires high-performance LEDs in order to function properly. Because each pixel is only in use for a tiny fraction of a second (384 pixels wide, 50.2 Hz scan rate = approximately 52 µS per scanline), high peak brightness is needed to make the virtual display bright and be comfortable for the user to view. The two-screen system demanded a fast refresh rate, unlike the ] with its blurry motion, so ] was not an option. Without the technology of blue and green LEDs or LCD, the Virtual Boy was limited to a monochrome red LED display. | |||
The Virtual Boy was released on July 21, 1995, in Japan and on August 14, 1995, in North America<ref name="NYT Intro">{{cite news|title=Introduction by Nintendo|work=New York Times|page=D.7|date=August 22, 1995 |url=https://www.nytimes.com/1995/08/22/business/introduction-by-nintendo.html |access-date=May 24, 2012 |archive-url=https://web.archive.org/web/20180707203354/https://www.nytimes.com/1995/08/22/business/introduction-by-nintendo.html |archive-date=July 7, 2018 |url-status=live}}</ref>{{Failed verification|date=February 2023|reason=August 16 does not seem to be present on the page in any way; it contains "introduced Virtual Boy today" and was printed on August 22, 1995.}}<ref name="launchdate">{{cite press release |author=<!--Not stated--> |title=VIRTUAL BOY LAUNCH DATE ANNOUNCED |url=https://www.virtual-boy.com/events/e3-1995/articles/733039/ |location= |publisher=Nintendo of America |agency= |date=May 11, 1995 |access-date=2023-02-15}}</ref> with the ]s '']'', '']'', '']'', and '']''.<ref name="LAT">{{cite news|last=Curtiss|first=Aaron|url=https://www.latimes.com/archives/la-xpm-1995-08-31-ca-40702-story.html?_amp=true|title=Valley Weekend; VIDEO GAMES; Virtual Boy a Blend of Familiar and Strange; although Hardware for the Latest Nintendo Offering is Odd and Cumbersome, the Play Action is Big and Loud|work=]|page=14|date=August 31, 1995|access-date=May 24, 2012|archive-date=March 8, 2021|archive-url=https://web.archive.org/web/20210308122012/https://www.latimes.com/archives/la-xpm-1995-08-31-ca-40702-story.html?_amp=true|url-status=live}}</ref> It was not released in PAL markets. In North America, Nintendo shipped '']'' with every Virtual Boy sold, as a ].<ref>{{cite web |url=https://www.flickr.com/photos/dionisio/2833237521/sizes/o/in/photostream/ |title=Virtual Boy 'Third Dimension' Ad (1995)|publisher=Flickr |access-date=November 18, 2013 |archive-url=https://web.archive.org/web/20150904094440/https://www.flickr.com/photos/dionisio/2833237521/sizes/o/in/photostream/ |archive-date=September 4, 2015 |url-status=live }}</ref> Nintendo had initially projected sales of three million consoles and 14 million games.<ref name="press1" /> The system arrived later than other 32-bit systems like ], ], and ], but at a lower price.<ref name="Guardian Super Mario" /> | |||
===Failure to live up to the hype === | |||
Hype surrounding the device before its release included public musings by Nintendo that the device might resemble a gun set vertical, projecting a 3D image in the air above it. The actual device was considered a disappointment compared to this description when it arrived. | |||
<!-- sales predictions and figures --> | |||
*'' '...the Virtual Boy produced very impressive 3-D effects, although the monochromatic graphic style proved to limit the appeal of the visuals.' '' - (] website) | |||
At the system's release, Nintendo of America projected hardware sales of 1.5 million units and software sales numbering 2.5 million by the end of the year.<ref name="NYT Intro"/><ref name="WSJ">{{cite news|id={{ProQuest|398447594}} |title=Nintendo co.: U.S. unit begins shipping virtual boy video system|date=August 22, 1995|work=Wall Street Journal|page=B10-B10}}</ref> Nintendo had shipped 350,000 units of the Virtual Boy by December 1995, around three and a half months after its North American release.<ref name="Ty">{{cite news|author=Ahmad-Taylor, Ty|url=https://www.nytimes.com/1995/12/04/business/behind-the-scenesa-crowded-field-portable-video-games.html|title=A Crowded Field: Portable Video Games|work=New York Times|page=D5|date=December 4, 1995|access-date=May 24, 2012|archive-date=March 8, 2021|archive-url=https://web.archive.org/web/20210308142324/https://www.nytimes.com/1995/12/04/business/behind-the-scenesa-crowded-field-portable-video-games.html|url-status=live}}</ref> The system is number 5 on '']''{{'}}s "Top 10 Worst Selling Consoles of All Time" list in 2007.<ref name="gamepro">{{cite web |url=http://www.gamepro.com/gamepro/domestic/games/features/111823.shtml |title=The 10 Worst-Selling Consoles of All Time |access-date=November 25, 2007 |first=Blake | last=Snow |publisher=]|date=May 4, 2007|archive-url=https://web.archive.org/web/20070508035815/http://www.gamepro.com/gamepro/domestic/games/features/111823.shtml |archive-date=May 8, 2007}}</ref> | |||
<!-- additional development and end --> | |||
At the time, Nintendo was considered nearly invincible in the videogame market with the massive success of the ], ], and ] and its ability to hold arch-rival ] at bay as the ] was being developed. While Nintendo's decline of dominance was mostly due to the emerging ] ] console, some market analysts and video game historians point to the release and failure of the Virtual Boy as the "beginning of the end." | |||
The Virtual Boy had a short market timespan following its disappointing sales. The last game officially released for the Virtual Boy was '']'', released on March 22, 1996.<ref>{{cite web|title=''"3-D" Tetris'' for VBOY |website=]|access-date=January 21, 2009 |url=http://www.gamespot.com/virtualboy/puzzle/3dtetris/index.html| url-status=dead |archive-url= https://web.archive.org/web/20130204134955/http://www.gamespot.com/virtualboy/puzzle/3dtetris/index.html |archive-date=February 4, 2013}}</ref> More games were announced for the system at the ] in May 1996, but these games were never released.<ref name="Boyer" /> The Virtual Boy was discontinued on December 22, 1995, in Japan and August 1996 in North America without any announcement.<ref name="Boyer" /><ref name="gamepro"/><ref>{{Cite web |last=Edwards |first=Benj |date=August 21, 2015 |title=Unraveling The Enigma Of Nintendo's Virtual Boy, 20 Years Later |url=https://www.fastcompany.com/3050016/unraveling-the-enigma-of-nintendos-virtual-boy-20-years-later |access-date=February 19, 2023 |website=Fast Company |archive-date=February 20, 2023 |archive-url=https://web.archive.org/web/20230220044534/https://www.fastcompany.com/3050016/unraveling-the-enigma-of-nintendos-virtual-boy-20-years-later |url-status=live }}</ref> In June 1996, Nintendo reported to '']'' worldwide sales of 770,000 Virtual Boy units, including 140,000 in Japan.<ref name="Famitsu Express"/> '']'' reported that 13,000 Virtual Boy units were sold in December 1996.<ref name="Life in the Old Dogs Yet">{{cite magazine | title=Life in the Old Dogs Yet? | magazine=] | url=http://www.next-generation.com:80/news/020697c.chtml | url-status=dead | archive-url=https://web.archive.org/web/19970606032050/http://www.next-generation.com/news/020697c.chtml | archive-date=June 6, 1997 | access-date=June 27, 2018}}</ref> | |||
===Promotion=== | |||
Nevertheless, the system continues to maintain a cult following. | |||
Nintendo extensively advertised the Virtual Boy and claimed to have spent {{USD|25 million}} on early promotional activities.<ref name="Boyer" /> Advertising promoted the system as a paradigm shift from past consoles; some pieces used ] to indicate a historical evolution, while others utilized psychedelic imagery. Nintendo targeted an older audience with advertisements for the Virtual Boy, shifting away from the traditional child-focused approach it had employed in the past.<ref name="Boyer" /> Nintendo portrayed the system as a type of virtual reality, as its name indicates. Nintendo also focused on the technological aspects of the new console in its press releases, neglecting to detail specific games.<ref name="Boyer" /> | |||
Challenged by showing three-dimensional gameplay on two-dimensional advertisements, the company partnered with ] and ].<ref name="Boyer" /><ref name="GPro83">{{cite magazine|date=August 1995|title=At the Deadline|url=https://archive.org/details/GamePro_Issue_073_August_1995/page/n119/mode/2up|magazine=]|publisher=]|issue=83|page=118}}</ref> A {{US$|5 million|long=no}} campaign promoted NBC's late 1995 lineup alongside the Virtual Boy.<ref name="NYT addenda">{{cite news |first=Elliott |last=Stuart |title=THE MEDIA BUSINESS: ADVERTISING -- ADDENDA; CBS and NBC Take Promotion Partners |work=New York Times |date=June 1, 1995 |url=https://www.nytimes.com/1995/05/08/business/media-business-advertising-addenda-good-war-comes-good-marketing-opportunities.html |access-date=August 25, 2020 |archive-date=May 26, 2015 |archive-url=https://web.archive.org/web/20150526142523/http://www.nytimes.com/1995/05/08/business/media-business-advertising-addenda-good-war-comes-good-marketing-opportunities.html |url-status=live }}</ref> American viewers were encouraged via television advertisements on NBC to rent the console for $10 at a local Blockbuster. This affordable demonstration<ref name="Boyer" /> provided 750,000 consoles for rent, some in a clamshell Blockbuster case.<ref name="Mediaweek">{{cite news|title=Nintendo/Nickelodeon/Blockbuster|work=Mediaweek|volume=6|issue=30|date=1996|pages=36–|publisher=ABI/INFORM Global|via=ProQuest|url=https://www.proquest.com/docview/213638266/3957B3B8A4424A83PQ/|access-date=August 25, 2020|archive-date=February 7, 2023|archive-url=https://web.archive.org/web/20230207095415/https://www.proquest.com/docview/213638266/3957B3B8A4424A83PQ|url-status=live}}</ref> Upon returning the unit, renters received a coupon for $10 off its purchase from any store.<ref name="GPro83"/><ref name=BB>{{cite magazine|title=Vid Game Promos As Entertaining As Game|last=Gillen|first=Marilyn A.|date=August 26, 1995|magazine=Billboard|page=98|url=https://books.google.com/books?id=wAsEAAAAMBAJ&pg=PA98|via=]|access-date=August 25, 2020|archive-date=February 7, 2023|archive-url=https://web.archive.org/web/20230207095407/https://books.google.com/books?id=wAsEAAAAMBAJ&pg=PA98|url-status=live}}</ref> The promotion included 3,000 Blockbuster locations, and sweepstakes with prizes including trips to see the taping of NBC shows.<ref name="NYT addenda" /> The popular rental system proved harmful to the Virtual Boy's long-term success, allowing gamers to see just how non-immersive the console was.<ref name="Boyer" /> By mid-1996, Blockbuster was selling its Virtual Boy units at $50 each.<ref name="EGM86">{{cite magazine|date=September 1996|title=Gaming Gossip|url=https://retrocdn.net/images/2/2e/EGM_US_086.pdf|magazine=]|issue=86|page=34|access-date=September 12, 2020|archive-date=August 21, 2019|archive-url=https://web.archive.org/web/20190821193530/https://retrocdn.net/images/2/2e/EGM_US_086.pdf|url-status=live}}</ref> The marketing campaign overall was commonly thought of as a failure.<ref name="Tomb Space">{{cite book |last1=King |first1=Geoff |last2=Krzywinska |first2=Tanya |year=2006 |title=Tomb Raiders and Space Invaders : Videogame Forms and Contexts}}</ref> | |||
==Console hardware specifications== | |||
* Processor | |||
** NEC V810 (P/N uPD70732) | |||
** 32-bit RISC Processor @ 20 MHz (18 MIPS) | |||
** 1 MB of DRAM and 512 KB of PSRAM (Pseudo-]) | |||
** 1 KB ] | |||
* Display (x 2) | |||
** RTI SLA (P4) | |||
** 384 x 224 Resolution | |||
** 50.2 Hz Horizontal Scan Rate | |||
* Power | |||
** 6 AA Batteries (9 VDC) or AC Adapter (10 VDC) | |||
* Sound | |||
** 16-bit Stereo | |||
* Controller | |||
** 6 buttons and 2 pads | |||
** uses ] controller protocol | |||
* Serial Port | |||
** 8 pin cable | |||
* Hardware Part Numbers | |||
** VUE-001 Virtual Boy Unit | |||
** VUE-003 Shaft | |||
** VUE-005 Controller | |||
** VUE-006 Game Pak | |||
** VUE-007 Battery Pack | |||
** VUE-011 AC Adapter | |||
** VUE-012 Eye shade Holder | |||
** VUE-014 Red & Black Stereo Headphones | |||
==Hardware== | |||
* Weight | |||
The ] is an ] ] 32-bit ] chip,<ref name="GPro67"/> making the Virtual Boy Nintendo's first 32-bit system.<ref name="Guardian Super Mario" /> The Virtual Boy system uses a pair of 1×224 linear arrays (one per eye) and rapidly scans the array across the eye's field of view using flat oscillating mirrors. These mirrors vibrate back and forth at a very high speed, thus the mechanical humming noise from inside the unit. Each Virtual Boy game cartridge has a yes/no option to automatically pause every 15–30 minutes so that the player may take a break before any injuries come to the eyes. One speaker per ear provides the player with stereo audio.<ref name="Powell">{{cite news|last=Powell | first=Doug|title=A Virtual Backlash|work=Computing Canada|date=December 21, 1994|pages=1, 4|publisher=ABI/INFORM Global}}</ref> | |||
** 760 grams | |||
* Dimensions | |||
===Display=== | |||
** 8.5"H x 10"W x 4.3"D | |||
] | |||
The Virtual Boy is the first video game console that was supposed to be capable of displaying stereoscopic "3D" graphics, marketed as a form of virtual reality.<ref>{{cite web |url=https://gizmodo.com/tag/virtual-boy |title=Virtual boy News, Videos, Reviews and Gossip |website=Gizmodo |access-date=June 20, 2014 |archive-url=https://web.archive.org/web/20150428003847/http://gizmodo.com/tag/virtual-boy |archive-date=April 28, 2015 |url-status=live }}</ref> Whereas most video games use ] to achieve the illusion of three dimensions on a two-dimensional screen, the Virtual Boy creates an illusion of depth through the effect known as ]. Like using a ], the user looks into an eyeshade made of ] on the front of the machine, and then an eyeglass-style projector allows viewing of the ] red image. | |||
The display consists of two two-bit (four shade) monochrome red screens of 384×224 pixels<ref>{{Cite web | url=https://www.engadget.com/2011-03-21-nintendo-virtual-boy-review.html | title=Nintendo Virtual Boy review | first=Tim | last=Stevens | date=March 21, 2011 | website=Engadget | access-date=August 30, 2020 | archive-date=April 8, 2020 | archive-url=https://web.archive.org/web/20200408081117/https://www.engadget.com/2011-03-21-nintendo-virtual-boy-review.html | url-status=live }}</ref> and a ] of approximately 50.27 ].<ref>{{Cite web |url=http://tasvideos.org/PlatformFramerates.html |title=Platform Framerates |website=tasvideos.org |access-date=March 4, 2020 |archive-url=https://web.archive.org/web/20200229184750/http://tasvideos.org/PlatformFramerates.html |archive-date=February 29, 2020 |url-status=live}}</ref> It uses an oscillating mirror to transform a single column of 224 red LEDs into a full field of pixels. Nintendo claimed that a color display would have made "jumpy" images and have been too expensive.<ref name="Guardian Super Mario" /> A color display would have required red, green, and blue LEDs; blue LEDs were then considerably expensive. This, plus the other drawbacks, influenced the decision for monochrome. | |||
===Controller=== | |||
] | |||
The Virtual Boy is meant for the player to be seated at a table,<ref name="NYT Nintendo counts" /><ref>{{cite magazine|date=March 1995|title=Virtual Places in Small Spaces|page=24|magazine=]|issue=68|url=https://retrocdn.net/images/0/07/GamePro_US_068.pdf|access-date=September 12, 2020|archive-date=January 13, 2020|archive-url=https://web.archive.org/web/20200113193151/https://retrocdn.net/images/0/07/GamePro_US_068.pdf|url-status=live}}</ref> and Nintendo promised but did not release a harness to wear while standing.<ref name="Guardian Super Mario">{{cite news|first=Kevin|last=Rafferty|title=Super Mario Takes Leap into Three Dimensional Space|newspaper=The Guardian|page=0|date=November 16, 1994|via=ProQuest|url=https://www.proquest.com/docview/294877556/4C825E3013B347F4PQ|access-date=August 25, 2020|archive-date=February 7, 2023|archive-url=https://web.archive.org/web/20230207095416/https://www.proquest.com/docview/294877556/4C825E3013B347F4PQ|url-status=live}}</ref> | |||
The Virtual Boy's heavy emphasis on three-dimensional movement requires the controller to operate along a Z-axis. Its controller is an attempt to implement dual digital ]s to control elements in the 3D environment. The controller is M-shaped, reminiscent of the ].<ref>{{cite web |url=http://mynintendonews.com/2013/11/30/digital-foundry-vita-remote-play-isnt-quite-as-good-as-the-wii-u-gamepad/ |title=Digital Foundry: Vita Remote Play Isn't Quite As Good As The Wii U GamePad |publisher=My Nintendo News |date=November 30, 2013 |access-date=June 20, 2014 |archive-url=https://web.archive.org/web/20140714204236/http://mynintendonews.com/2013/11/30/digital-foundry-vita-remote-play-isnt-quite-as-good-as-the-wii-u-gamepad/ |archive-date=July 14, 2014 |url-status=live }}</ref> The player holds onto either side of the controller which has a unique extendable power supply that slides onto the back, housing the system's six ]. The batteries can be substituted with a wall adapter, via a "slide-on" attachment for constant power. | |||
In more traditional two-dimensional games, the two directional pads are interchangeable.<ref>{{cite web |url=http://www.nintendolife.com/news/2010/03/feature_the_making_of_the_nintendo_virtual_boy |title=Feature: The Making of the Nintendo Virtual Boy – Retro News @ Nintendo Life |date=March 26, 2010 |publisher=Nintendolife.com |access-date=June 20, 2014 |archive-url=https://web.archive.org/web/20140116051432/http://www.nintendolife.com/news/2010/03/feature_the_making_of_the_nintendo_virtual_boy |archive-date=January 16, 2014 |url-status=live }}</ref> For others with a more 3D environment, like '']'', '']'', or '']'', each pad controls a different feature. The symmetry of the controller also allows left-handed gamers to reverse the controls, as does the ].<ref>{{cite book |url=https://books.google.com/books?id=HaP1LUYyvT4C&q=%22atari+lynx%22+interchangeable+pads&pg=PT137 |title=The Official GameSalad Guide to Game Development |via=Google Books |date=April 12, 2013 |access-date=June 20, 2014 |isbn=978-1133605645 |publisher=Gamesalad |last1=Novak |first1=Jeannie |archive-date=February 7, 2023 |archive-url=https://web.archive.org/web/20230207095409/https://books.google.com/books?id=HaP1LUYyvT4C&q=%22atari+lynx%22+interchangeable+pads&pg=PT137 |url-status=live }}</ref> | |||
===Connectivity=== | |||
During development, Nintendo promised the ability to link systems for competitive play.<ref name="Guardian Super Mario"/> A Virtual Boy link cable was being worked on at Nintendo as late as the third quarter of 1996.<ref name="EGM86"/> The system's EXT (extension) port, located on the underside of the system below the controller port, was never officially supported because no "official" multiplayer games were ever published. Two games were intended to use the EXT port for multiplayer play, but the multiplayer features were removed from ''Waterworld''<ref>{{cite web|url=http://www.vr32.de/modules/interviews/?3 |title=Steve Woita « Interviews « Planet Virtual Boy |publisher=Vr32.de |archive-url=https://web.archive.org/web/20071109190056/http://www.vr32.de/modules/interviews/?3|archive-date=November 9, 2007 |date=November 23, 1993 |access-date=October 17, 2013}}</ref> and ''Faceball'' was canceled.<ref>{{cite web |url=http://www.planetvb.com/modules/games/?u005g |title=Faceball « Games « Planet Virtual Boy |publisher=Planetvb.com |access-date=June 20, 2014 |archive-url=https://web.archive.org/web/20140703233012/http://www.planetvb.com/modules/games/?u005g |archive-date=July 3, 2014 |url-status=live }}</ref> | |||
<!-- | |||
===Hardware specifications=== | |||
{| class="wikitable" style="font-size:90%;" | |||
|+ Hardware specifications | |||
|- | |||
! Processor | |||
| Customized NEC V810 (NVC, P/N uPD70732)<br/>32-bit RISC processor @ 20 MHz (18{{nbsp}}MIPS), 1{{nbsp}}KiB instruction cache | |||
|- | |||
! Memory | |||
| 128{{nbsp}}KiB dual-port VRAM<br/>128{{nbsp}}KiB of DRAM<br/>64{{nbsp}}KiB ] (]) | |||
|- | |||
! Display <br/>× 2 | |||
| Reflection Technologies Inc. SLA Model P4, monochromatic red, LED display<br/>384 × 224 pixel resolution (produced by mechanically scanning each 1 × 224 LED array)<br/>Four simultaneous shades per 4-pixel column (black + 3 red, of approximately 128 levels of intensity)<br/>50 Hz<ref name="Tech Scroll"> | |||
{{cite web | |||
|url=http://www.planetvb.com/content/downloads/documents/stsvb.html#vipoverview | |||
|title=Virtual Boy Sacred Tech Scroll – Virtual Boy Specifications | |||
|access-date=January 21, 2013 | |||
|author=Guy Perfect | |||
|date=January 4, 2013 | |||
}}</ref> double-buffered frame rate | |||
] This "color spectrum" has no basis in reality, whatsoever. Source: I've been a VB developer for over a decade. | |||
|- | |||
! Power | |||
| | |||
6 × AA batteries or 10{{nbsp}}V DC at 350{{nbsp}}mA AC adapter/tap<br/>(third-party performance adaptor DC 9{{nbsp}}V 500{{nbsp}}mA) | |||
|- | |||
! Sound | |||
| Custom "Virtual Sound Unit",<ref name="Virtual Sound"> | |||
{{cite web | |||
|url=http://www.planetvb.com/content/downloads/documents/stsvb.html#virtualsoundunitvsu | |||
|title=Virtual Boy Sacred Tech Scroll – Virtual Boy Specifications | |||
|access-date=March 14, 2017 | |||
|author=Guy Perfect | |||
|date=March 14, 2017 | |||
}}</ref> 5 × wave channels, 1 × noise channel, 10-bit stereo output | |||
|- | |||
! Controller | |||
| 6 buttons and 2 D-pads, using ] controller protocol | |||
|- | |||
! Serial port | |||
| 8-pin cable with 8-bit serial transfer | |||
|- | |||
! Hardware <br/>part <br/>numbers | |||
| {{unbulleted list | |||
| VUE-001 Virtual Boy Unit | |||
| VUE-003 Stand | |||
| VUE-005 Controller | |||
| VUE-006 Game Pak | |||
| VUE-007 Battery Pack | |||
| VUE-010 Eyeshade | |||
| VUE-011 AC Adapter Tap ("Use With Super NES AC Adapter No. SNS-002 Only") | |||
| VUE-012 Eyeshade Holder | |||
| VUE-014 Red & Black Stereo Headphones | |||
}} | |||
|- | |||
! Weight | |||
| 750 grams | |||
|- | |||
! Dimensions <br/>(H × W × D) | |||
| {{convert|8.5|in|abbr=on}} × {{convert|10|in|abbr=on}} × {{convert|4.3|in|abbr=on}} | |||
|} | |||
===Cartridge specifications=== | ===Cartridge specifications=== | ||
{| class="wikitable" style="font-size:90%" | |||
* 128 ] addressable ROM space (8-16 ] ROM used in released games) | |||
|+'''Cartridge specifications''' | |||
* 128 ] addressable RAM space (0-8 ] Battery Backed RAM in released games) | |||
|128 ] addressable ROM space (4–16 ] ROM used in released games)<br/> 128 ] addressable RAM space (0–8 ] Battery Backed RAM in released games)<br/>128 ] addressable expansion space (unused in any released games)<br/> CPU interrupt available from the cartridge<br/>Left and right audio signals pass through cartridge<br/> 60-pin connector | |||
|} | |||
* Expansion interrupt available to the cartridge | |||
{{clear}}--> | |||
* Left and right audio signals pass through cartridge | |||
* 60-pin connector | |||
== Games == | |||
{{Main|List of Virtual Boy games}} | |||
]'', the North American pack-in for Virtual Boy, is converted by an ] to anaglyphic red and blue format, to simulate the Virtual Boy's stereoscopic display on a 2D display.<br />{{3d glasses}}]] | |||
Nintendo initially showcased three ]s and planned two or three per month thereafter.<ref name="Guardian Super Mario"/> Given the system's short lifespan, only 22 games were actually released. Of them, 19 games were released in the Japanese market, and 14 were released in ].<ref>{{Cite book |last=Kolan |first=Patrick |title=IGN Retro: Virtual Boy's Best Games |publisher=IGN |date=January 14, 2008 |access-date=January 21, 2009 |url=http://retro.ign.com/articles/845/845487p1.html |archive-url=https://web.archive.org/web/20090123101614/http://retro.ign.com/articles/845/845487p1.html |archive-date=January 23, 2009 |url-status=live }}</ref> Third party support was extremely limited compared to previous Nintendo platforms. According to ], Nintendo president ] had dictated that only a select few third-party developers be shown the Virtual Boy hardware before its formal unveiling, to limit the risk of poor-quality software appearing on the system.<ref>{{cite magazine |date=April 1995|title=An Audience with... Gumpei Yokoi |magazine=]|issue=4|pages=44–46 |url=https://archive.org/details/nextgen-issue-004/page/n45/mode/2up}}</ref> | |||
When asked if Virtual Boy games were going to be available for download on the ] for the ], Nintendo of America President ] said he could not answer, as he was unfamiliar with the platform. He noted that, given his lack of familiarity, he would be hard-pressed to make the case for the inclusion of the games on the Virtual Console.<ref>{{cite web|url=http://kotaku.com/#!5690257/argue-for-a-virtual-boy-store-on-the-nintendo-3ds-if-you-can|title=Kotaku – The Gamer's Guide|publisher=Gawker Media|work=Kotaku|access-date=December 21, 2015|archive-url=https://web.archive.org/web/20101106085901/http://kotaku.com/#!5690257/argue-for-a-virtual-boy-store-on-the-nintendo-3ds-if-you-can|archive-date=November 6, 2010|url-status=live}}</ref> | |||
The hobbyist community at ''Planet Virtual Boy'' has developed Virtual Boy software.<ref name="Boyer" /> Two previously unreleased games, '']'' and ''Niko-Chan Battle'' (the Japanese version of '']'') were released. | |||
==Reception== | |||
] | |||
The Virtual Boy garnered negative critical reviews and was a ].<ref>{{cite web |author=Lisa Foiles |date=March 1, 2011 |title=Top 5 Hardware Super Fails |work=The Escapist |url=http://www.escapistmagazine.com/videos/view/top-5-with-lisa-foiles/2796-Top-5-Hardware-Super-Fails |access-date=June 20, 2014 |archive-url=https://web.archive.org/web/20180707201630/http://www.escapistmagazine.com/videos/view/top-5-with-lisa-foiles/2796-Top-5-Hardware-Super-Fails |archive-date=July 7, 2018 |url-status=live }}</ref> It failed for several reasons including "its high price, the discomfort caused by play and what was widely judged to have been a poorly handled marketing campaign".<ref name="Tomb Space" /> | |||
Gamers who previewed the system at the ] ] complained that the ''Mario'' demo was not realistic enough, was not in full color, and didn't ] the image when players turn their heads.<ref name="Guardian Super Mario" /> In the lead editorial of '']'' following the show, Ed Semrad predicted that the Virtual Boy would have poor launch sales due to the monochrome screen, lack of true portability, unimpressive lineup of games, and the price, which he argued was as low as it could get given the hardware but still too expensive for the experience.<ref>{{cite magazine|last=Semrad|first=Ed|date=January 1995|title=Nintendo Stumbles with Virtual Boy Intro!|url=https://retrocdn.net/images/8/8d/EGM_US_066.pdf|magazine=]|issue=66|page=6|access-date=September 13, 2020|archive-date=October 7, 2018|archive-url=https://web.archive.org/web/20181007040332/https://retrocdn.net/images/8/8d/EGM_US_066.pdf|url-status=live}}</ref> '']''{{'}}s editors were also dubious of the Virtual Boy's prospects after the show, and concluded their article on the system by commenting, "But who will buy it? It's not portable, it's awkward to use, it's 100% antisocial (unlike multiplayer ]/] games), it's too expensive and – most importantly – the 'VR' (i.e. 3D effect) doesn't add to the game at all: it's just a novelty."<ref>{{cite magazine|date=March 1995|title=Nintendo Pins Hopes on Virtual Boy|magazine=]|issue=3|pages=20–21 |url=https://archive.org/details/nextgen-issue-003/page/n21/mode/2up}}</ref> | |||
Following its release, reviews of the Virtual Boy tended to praise its novelty but questioned its ultimate purpose and longtime viability. '']'' described the gameplay as being "at once familiar and strange".<ref name="LAT" /> The column praised the quality of motion and immersive graphics but considered the hardware tedious to use and non-portable. In a later column, the same reviewer found the system to be somewhat ], but held hope for its future.<ref name="LAT2">{{cite news|last=Curtiss|first=Aaron|title=VALLEY WEEKEND; Nintendo Virtual Boy Measures Up to Billing; as its Library of Titles Slowly Grows, the 3-D System is Becoming More Well-Rounded and Less of a Headache|page=15|work=Los Angeles Times|date=May 2, 1996|via=ProQuest|url=https://www.proquest.com/docview/293327145/F8C1FD056543408EPQ/|access-date=August 26, 2020|archive-date=February 7, 2023|archive-url=https://web.archive.org/web/20230207095409/https://www.proquest.com/docview/293327145/F8C1FD056543408EPQ|url-status=live}}</ref> Reviewing the system shortly after its North American launch, ''Next Generation'' said, "Unusual and innovative, the Virtual Boy can be seen as a gamble in the same way that the ] was, but it's a lot harder to see the VB succeeding to the same world-conquering extent that the Game Boy did." They elaborated that while the sharp display and unique 3D effect are impressive, aspects such as the monochrome display and potential vision damage to young gamers severely limit the system's appeal. They added that the software library was decent, but failed to capitalize on Nintendo's best-selling franchises because games from '']'' and '']'' were absent, the ''Mario'' games were not in the same style as the series's most successful installments, and it lacked a system seller to compare with the Game Boy's '']''.<ref name="NGen12">{{cite magazine|title=Which Game System is the Best!?|magazine=]|issue=12|date=December 1995|pages=36–85|url=https://www.retromags.com/magazines/usa/next-generation/next-generation-issue-12/|access-date=August 26, 2020|archive-date=August 9, 2020|archive-url=https://web.archive.org/web/20200809173346/https://www.retromags.com/magazines/usa/next-generation/next-generation-issue-12/|url-status=live}}</ref> | |||
Though Nintendo had promised a virtual reality experience, the monochrome display limits the Virtual Boy's potential for immersion.<ref name="Boyer" /><ref name="NGen12"/> Reviewers often considered the three-dimensional features a gimmick, added to games that were essentially two-<ref name="Boyer" /> or even one-dimensional.<ref name="WaPo">{{cite news|last=Frischling | first=Bill|title=Sideline Play|newspaper=The Washington Post|page=11|via=ProQuest|date=October 25, 1995}}</ref> '']'' said that even when a game gives the impression of three-dimensionality, it suffers from "hollow vector graphics".<ref name="WaPo" /> Yokoi, the system's inventor, said the system did best with action and puzzle games,<ref name="NGen12"/> although those types of games provided only minimal immersion. Multiple critics<ref name="Boyer" /><ref name="Tomb Space" /> lamented the absence of ] in the Virtual Boy hardware. Critics found that, as a result, players were unable to immerse themselves in the game worlds of Virtual Boy games. Instead, they interacted simply via a controller, in the manner of any traditional two-dimensional game. Boyer said the console "struggles to merge the two distinct media forms of home consoles and virtual reality devices". Though the device employs some basic virtual reality techniques, it does so like the traditional home console with no bodily feedback incorporated into gameplay.<ref name="Boyer" /> | |||
Many reviewers complained of painful and frustrating physiological symptoms when playing the Virtual Boy. Bill Frischling, writing for '']'', experienced "dizziness, nausea and headaches".<ref name="WaPo" /> Reviewers attributed the problems to both the monochromatic display and uncomfortable ergonomics. Several prominent scientists concluded that the long-term side effects could be more serious, and articles published in magazines such as '']'' and ]'s ''TechWeb'' speculated that using any immersive headset such as the Virtual Boy could cause sickness, ], and even ].<ref>{{cite magazine|date=September 1995|title=VR Headsets Get Warning|url=https://archive.org/details/GamePro_Issue_074_September_1995/page/n141/mode/2up|magazine=]|publisher=]|issue=84|page=140}}</ref> Nintendo, in the years after Virtual Boy's demise, has been frank about its failure. ], chairman of ], said flatly that the Virtual Boy "just failed".<ref name="Boyer" /> | |||
==Legacy== | |||
According to ''Game Over'', Nintendo blamed the machine's faults directly on its creator, Gunpei Yokoi.<ref name="Game Over by David Sheff"/> The commercial failure of the Virtual Boy was reportedly a contributing factor to Yokoi's withdrawal from Nintendo, although he had already planned to retire years prior and then finished the successful Game Boy Pocket, which was released shortly before his departure.<ref name="N-Sider Profiles">{{cite web|url=http://www.n-sider.com/contentview.php?contentid=222|title=N-Sider Profiles|access-date=August 19, 2008|archive-url=https://web.archive.org/web/20040404130954/http://n-sider.com/articleview.php?articleid=270|archive-date=April 4, 2004|url-status=live}}</ref> According to his Nintendo and Koto colleague Yoshihiro Taki, Yokoi had originally decided to retire at age 50 to do as he pleased but had simply delayed it.<ref name="Nintendo Magic">{{cite book | first=Osamu | last=Inoue | others=Paul Tuttle Starr (translator) | date=April 27, 2010 | title=Nintendo Magic: Winning the Videogame Wars | publisher=Vertical | isbn=978-1934287224 }}</ref> Nintendo held that Yokoi's departure was "absolutely coincidental" to the market performance of any Nintendo hardware.<ref>{{cite magazine|date=November 1996|title=Nintendo's Leap into the Unknown|url=https://retrocdn.net/images/e/ed/NextGeneration_US_23.pdf|magazine=]|publisher=]|issue=23|page=16|access-date=September 13, 2020|archive-date=June 22, 2021|archive-url=https://web.archive.org/web/20210622012540/https://retrocdn.net/images/e/ed/NextGeneration_US_23.pdf|url-status=live}}</ref> ''The New York Times'' maintained that Yokoi kept a close relationship with Nintendo.<ref>{{cite news | url=https://query.nytimes.com/gst/fullpage.html?res=9D05E4D7173CF93AA35753C1A961958260 | title=Gunpei Yokoi, Chief Designer Of Game Boy, Is Dead at 56 | access-date=August 19, 2008 | work=The New York Times | first=Andrew | last=Pollack | date=October 9, 1997 | archive-url=https://web.archive.org/web/20090130092138/http://query.nytimes.com/gst/fullpage.html?res=9D05E4D7173CF93AA35753C1A961958260 | archive-date=January 30, 2009 | url-status=live }}</ref> After leaving Nintendo, Yokoi founded his own company, Koto, and collaborated with ] to create the ], a handheld system competing with the Game Boy. | |||
The commercial failure of the Virtual Boy reportedly did little to alter Nintendo's development approach and focus on innovation.<ref name="Boyer" /> The console's focus on peripherals and haptic technology reemerged in later years.<ref>{{cite magazine |author=Anonymous |title=Introduction |magazine=] |issue=64 |date=Fall 2009 |pages=1–2 |via=ProQuest Research Library |url=https://www.proquest.com/docview/222843422 |id={{ProQuest|222843422}} |access-date=April 24, 2021 |archive-date=February 7, 2023 |archive-url=https://web.archive.org/web/20230207095407/https://www.proquest.com/docview/222843422 |url-status=live }}</ref> The original inventor, Reflection Technology, Inc., was reportedly financially "devastated" by the Virtual Boy's performance, with dwindling operations by 1997.<ref name="Unraveling the Enigma"/> | |||
The ] console was launched in 2011, as a handheld gaming console with ] 3D visuals, without any special glasses. Prior to launch, ] discussed the Virtual Boy. He said it renders wireframe graphics, but its effects are generally used for two-dimensional games with depth-separated planes. He stated that the graphics are not as appealing, and while developing the ], he had ruled out the use of wireframe graphics as too sparse to draw player characters. Finally, he stated that he perceived the Virtual Boy as a novelty that should not have used the Nintendo license so prominently.<ref>{{cite web |url=http://iwataasks.nintendo.com/interviews/#/3ds/how-nintendo-3ds-made/0/1 |title=Shigeru Miyamoto Talks About Virtual Boy |publisher=Iwataasks.nintendo.com |access-date=July 30, 2011 |archive-url=https://web.archive.org/web/20190622234955/http://iwataasks.nintendo.com/interviews/#/3ds/how-nintendo-3ds-made/0/1 |archive-date=June 22, 2019 |url-status=live }}</ref> | |||
In February 2016, ] stated that Nintendo was "looking into" virtual reality but also explained that it would take more time and effort for them to assess the technology,<ref>{{cite tweet|user=mochi_wsj|author=Takashi Mochizuki|number=694530845365768194|date=February 2, 2016|title=(cont'd) I guess Nintendo isn't planning anything VR in the near future because he said more time and efforts needed to assess technology.|access-date=October 10, 2017}}</ref> and in a February 2017 interview with ], he stated that the company was "studying" VR, and would add it to the ] once it is figured out how users can play for long durations without any issues.<ref>{{cite tweet|user=serkantoto|author=Dr. Serkan Toto|number=826841955111890944|date=February 1, 2017|title=Just in: Nintendo president Kimishima tells the Nikkei Switch's online service will be priced at 2-3,000 yen ($17.50 – $26.50) *YEARLY*.|access-date=October 10, 2017}}</ref> Nintendo introduced a VR accessory for the Switch as part of ], a line of player-assembled cardboard toys leveraging the console's hardware and ] controllers. In this case, the console is used as a head-mounted display for the headset. | |||
Hobbyists adapted Virtual Boy to other displays. ] enabled modern stereoscopic goggles such as ], ] and ] in 2016.<ref name="VB GC">{{cite news | title=Hack Lets You Play Virtual Boy Games Through Google Cardboard | first=Andrew | last=Liszewski | date=May 9, 2016 | work=Gizmodo | url=https://gizmodo.com/you-can-now-play-virtual-boy-games-through-google-cardb-1775499205 | access-date=September 1, 2020 | archive-date=November 8, 2020 | archive-url=https://web.archive.org/web/20201108104130/http://gizmodo.com/you-can-now-play-virtual-boy-games-through-google-cardb-1775499205 | url-status=live }}</ref><ref name="VB Oculus">{{cite web | date=March 31, 2016 | url=https://www.emucr.com/2016/03/vbjin-ovr-v30.html | title=VBjin-OVR v3.0 - EmuCR | access-date=July 23, 2023 | archive-url=https://web.archive.org/web/20200119082638/http://www.emucr.com:80/2016/03/vbjin-ovr-v30.html | archive-date=January 19, 2020 | url-status=live}}</ref> In 2018, hobbyist Furrtek released a board that replaces the display circuitry, allowing the Virtual Boy to be played on a VGA monitor or television set.<ref name="VB TV">{{cite news | title=Random: This Mod Turns The Virtual Boy Into A Proper Console You Can Play On Your Television | first=Liam | last=Doolan | date=January 28, 2020 | work=NintendoLife | url=https://www.nintendolife.com/news/2020/01/random_this_mod_turns_the_virtual_boy_into_a_proper_console_you_can_play_on_your_television | access-date=September 1, 2020 | archive-date=September 22, 2020 | archive-url=https://web.archive.org/web/20200922111512/https://www.nintendolife.com/news/2020/01/random_this_mod_turns_the_virtual_boy_into_a_proper_console_you_can_play_on_your_television | url-status=live }}</ref> On February 25, 2024, a ] Virtual Boy emulator for the Nintendo 3DS was released, named "Red Viper", which made it possible to play the Virtual Boy library using stereoscopic 3D.<ref>{{cite web |url=https://www.timeextension.com/news/2024/02/3ds-virtual-boy-emulation-gives-you-3d-without-the-headaches|title=3ds virtual boy emulation gives you 3d without the Headaches |publisher=Time extension |access-date=February 26, 2024 }}</ref> | |||
Nintendo has referenced the Virtual Boy in other games, such as '']''—where a trailer for the ] includes a scene of several ] characters humorously worshipping the Virtual Boy.<ref>{{Cite web |url=https://www.eurogamer.net/articles/2014-04-10-nintendos-very-bizarre-tomodachi-life-video |title=Nintendo's very bizarre Tomodachi Life video|last=Purchese|first=Robert|date=April 10, 2014 |website=Eurogamer|access-date=September 29, 2019 |archive-url=https://web.archive.org/web/20190929213733/https://www.eurogamer.net/articles/2014-04-10-nintendos-very-bizarre-tomodachi-life-video|archive-date=September 29, 2019|url-status=live}}</ref><ref>{{Cite web |url= https://www.gamasutra.com/view/news/215236/Nintendo_goes_offbeat_with_Tomodachi_Life_marketing_video.php |title=Nintendo goes offbeat with Tomodachi Life marketing video|last=Wawro|first=Alex|website=Gamasutra |date=April 10, 2014|access-date=September 29, 2019|archive-url=https://web.archive.org/web/20190929213733/https://www.gamasutra.com/view/news/215236/Nintendo_goes_offbeat_with_Tomodachi_Life_marketing_video.php|archive-date=September 29, 2019|url-status=live}}</ref> In '']'', ] uses a device by ] known as the "Virtual Boo" to access maps and other information in-game (succeeding the use of devices referencing the ] and first-generation ] in previous installments). Its menus use a red and black color scheme, with E. Gadd optimistically boasting that the device would "fly off the shelves".<ref>{{Cite web |url=https://kotaku.com/luigis-latest-parody-nintendo-console-is-the-best-one-y-1839072375|title=Luigi's Latest Parody Nintendo Console Is The Best One Yet|website=Kotaku|date=October 16, 2019 |access-date=October 27, 2019|archive-url=https://web.archive.org/web/20191031081418/https://kotaku.com/luigis-latest-parody-nintendo-console-is-the-best-one-y-1839072375|archive-date=October 31, 2019|url-status=live}}</ref> | |||
As of 2024, Virtual Boy merchandise is sold at the ] in Kyoto, Japan.<ref>{{Cite web |last=McFerran |first=Damien |date=September 26, 2024 |title=Yes, You Can Buy Virtual Boy Merch At The Nintendo Museum |url=https://www.timeextension.com/news/2024/09/yes-you-can-buy-virtual-boy-merch-at-the-nintendo-museum |url-status=live |archive-url=https://web.archive.org/web/20240926101141/https://www.timeextension.com/news/2024/09/yes-you-can-buy-virtual-boy-merch-at-the-nintendo-museum |archive-date=September 26, 2024 |access-date=September 26, 2024 |website=Time Extension}}</ref> | |||
==See also== | ==See also== | ||
{{Portal|Video games|1990s}} | |||
*] | |||
*], a 1982 video game console with similar mechanical operation | |||
*] | |||
*]'s ], a peripheral to be used in conjunction with the ] | |||
*], a 1995 ] released by ] | |||
*], a 1993 prototype ] add-on for the ] | |||
*] | |||
*], virtual reality-based arcade games of the 1990s | |||
==Notes== | |||
{{Notelist}} | |||
==References== | |||
{{Reflist}} | |||
==Further reading== | |||
== External links == | |||
*{{cite book | last1=Yokoi | first1=Gunpei | last2=Makino | first2=Takefumi | title={{nihongo|Yokoi Gunpei Game House|横井軍平ゲーム館|Yokoi Gunpei Gēmu-kan}} | publisher=ASCII | date=May 1997| isbn=978-4-89366-696-3}} | |||
* - The first Virtual Boy site | |||
* - Largest Virtual Boy fansite | |||
* - Big Virtual Boy site | |||
* | |||
* - includes licencees and release dates | |||
* - Virtual Boy development info | |||
* | |||
* | |||
==External links== | |||
{{nintendo hardware|}} | |||
{{Commons category|Virtual Boy}} | |||
*{{Official website|url=https://www.nintendo.com/consumer/systems/virtualboy/index.jsp}} ( at the ]) | |||
* {{Webarchive|url=https://web.archive.org/web/20180708015514/http://www.planetvb.com/modules/hardware/index.php?type=vb&sec=specs |date=July 8, 2018 }} at Planet Virtual Boy | |||
* at Planet Virtual Boy | |||
{{Virtual Boy}} | |||
{{Nintendo hardware}} | |||
] | |||
{{Fifth generation game consoles}} | |||
] | |||
{{Mixed reality}} | |||
] | ] | ||
] | |||
] | |||
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Latest revision as of 01:27, 14 December 2024
Video game console by Nintendo
Virtual Boy with controller | |
Developer | Nintendo R&D1 |
---|---|
Manufacturer | Nintendo |
Type | Video game console |
Generation | Fifth |
Release date | |
Lifespan | 1 year |
Discontinued | |
Units sold | 770,000 |
Media | ROM cartridge |
CPU | NEC V810 @ 20 MHz |
Memory | 64 KB work PSRAM 128 KB graphics DRAM 128 KB VRAM |
Display | 384×224 |
Related | Famicom 3D System Nintendo 3DS |
The Virtual Boy is a 32-bit tabletop portable video game console developed and manufactured by Nintendo. Released in 1995, it was marketed as the first console capable of displaying stereoscopic 3D graphics. The player uses the console like a head-mounted display, placing the head against the eyepiece to see a red monochrome display. The games use a parallax effect to create the illusion of depth. Sales failed to meet targets, and Nintendo ceased distribution and game development in 1996, having released only 22 games for the system.
Development of the Virtual Boy lasted four years and began under the project name VR32. Nintendo entered a licensing agreement to use a stereoscopic LED eyepiece technology that had been developed since the 1980s by US company Reflection Technology. It also built a factory in China to be used only for Virtual Boy manufacturing. Over the course of development, the console technology was downscaled due to high costs and potential health concerns, and an increasing amount of resources were reallocated to the development of the Nintendo 64, Nintendo's next home console. Lead game designer Shigeru Miyamoto had little involvement with the Virtual Boy software. The Virtual Boy was pushed to market in an unfinished state in 1995 to focus on the Nintendo 64.
The Virtual Boy was panned by critics and was a commercial failure, even after repeated price drops. Its failure has been attributed to its high price, unusual display consisting of only red and black, unimpressive stereoscopic effect, poor ergonomics, lack of true portability, and health concerns due to it giving many players headaches, dizziness, nausea and eye pain. Stereoscopic technology in video game consoles reemerged in later years to more success, including Nintendo's 3DS handheld console. As of March 2021, it is Nintendo's lowest-selling standalone console and the only one to have less than one million units sold, seconded by the Wii U's 13.6 million units.
History
Development
Since 1985, a red LED eyepiece display technology called Scanned Linear Array was developed by Massachusetts-based Reflection Technology, Inc. (RTI). The company produced a stereoscopic head-tracking 12-inch display device prototype called Private Eye, featuring a tank game. Seeking funding and partnerships by which to develop it into a commercial technology, RTI demonstrated Private Eye to the consumer electronics market, including Mattel and Hasbro. Sega declined the technology, due to its single-color display and concerns about motion sickness.
Nintendo enthusiastically received the Private Eye, as led by Gunpei Yokoi, the general manager of Nintendo's R&D1 and the inventor of the Game & Watch and Game Boy handheld consoles. He saw this as a unique technology that competitors would find difficult to emulate. Additionally, the resulting game console was intended to enhance Nintendo's reputation as an innovator and to "encourage more creativity" in games. Codenaming the project "VR32", Nintendo entered into an exclusive agreement with Reflection Technology, Inc. to license the technology for its displays. While Nintendo's Research & Development 3 division (R&D3) was focused on developing the Nintendo 64, the other two engineering units were free to experiment with new product ideas.
Spending four years in development and eventually building a dedicated manufacturing plant in China, Nintendo worked to turn its VR32 vision into an affordable and health-conscious console design. Yokoi retained RTI's choice of red LED because it was the cheapest, and because unlike a backlit LCD, its perfect blackness could achieve a more immersive sense of infinite depth. RTI and Nintendo said a color LCD system would have been prohibitively expensive, retailing for more than US$500 (equivalent to $1,000 in 2023). A color LCD system was also said to have caused "jumpy images in tests". With ongoing concerns about motion sickness, the risk of developing lazy eye conditions in young children, and Japan's new Product Liability Act of 1995, Nintendo eliminated the head tracking functionality and converted its headmounted goggle design into a stationary, heavy, precision steel-shielded, tabletop form factor conformant to the recommendation of the Schepens Eye Research Institute.
e experimented with a color LCD screen, but the users did not see depth, they just saw double. Color graphics give people the impression that a game is high tech. But just because a game has a beautiful display does not mean that the game is fun to play. ... Red uses less battery and red is easier to recognize. That is why red is used for traffic lights.
— Gunpei Yokoi
Several technology demonstrations were used to show the Virtual Boy's capabilities. Driving Demo is one of the more advanced demos; its 30-second clip shows a first-person view of driving by road signs and palm trees. This demo was shown at E3 and CES in 1995. The startup screen of the Virtual Boy prototype was shown at Shoshinkai 1994. A "very confident" projection of "sales in Japan of three million hardware units and 14 million software units as of March 1996" was given to the press. The demo of what would have been a Star Fox game showed an Arwing doing various spins and motions. Cinematic camera angles were a key element, as they are in Star Fox 2. It was shown at E3 and CES in 1995.
As a result of increasing competition for internal resources alongside the flagship Nintendo 64, and little involvement from lead game designer Shigeru Miyamoto, Virtual Boy software was developed without Nintendo's full attention. According to David Sheff's book Game Over, the increasingly reluctant Yokoi never intended for the increasingly downscaled Virtual Boy to be released in its final form. However, Nintendo pushed it to market so that it could focus development resources on its next console, the Nintendo 64.
Release
The New York Times previewed the Virtual Boy on November 13, 1994. The console was officially announced via press release the next day, November 14. Nintendo promised that Virtual Boy would "totally immerse players into their own private universe". Initial press releases and interviews about the system focused on its technological capabilities, avoiding discussion of the actual games that would be released. The system was demonstrated the next day at Nintendo's Shoshinkai 1994 trade show. Nintendo of America showed the Virtual Boy at the Consumer Electronics Show on January 6, 1995.
Even with cost-saving measures in place, Nintendo priced the Virtual Boy at a relatively high US$179.95 (equivalent to $370 in 2023). Though slightly less expensive and significantly less powerful than a home console, this was considerably more costly than the Game Boy handheld. With seemingly more advanced graphics than Game Boy, the Virtual Boy was not intended to replace the handheld in Nintendo's product line, as use of the Virtual Boy requires a steady surface and completely blocks the player's peripheral vision. Design News described the Virtual Boy as the logical evolution of the View-Master 3D image viewer.
The Virtual Boy was released on July 21, 1995, in Japan and on August 14, 1995, in North America with the launch games Mario's Tennis, Red Alarm, Teleroboxer, and Galactic Pinball. It was not released in PAL markets. In North America, Nintendo shipped Mario's Tennis with every Virtual Boy sold, as a pack-in game. Nintendo had initially projected sales of three million consoles and 14 million games. The system arrived later than other 32-bit systems like PlayStation, 3DO, and Saturn, but at a lower price.
At the system's release, Nintendo of America projected hardware sales of 1.5 million units and software sales numbering 2.5 million by the end of the year. Nintendo had shipped 350,000 units of the Virtual Boy by December 1995, around three and a half months after its North American release. The system is number 5 on GamePro's "Top 10 Worst Selling Consoles of All Time" list in 2007.
The Virtual Boy had a short market timespan following its disappointing sales. The last game officially released for the Virtual Boy was 3D Tetris, released on March 22, 1996. More games were announced for the system at the Electronic Entertainment Expo in May 1996, but these games were never released. The Virtual Boy was discontinued on December 22, 1995, in Japan and August 1996 in North America without any announcement. In June 1996, Nintendo reported to Famitsu worldwide sales of 770,000 Virtual Boy units, including 140,000 in Japan. Next Generation reported that 13,000 Virtual Boy units were sold in December 1996.
Promotion
Nintendo extensively advertised the Virtual Boy and claimed to have spent US$25 million on early promotional activities. Advertising promoted the system as a paradigm shift from past consoles; some pieces used cavemen to indicate a historical evolution, while others utilized psychedelic imagery. Nintendo targeted an older audience with advertisements for the Virtual Boy, shifting away from the traditional child-focused approach it had employed in the past. Nintendo portrayed the system as a type of virtual reality, as its name indicates. Nintendo also focused on the technological aspects of the new console in its press releases, neglecting to detail specific games.
Challenged by showing three-dimensional gameplay on two-dimensional advertisements, the company partnered with Blockbuster and NBC. A $5 million campaign promoted NBC's late 1995 lineup alongside the Virtual Boy. American viewers were encouraged via television advertisements on NBC to rent the console for $10 at a local Blockbuster. This affordable demonstration provided 750,000 consoles for rent, some in a clamshell Blockbuster case. Upon returning the unit, renters received a coupon for $10 off its purchase from any store. The promotion included 3,000 Blockbuster locations, and sweepstakes with prizes including trips to see the taping of NBC shows. The popular rental system proved harmful to the Virtual Boy's long-term success, allowing gamers to see just how non-immersive the console was. By mid-1996, Blockbuster was selling its Virtual Boy units at $50 each. The marketing campaign overall was commonly thought of as a failure.
Hardware
The CPU is an NEC V810 32-bit RISC chip, making the Virtual Boy Nintendo's first 32-bit system. The Virtual Boy system uses a pair of 1×224 linear arrays (one per eye) and rapidly scans the array across the eye's field of view using flat oscillating mirrors. These mirrors vibrate back and forth at a very high speed, thus the mechanical humming noise from inside the unit. Each Virtual Boy game cartridge has a yes/no option to automatically pause every 15–30 minutes so that the player may take a break before any injuries come to the eyes. One speaker per ear provides the player with stereo audio.
Display
The Virtual Boy is the first video game console that was supposed to be capable of displaying stereoscopic "3D" graphics, marketed as a form of virtual reality. Whereas most video games use monocular cues to achieve the illusion of three dimensions on a two-dimensional screen, the Virtual Boy creates an illusion of depth through the effect known as parallax. Like using a head-mounted display, the user looks into an eyeshade made of neoprene on the front of the machine, and then an eyeglass-style projector allows viewing of the monochromatic red image.
The display consists of two two-bit (four shade) monochrome red screens of 384×224 pixels and a frame rate of approximately 50.27 Hz. It uses an oscillating mirror to transform a single column of 224 red LEDs into a full field of pixels. Nintendo claimed that a color display would have made "jumpy" images and have been too expensive. A color display would have required red, green, and blue LEDs; blue LEDs were then considerably expensive. This, plus the other drawbacks, influenced the decision for monochrome.
Controller
The Virtual Boy is meant for the player to be seated at a table, and Nintendo promised but did not release a harness to wear while standing.
The Virtual Boy's heavy emphasis on three-dimensional movement requires the controller to operate along a Z-axis. Its controller is an attempt to implement dual digital D-pads to control elements in the 3D environment. The controller is M-shaped, reminiscent of the Nintendo 64 controller. The player holds onto either side of the controller which has a unique extendable power supply that slides onto the back, housing the system's six AA batteries. The batteries can be substituted with a wall adapter, via a "slide-on" attachment for constant power.
In more traditional two-dimensional games, the two directional pads are interchangeable. For others with a more 3D environment, like Red Alarm, 3D Tetris, or Teleroboxer, each pad controls a different feature. The symmetry of the controller also allows left-handed gamers to reverse the controls, as does the Atari Lynx.
Connectivity
During development, Nintendo promised the ability to link systems for competitive play. A Virtual Boy link cable was being worked on at Nintendo as late as the third quarter of 1996. The system's EXT (extension) port, located on the underside of the system below the controller port, was never officially supported because no "official" multiplayer games were ever published. Two games were intended to use the EXT port for multiplayer play, but the multiplayer features were removed from Waterworld and Faceball was canceled.
Games
Main article: List of Virtual Boy gamesNintendo initially showcased three launch games and planned two or three per month thereafter. Given the system's short lifespan, only 22 games were actually released. Of them, 19 games were released in the Japanese market, and 14 were released in North America. Third party support was extremely limited compared to previous Nintendo platforms. According to Gunpei Yokoi, Nintendo president Hiroshi Yamauchi had dictated that only a select few third-party developers be shown the Virtual Boy hardware before its formal unveiling, to limit the risk of poor-quality software appearing on the system.
When asked if Virtual Boy games were going to be available for download on the Virtual Console for the Nintendo 3DS, Nintendo of America President Reggie Fils-Aimé said he could not answer, as he was unfamiliar with the platform. He noted that, given his lack of familiarity, he would be hard-pressed to make the case for the inclusion of the games on the Virtual Console.
The hobbyist community at Planet Virtual Boy has developed Virtual Boy software. Two previously unreleased games, Bound High and Niko-Chan Battle (the Japanese version of Faceball) were released.
Reception
The Virtual Boy garnered negative critical reviews and was a commercial failure. It failed for several reasons including "its high price, the discomfort caused by play and what was widely judged to have been a poorly handled marketing campaign".
Gamers who previewed the system at the Shoshinkai 1994 trade show complained that the Mario demo was not realistic enough, was not in full color, and didn't motion-track the image when players turn their heads. In the lead editorial of Electronic Gaming Monthly following the show, Ed Semrad predicted that the Virtual Boy would have poor launch sales due to the monochrome screen, lack of true portability, unimpressive lineup of games, and the price, which he argued was as low as it could get given the hardware but still too expensive for the experience. Next Generation's editors were also dubious of the Virtual Boy's prospects after the show, and concluded their article on the system by commenting, "But who will buy it? It's not portable, it's awkward to use, it's 100% antisocial (unlike multiplayer SNES/Genesis games), it's too expensive and – most importantly – the 'VR' (i.e. 3D effect) doesn't add to the game at all: it's just a novelty."
Following its release, reviews of the Virtual Boy tended to praise its novelty but questioned its ultimate purpose and longtime viability. The Los Angeles Times described the gameplay as being "at once familiar and strange". The column praised the quality of motion and immersive graphics but considered the hardware tedious to use and non-portable. In a later column, the same reviewer found the system to be somewhat asocial, but held hope for its future. Reviewing the system shortly after its North American launch, Next Generation said, "Unusual and innovative, the Virtual Boy can be seen as a gamble in the same way that the Game Boy was, but it's a lot harder to see the VB succeeding to the same world-conquering extent that the Game Boy did." They elaborated that while the sharp display and unique 3D effect are impressive, aspects such as the monochrome display and potential vision damage to young gamers severely limit the system's appeal. They added that the software library was decent, but failed to capitalize on Nintendo's best-selling franchises because games from The Legend of Zelda and Metroid were absent, the Mario games were not in the same style as the series's most successful installments, and it lacked a system seller to compare with the Game Boy's Tetris.
Though Nintendo had promised a virtual reality experience, the monochrome display limits the Virtual Boy's potential for immersion. Reviewers often considered the three-dimensional features a gimmick, added to games that were essentially two- or even one-dimensional. The Washington Post said that even when a game gives the impression of three-dimensionality, it suffers from "hollow vector graphics". Yokoi, the system's inventor, said the system did best with action and puzzle games, although those types of games provided only minimal immersion. Multiple critics lamented the absence of head-tracking in the Virtual Boy hardware. Critics found that, as a result, players were unable to immerse themselves in the game worlds of Virtual Boy games. Instead, they interacted simply via a controller, in the manner of any traditional two-dimensional game. Boyer said the console "struggles to merge the two distinct media forms of home consoles and virtual reality devices". Though the device employs some basic virtual reality techniques, it does so like the traditional home console with no bodily feedback incorporated into gameplay.
Many reviewers complained of painful and frustrating physiological symptoms when playing the Virtual Boy. Bill Frischling, writing for The Washington Post, experienced "dizziness, nausea and headaches". Reviewers attributed the problems to both the monochromatic display and uncomfortable ergonomics. Several prominent scientists concluded that the long-term side effects could be more serious, and articles published in magazines such as Electronic Engineering Times and CMP Media's TechWeb speculated that using any immersive headset such as the Virtual Boy could cause sickness, flashbacks, and even permanent brain damage. Nintendo, in the years after Virtual Boy's demise, has been frank about its failure. Howard Lincoln, chairman of Nintendo of America, said flatly that the Virtual Boy "just failed".
Legacy
According to Game Over, Nintendo blamed the machine's faults directly on its creator, Gunpei Yokoi. The commercial failure of the Virtual Boy was reportedly a contributing factor to Yokoi's withdrawal from Nintendo, although he had already planned to retire years prior and then finished the successful Game Boy Pocket, which was released shortly before his departure. According to his Nintendo and Koto colleague Yoshihiro Taki, Yokoi had originally decided to retire at age 50 to do as he pleased but had simply delayed it. Nintendo held that Yokoi's departure was "absolutely coincidental" to the market performance of any Nintendo hardware. The New York Times maintained that Yokoi kept a close relationship with Nintendo. After leaving Nintendo, Yokoi founded his own company, Koto, and collaborated with Bandai to create the WonderSwan, a handheld system competing with the Game Boy.
The commercial failure of the Virtual Boy reportedly did little to alter Nintendo's development approach and focus on innovation. The console's focus on peripherals and haptic technology reemerged in later years. The original inventor, Reflection Technology, Inc., was reportedly financially "devastated" by the Virtual Boy's performance, with dwindling operations by 1997.
The Nintendo 3DS console was launched in 2011, as a handheld gaming console with autostereoscopic 3D visuals, without any special glasses. Prior to launch, Shigeru Miyamoto discussed the Virtual Boy. He said it renders wireframe graphics, but its effects are generally used for two-dimensional games with depth-separated planes. He stated that the graphics are not as appealing, and while developing the Nintendo 64, he had ruled out the use of wireframe graphics as too sparse to draw player characters. Finally, he stated that he perceived the Virtual Boy as a novelty that should not have used the Nintendo license so prominently.
In February 2016, Tatsumi Kimishima stated that Nintendo was "looking into" virtual reality but also explained that it would take more time and effort for them to assess the technology, and in a February 2017 interview with Nikkei, he stated that the company was "studying" VR, and would add it to the Nintendo Switch once it is figured out how users can play for long durations without any issues. Nintendo introduced a VR accessory for the Switch as part of Labo, a line of player-assembled cardboard toys leveraging the console's hardware and Joy-Con controllers. In this case, the console is used as a head-mounted display for the headset.
Hobbyists adapted Virtual Boy to other displays. Emulation enabled modern stereoscopic goggles such as Google Cardboard, Samsung Gear VR and Oculus Rift in 2016. In 2018, hobbyist Furrtek released a board that replaces the display circuitry, allowing the Virtual Boy to be played on a VGA monitor or television set. On February 25, 2024, a homebrew Virtual Boy emulator for the Nintendo 3DS was released, named "Red Viper", which made it possible to play the Virtual Boy library using stereoscopic 3D.
Nintendo has referenced the Virtual Boy in other games, such as Tomodachi Life—where a trailer for the life simulation game includes a scene of several Mii characters humorously worshipping the Virtual Boy. In Luigi's Mansion 3, Luigi uses a device by Professor E. Gadd known as the "Virtual Boo" to access maps and other information in-game (succeeding the use of devices referencing the Game Boy Color and first-generation Nintendo DS in previous installments). Its menus use a red and black color scheme, with E. Gadd optimistically boasting that the device would "fly off the shelves".
As of 2024, Virtual Boy merchandise is sold at the Nintendo Museum in Kyoto, Japan.
See also
- Entex Adventure Vision, a 1982 video game console with similar mechanical operation
- Famicom 3D System
- Nintendo Labo's VR Kit, a peripheral to be used in conjunction with the Nintendo Switch
- R-Zone, a 1995 handheld game console released by Tiger Electronics
- Sega VR, a 1993 prototype virtual reality add-on for the Sega Genesis
- Virtual reality
- Virtuality, virtual reality-based arcade games of the 1990s
Notes
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Further reading
- Yokoi, Gunpei; Makino, Takefumi (May 1997). Yokoi Gunpei Game House (横井軍平ゲーム館, Yokoi Gunpei Gēmu-kan). ASCII. ISBN 978-4-89366-696-3.
External links
- Official website (archived versions at the Internet Archive Wayback Machine)
- Virtual Boy Hardware Specifications Archived July 8, 2018, at the Wayback Machine at Planet Virtual Boy
- Virtual Boy Programming Documentation at Planet Virtual Boy
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