Virtual Boy: Difference between revisions
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|JP|July 21, 1995 | |JP|July 21, 1995 | ||
|NA|August 14, 1995 | |NA|August 14, 1995 | ||
|BR|September 1995<ref>{{cite news|first=Rosa | last=Sposito|url=https://acervo.estadao.com.br/pagina/#!/19950918-37224-spo-0054-inf-g20-not|title=Virtual Boy oferece jogos com imagens em 3 dimensoes|newspaper=O Estado de S. Paulo|page=54|date=September 18, 1995|access-date=September 16, 2025 }}</ref> | |||
}} | }} | ||
|price = {{USD|179.99|1995|round=-1}} | |price = {{USD|179.99|1995|round=-1}} | ||
| lifespan = 1995–1996 | | lifespan = 1995–1996 | ||
| discontinued = {{vgrelease|JP|December 22, 1995|NA|August 1996}} | | discontinued = {{vgrelease|JP|December 22, 1995|NA|August 1996|BR|1996}} | ||
| unitssold = 770,000<ref name="Famitsu Express">{{cite magazine|url=https://imgur.com/hXXa6DE|title=Weekly ''Famitsu'' Express|magazine=[[Famitsu]]|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> | | unitssold = 770,000<ref name="Famitsu Express">{{cite magazine|url=https://imgur.com/hXXa6DE|title=Weekly ''Famitsu'' Express|magazine=[[Famitsu]]|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 = [[ROM cartridge]] | | media = [[ROM cartridge]] | ||
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}} | }} | ||
The '''Virtual Boy'''{{efn|{{Nihongo|Virtual Boy|バーチャルボーイ|Bācharu Bōi|lead=yes}}}} is a [[32-bit console|32-bit]] tabletop portable video game console developed and manufactured by [[Nintendo]] and released in 1995. Promoted as the first system capable of rendering [[stereoscopic 3D]] graphics, it featured a red monochrome display viewed through a binocular eyepiece, with games employing a [[parallax]] effect to simulate depth. The console struggled commercially, and its limited market performance led Nintendo to discontinue production and game development in 1996, following the release of only 22 | The '''Virtual Boy'''{{efn|{{Nihongo|Virtual Boy|バーチャルボーイ|Bācharu Bōi|lead=yes}}}} is a [[32-bit console|32-bit]] tabletop portable video game console developed and manufactured by [[Nintendo]] and released in 1995. Promoted as the first system capable of rendering [[stereoscopic 3D]] graphics, it featured a red monochrome display viewed through a binocular eyepiece, with games employing a [[parallax]] effect to simulate depth. The console struggled commercially, and its limited market performance led Nintendo to discontinue production and game development in 1996, following the release of only 22 games. | ||
The Virtual Boy’s development spanned four years under the codename '''VR32'''. Nintendo entered a licensing agreement with the U.S.-based company Reflection Technology to use its stereoscopic LED eyepiece technology that had been under development since the 1980s. In preparation for mass production, Nintendo constructed a dedicated manufacturing facility in China. Over the course of development, escalating production costs, health concerns related to the display, and the diversion of resources to the [[Nintendo 64]] resulted in the downscaling of the project. Additionally, | The Virtual Boy’s development spanned four years under the codename '''VR32'''. Nintendo entered a licensing agreement with the U.S.-based company Reflection Technology to use its stereoscopic [[LED]] eyepiece technology that had been under development since the 1980s. In preparation for mass production, Nintendo constructed a dedicated manufacturing facility in China. Over the course of development, escalating production costs, health concerns related to the display, and the diversion of resources to the [[Nintendo 64]] resulted in the downscaling of the project. Additionally, Nintendo's lead game designer, [[Shigeru Miyamoto]], had minimal involvement in the development. The system 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 [[List of commercial failures in video games|commercial failure]], even after repeated price drops. Its failure has been attributed to its high retail price, unappealing red-and-black display, unimpressive stereoscopic effect, poor ergonomics, lack of true portability, and reports of adverse health effects such as headaches, dizziness, and eye strain. Stereoscopic technology in video game consoles was later successfully revived, notably including Nintendo's [[Nintendo 3DS|3DS]] handheld console. | The Virtual Boy was panned by critics and was a [[List of commercial failures in video games|commercial failure]], even after repeated price drops. Its failure has been attributed to its high retail price, unappealing red-and-black display, unimpressive stereoscopic effect, poor ergonomics, lack of true portability, and reports of adverse health effects such as headaches, dizziness, and eye strain. Stereoscopic technology in video game consoles was later successfully revived, notably including Nintendo's [[Nintendo 3DS|3DS]] handheld console. It remains a notable outlier in Nintendo’s hardware history, being by far the company’s lowest-selling standalone console, with just 770,000 units sold; for comparison, the second-lowest selling console, the [[Wii U]], sold 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> | ||
==History== | ==History== | ||
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<!-- sales predictions and figures --> | <!-- sales predictions and figures --> | ||
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 | 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> | ||
<!-- additional development and end --> | <!-- additional development and end --> | ||
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.<ref>{{cite web|title=''"3-D" Tetris'' for VBOY |website=[[GameSpot]]|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 [[Electronic Entertainment Expo]] 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 ''[[Famitsu]]'' worldwide sales of 770,000 Virtual Boy units, including 140,000 in Japan.<ref name="Famitsu Express"/> ''[[Next Generation (magazine)|Next Generation]]'' 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=[[Next Generation (magazine)|Next Generation]] | 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> | 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.<ref>{{cite web|title=''"3-D" Tetris'' for VBOY |website=[[GameSpot]]|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 [[Electronic Entertainment Expo]] 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 ''[[Famitsu]]'' worldwide sales of 770,000 Virtual Boy units, including 140,000 in Japan.<ref name="Famitsu Express"/> ''[[Next Generation (magazine)|Next Generation]]'' 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=[[Next Generation (magazine)|Next Generation]] | 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> The system is number 5 on ''[[GamePro]]''{{'}}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=[[GamePro]]|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> | ||
===Promotion=== | ===Promotion=== | ||
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 [[Caveman|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.<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" /> | 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 [[Caveman|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.<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 [[Blockbuster (retailer)|Blockbuster]] and [[NBC]].<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=[[GamePro]]|publisher=[[International Data Group|IDG]]|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 $10 at a local Blockbuster. This affordable demonstration<ref name="Boyer" /> provided 750,000 consoles for rent, some in a clamshell Blockbuster case.<ref name="Mediaweek">{{cite news|title=Nintendo/Nickelodeon/Blockbuster|work=Mediaweek|volume=6|issue=30|date=1996|pages=36–|publisher=ABI/INFORM Global | Challenged by showing three-dimensional gameplay on two-dimensional advertisements, the company partnered with [[Blockbuster (retailer)|Blockbuster]] and [[NBC]].<ref name="Boyer" /><ref name="GPro83">{{cite magazine|date=August 1995|title=At the Deadline|url=https://archive.org/details/GamePro_Issue_073_August_1995/page/n119/mode/2up|magazine=[[GamePro]]|publisher=[[International Data Group|IDG]]|issue=83|page=118}}</ref> A {{US$|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|url=https://www.proquest.com/docview/213638266|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|id={{ProQuest|213638266}} |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=[[Google Books]]|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=[[Electronic Gaming Monthly]]|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> | ||
==Hardware== | ==Hardware== | ||
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===Display=== | ===Display=== | ||
[[File:Virtual-Boy-Eyes.jpg|thumb|The screens of the Virtual Boy]] | [[File:Virtual-Boy-Eyes.jpg|thumb|The screens of the Virtual Boy]] | ||
The Virtual Boy is the first video game console | The Virtual Boy is the first video game console 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 [[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 [[Grayscale|monochromatic]] 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 [[frame rate]] of approximately 50.27 [[Hertz|Hz]].<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. | 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 [[frame rate]] of approximately 50.27 [[Hertz|Hz]].<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. | ||
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===Controller=== | ===Controller=== | ||
[[File:Virtual-Boy-Controller.jpg|thumb|The Virtual Boy controller, and battery pack instead of AC adaptor]] | [[File:Virtual-Boy-Controller.jpg|thumb|The Virtual Boy controller, and battery pack instead of AC adaptor]] | ||
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=[[GamePro]]|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 | 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=[[GamePro]]|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|url=https://www.proquest.com/docview/294877556|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|id={{ProQuest|294877556}} |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 [[D-pad]]s to control elements in the 3D environment. The controller is M-shaped, reminiscent of the [[Nintendo 64 controller]].<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 [[AA batteries]]. The batteries can be substituted with a wall adapter, via a "slide-on" attachment for constant power. | 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-pad]]s to control elements in the 3D environment. The controller is M-shaped, reminiscent of the [[Nintendo 64 controller]].<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 [[AA batteries]]. The batteries can be substituted with a wall adapter, via a "slide-on" attachment for constant power. | ||
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Gamers who previewed the system at the [[Nintendo Space World#Shoshinkai 1994|Shoshinkai 1994]] [[trade show]] complained that the ''Mario'' demo was not realistic enough, was not in full color, and didn't [[Match moving|motion-track]] the image when players turn their heads.<ref name="Guardian Super Mario" /> 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.<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=[[Electronic Gaming Monthly]]|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> ''[[Next Generation (magazine)|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]]/[[Sega Genesis|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."<ref>{{cite magazine|date=March 1995|title=Nintendo Pins Hopes on Virtual Boy|magazine=[[Next Generation (magazine)|Next Generation]]|issue=3|pages=20–21 |url=https://archive.org/details/nextgen-issue-003/page/n21/mode/2up}}</ref> | Gamers who previewed the system at the [[Nintendo Space World#Shoshinkai 1994|Shoshinkai 1994]] [[trade show]] complained that the ''Mario'' demo was not realistic enough, was not in full color, and didn't [[Match moving|motion-track]] the image when players turn their heads.<ref name="Guardian Super Mario" /> 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.<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=[[Electronic Gaming Monthly]]|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> ''[[Next Generation (magazine)|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]]/[[Sega Genesis|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."<ref>{{cite magazine|date=March 1995|title=Nintendo Pins Hopes on Virtual Boy|magazine=[[Next Generation (magazine)|Next Generation]]|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. ''[[The Los Angeles Times]]'' 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 [[asociality|asocial]], 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 | 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".<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 [[asociality|asocial]], 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|url=https://www.proquest.com/docview/293327145|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|id={{ProQuest|293327145}} |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 [[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 (Game Boy)|Tetris]]''.<ref name="NGen12">{{cite magazine|title=Which Game System is the Best!?|magazine=[[Next Generation (magazine)|Next Generation]]|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 | 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|date=October 25, 1995}}</ref> ''[[The Washington Post]]'' 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 [[Match moving|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.<ref name="Boyer" /> | ||
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".<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 ''[[Electronic Engineering Times]]'' and [[CMP Media]]'s ''TechWeb'' speculated that using any immersive headset such as the Virtual Boy could cause sickness, [[Flashback (psychology)|flashbacks]], and even [[permanent brain damage]].<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=[[GamePro]]|publisher=[[International Data Group|IDG]]|issue=84|page=140}}</ref> 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".<ref name="Boyer" /> | 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".<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 ''[[Electronic Engineering Times]]'' and [[CMP Media]]'s ''TechWeb'' speculated that using any immersive headset such as the Virtual Boy could cause sickness, [[Flashback (psychology)|flashbacks]], and even [[permanent brain damage]].<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=[[GamePro]]|publisher=[[International Data Group|IDG]]|issue=84|page=140}}</ref> 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".<ref name="Boyer" /> | ||
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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=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|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 [[Bandai]] to create the [[WonderSwan]], a handheld system competing with the Game Boy. | 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=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|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 [[Bandai]] to create the [[WonderSwan]], a handheld system competing with the Game Boy. | ||
The console's focus on peripherals and haptic technology reemerged in later years.<ref>{{cite magazine |author=Anonymous |title=Introduction |magazine=[[Velvet Light Trap]] |issue=64 |date=Fall 2009 |pages=1–2 |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 [[Nintendo 3DS]] console was launched in 2011, as a handheld gaming console with [[Autostereoscopy|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.<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> | The [[Nintendo 3DS]] console was launched in 2011, as a handheld gaming console with [[Autostereoscopy|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.<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, [[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,<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 [[The Nikkei|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.<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 [[Nintendo Labo|Labo]], a line of player-assembled cardboard toys leveraging the console's hardware and [[Joy-Con]] controllers. In this case, the console is | 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,<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 [[The Nikkei|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.<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 [[Nintendo Labo|Labo]], a line of player-assembled cardboard toys leveraging the console's hardware and [[Joy-Con]] controllers. In this case, the console's screen is viewed through goggles containing stereoscopic lenses.<ref>{{cite web |last=Marshall |first=Cass |date=March 6, 2019 |title=Nintendo brings VR to Switch with new Labo kit |url=https://www.polygon.com/2019/3/6/18254014/nintendo-switch-vr-labo-kit-release-date |access-date=March 6, 2019 |work=[[Polygon (website)|Polygon]]}}</ref> | ||
Hobbyists adapted Virtual Boy to other displays. [[video game console emulator|Emulation]] enabled modern stereoscopic goggles such as [[Google Cardboard]], [[Samsung Gear VR]] and [[Oculus Rift]] 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 [[Homebrew (video games)|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.<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> | Hobbyists adapted Virtual Boy to other displays. [[video game console emulator|Emulation]] enabled modern stereoscopic goggles such as [[Google Cardboard]], [[Samsung Gear VR]] and [[Oculus Rift]] 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 [[Homebrew (video games)|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.<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 |date=February 26, 2024 |publisher=Time extension |access-date=February 26, 2024 }}</ref> | ||
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.<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=dead}}</ref> 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".<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> | 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.<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=dead}}</ref> In ''[[Luigi's Mansion 3]]'', [[Luigi (character)|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".<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 [[Nintendo Museum]] 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> | ||
On September 12, 2025, Nintendo announced that it would be re-releasing Virtual Boy games through the [[Nintendo Classics]] service, available to subscribers of the [[Nintendo Switch Online + Expansion Pack]] service for the [[Nintendo Switch]] and [[Nintendo Switch 2]].<ref>{{Cite magazine |last=Peckham |first=James |date=September 12, 2025 |title=Nintendo's New Virtual Boy Is Made For the Switch |url=https://www.pcmag.com/news/nintendos-new-virtual-boy-is-made-for-the-switch |access-date=September 12, 2025 |magazine=[[PCMag]]}}</ref> Playing these games will require an enclosure that the Switch console is inserted into: either cardboard goggles not unlike the previous Labo kits, or alternatively an accessory based on the design of the Virtual Boy hardware.<ref>{{Cite web |last=Robinson |first=Andy |date=September 12, 2025 |title=Nintendo Switch is getting a Virtual Boy accessory and Switch Online games |url=https://www.videogameschronicle.com/news/nintendo-switch-is-getting-a-virtual-boy-accessory-and-switch-online-games/ |access-date=September 12, 2025 |website=[[Video Games Chronicle]] |language=en-US}}</ref><ref>{{cite web | url = https://www.ign.com/articles/virtual-boy-nintendo-classics-announced-for-switch-1-and-2-at-nintendo-direct | title = Virtual Boy Nintendo Classics Announced for Switch 1 and 2 at Nintendo Direct | first = Wesley | last = Yin-Poole | date = September 12, 2025 | accessdate = September 12, 2025 | work = [[IGN]] }}</ref> The first games are planned to launch on February 17, 2026, with 15 games planned to be added to the service over time (only 14 in non-Japanese regions).<ref>{{cite web | title=「Switch Online 追加パック」になんと「バーチャルボーイ」が追加【ニンダイ】 プレイ用の別売り専用ハードもリリース決定 | website=GAME Watch | date=September 12, 2025 | url=https://game.watch.impress.co.jp/docs/news/2047281.html | language=ja | access-date=September 12, 2025}}</ref> | |||
==See also== | ==See also== | ||
| Line 198: | Line 199: | ||
*[[Entex Adventure Vision]], a 1982 video game console with similar mechanical operation | *[[Entex Adventure Vision]], a 1982 video game console with similar mechanical operation | ||
*[[Famicom 3D System]] | *[[Famicom 3D System]] | ||
*[[R-Zone]], a 1995 [[handheld game console]] released by [[Tiger Electronics]] | *[[R-Zone]], a 1995 [[handheld game console]] released by [[Tiger Electronics]] | ||
*[[Sega VR]], a 1993 prototype [[virtual reality]] add-on for the [[Sega Genesis]] | *[[Sega VR]], a 1993 prototype [[virtual reality]] add-on for the [[Sega Genesis]] | ||
| Line 217: | Line 217: | ||
*{{Official website|url=https://www.nintendo.com/consumer/systems/virtualboy/index.jsp}} ([https://web.archive.org/web/*/http://www.nintendo.com/systemsclassic?type=vb archived versions] at the [[Digital time capsule|Internet Archive Wayback Machine]]) | *{{Official website|url=https://www.nintendo.com/consumer/systems/virtualboy/index.jsp}} ([https://web.archive.org/web/*/http://www.nintendo.com/systemsclassic?type=vb archived versions] at the [[Digital time capsule|Internet Archive Wayback Machine]]) | ||
*[http://www.planetvb.com/modules/hardware/index.php?type=vb&sec=specs Virtual Boy Hardware Specifications] {{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 | *[http://www.planetvb.com/modules/hardware/index.php?type=vb&sec=specs Virtual Boy Hardware Specifications] {{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 | ||
*[http://www.planetvb.com/content/downloads/documents/stsvb.html Virtual Boy Programming Documentation] at Planet Virtual Boy | *[http://www.planetvb.com/content/downloads/documents/stsvb.html Virtual Boy Programming Documentation] {{Webarchive|url=https://web.archive.org/web/20180708015352/https://www.planetvb.com/content/downloads/documents/stsvb.html |date=July 8, 2018 }} at Planet Virtual Boy | ||
{{Virtual Boy}} | {{Virtual Boy}} | ||
Latest revision as of 22:21, 9 November 2025
Template:Short description Template:Use mdy dates Template:Infobox information appliance
The Virtual BoyTemplate:Efn is a 32-bit tabletop portable video game console developed and manufactured by Nintendo and released in 1995. Promoted as the first system capable of rendering stereoscopic 3D graphics, it featured a red monochrome display viewed through a binocular eyepiece, with games employing a parallax effect to simulate depth. The console struggled commercially, and its limited market performance led Nintendo to discontinue production and game development in 1996, following the release of only 22 games.
The Virtual Boy’s development spanned four years under the codename VR32. Nintendo entered a licensing agreement with the U.S.-based company Reflection Technology to use its stereoscopic LED eyepiece technology that had been under development since the 1980s. In preparation for mass production, Nintendo constructed a dedicated manufacturing facility in China. Over the course of development, escalating production costs, health concerns related to the display, and the diversion of resources to the Nintendo 64 resulted in the downscaling of the project. Additionally, Nintendo's lead game designer, Shigeru Miyamoto, had minimal involvement in the development. The system 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 retail price, unappealing red-and-black display, unimpressive stereoscopic effect, poor ergonomics, lack of true portability, and reports of adverse health effects such as headaches, dizziness, and eye strain. Stereoscopic technology in video game consoles was later successfully revived, notably including Nintendo's 3DS handheld console. It remains a notable outlier in Nintendo’s hardware history, being by far the company’s lowest-selling standalone console, with just 770,000 units sold; for comparison, the second-lowest selling console, the Wii U, sold 13.6 million units.[1]
History
Development
Since 1985, a red LED eyepiece display technology called Scanned Linear Array was developed by Massachusetts-based Reflection Technology, Inc. (RTI).[2][3] The company produced a stereoscopic head-tracking 12-inch display device prototype called Private Eye, featuring a tank game.[4] 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.[3] Sega declined the technology, due to its single-color display and concerns about motion sickness.[3][5]
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[3][6] and to "encourage more creativity" in games.[7]Template:Rp Codenaming the project "VR32",[3] Nintendo entered into an exclusive agreement with RTI to license its display technology.[2] 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.[6]
Spending four years in development and eventually building a dedicated manufacturing plant in China,[3] Nintendo worked to turn its VR32 vision into an affordable console design. Yokoi retained RTI's choice of red LED because it was the cheapest,[6] and because unlike a backlit LCD, its perfect blackness could achieve a more immersive sense of infinite depth.[3] RTI and Nintendo said a color LCD system would have been prohibitively expensive,[3][8] retailing for more than Template:USD.[7]Template:Rp A color LCD system was also said to have caused "jumpy images in tests".[8] 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.[3][7]Template:Rp
<templatestyles src="Template:Blockquote/styles.css" />
[W]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.
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Several Template:Visible anchor 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.[9] The startup screen of the Virtual Boy prototype was shown at Shoshinkai 1994.[10][11] 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.[12] The demo of what would have been a Star Fox game showed an Arwing doing various spins and motions.[13] 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.[3] 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.[14]
Release
The New York Times previewed the Virtual Boy on November 13, 1994.[15] 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".[16] Initial press releases and interviews about the system focused on its technological capabilities, avoiding discussion of the actual games that would be released.[6] The system was demonstrated the next day at Nintendo's Shoshinkai 1994 trade show.[6] Nintendo of America showed the Virtual Boy at the Consumer Electronics Show on January 6, 1995.[16]
Even with cost-saving measures in place, Nintendo priced the Virtual Boy at a relatively high Template:USD.[3][6][7]Template:Rp 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.[17]
The Virtual Boy was released on July 21, 1995, in Japan and on August 14, 1995, in North America[18]Script error: No such module "Unsubst".[19] with the launch games Mario's Tennis, Red Alarm, Teleroboxer, and Galactic Pinball.[20] 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.[21] Nintendo had initially projected sales of three million consoles and 14 million games.[16] The system arrived later than other 32-bit systems like PlayStation, 3DO, and Saturn, but at a lower price.[8]
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.[18][22] Nintendo had shipped 350,000 units of the Virtual Boy by December 1995, around three and a half months after its North American release.[23]
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.[24] More games were announced for the system at the Electronic Entertainment Expo in May 1996, but these games were never released.[6] The Virtual Boy was discontinued on December 22, 1995, in Japan and August 1996 in North America without any announcement.[6][25][26] In June 1996, Nintendo reported to Famitsu worldwide sales of 770,000 Virtual Boy units, including 140,000 in Japan.[27] Next Generation reported that 13,000 Virtual Boy units were sold in December 1996.[28] The system is number 5 on GameProTemplate:'s "Top 10 Worst Selling Consoles of All Time" list in 2007.[25]
Promotion
Nintendo extensively advertised the Virtual Boy and claimed to have spent Template:USD on early promotional activities.[6] 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.[6] 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.[6]
Challenged by showing three-dimensional gameplay on two-dimensional advertisements, the company partnered with Blockbuster and NBC.[6][29] A Template:US$ campaign promoted NBC's late 1995 lineup alongside the Virtual Boy.[30] American viewers were encouraged via television advertisements on NBC to rent the console for $10 at a local Blockbuster. This affordable demonstration[6] provided 750,000 consoles for rent, some in a clamshell Blockbuster case.[31] Upon returning the unit, renters received a coupon for $10 off its purchase from any store.[29][32] The promotion included 3,000 Blockbuster locations, and sweepstakes with prizes including trips to see the taping of NBC shows.[30] 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.[6] By mid-1996, Blockbuster was selling its Virtual Boy units at $50 each.[33] The marketing campaign overall was commonly thought of as a failure.[34]
Hardware
The CPU is an NEC V810 32-bit RISC chip,[2] making the Virtual Boy Nintendo's first 32-bit system.[8] 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.[35]
Display
The Virtual Boy is the first video game console capable of displaying stereoscopic 3D graphics, marketed as a form of virtual reality.[36] 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[37] and a frame rate of approximately 50.27 Hz.[38] 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.[8] 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,[15][39] and Nintendo promised but did not release a harness to wear while standing.[8]
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.[40] 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.[41] 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.[42]
Connectivity
During development, Nintendo promised the ability to link systems for competitive play.[8] A Virtual Boy link cable was being worked on at Nintendo as late as the third quarter of 1996.[33] 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[43] and Faceball was canceled.[44]
Games
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Nintendo initially showcased three launch games and planned two or three per month thereafter.[8] 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.[45] 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.[46]
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.[47]
The hobbyist community at Planet Virtual Boy has developed Virtual Boy software.[6] 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.[48] 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".[34]
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.[8] 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.[49] Next GenerationTemplate:'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."[50]
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".[20] 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.[51] 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.[52]
Though Nintendo had promised a virtual reality experience, the monochrome display limits the Virtual Boy's potential for immersion.[6][52] Reviewers often considered the three-dimensional features a gimmick, added to games that were essentially two-[6] or even one-dimensional.[53] The Washington Post said that even when a game gives the impression of three-dimensionality, it suffers from "hollow vector graphics".[53] Yokoi, the system's inventor, said the system did best with action and puzzle games,[52] although those types of games provided only minimal immersion. Multiple critics[6][34] 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.[6]
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".[53] 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.[54] 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".[6]
Legacy
According to Game Over, Nintendo blamed the machine's faults directly on its creator, Gunpei Yokoi.[14] 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.[55] 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.[56] Nintendo held that Yokoi's departure was "absolutely coincidental" to the market performance of any Nintendo hardware.[57] The New York Times maintained that Yokoi kept a close relationship with Nintendo.[58] 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 console's focus on peripherals and haptic technology reemerged in later years.[59] The original inventor, Reflection Technology, Inc., was reportedly financially "devastated" by the Virtual Boy's performance, with dwindling operations by 1997.[3]
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.[60]
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,[61] 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.[62] 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's screen is viewed through goggles containing stereoscopic lenses.[63]
Hobbyists adapted Virtual Boy to other displays. Emulation enabled modern stereoscopic goggles such as Google Cardboard, Samsung Gear VR and Oculus Rift in 2016.[64][65] 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.[66] 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.[67]
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.[68][69] 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".[70] As of 2024, Virtual Boy merchandise is sold at the Nintendo Museum in Kyoto, Japan.[71]
On September 12, 2025, Nintendo announced that it would be re-releasing Virtual Boy games through the Nintendo Classics service, available to subscribers of the Nintendo Switch Online + Expansion Pack service for the Nintendo Switch and Nintendo Switch 2.[72] Playing these games will require an enclosure that the Switch console is inserted into: either cardboard goggles not unlike the previous Labo kits, or alternatively an accessory based on the design of the Virtual Boy hardware.[73][74] The first games are planned to launch on February 17, 2026, with 15 games planned to be added to the service over time (only 14 in non-Japanese regions).[75]
See also
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- Entex Adventure Vision, a 1982 video game console with similar mechanical operation
- Famicom 3D System
- 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
References
Further reading
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External links
- Template:Official website (archived versions at the Internet Archive Wayback Machine)
- Virtual Boy Hardware Specifications Template:Webarchive at Planet Virtual Boy
- Virtual Boy Programming Documentation Template:Webarchive at Planet Virtual Boy
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