Virtual Boy: Difference between revisions
Appearance
Xinreality (talk | contribs) Created page with "{{Device Infobox |image = 300px |VR/AR = Virtual Reality |Type = Head-mounted display |Subtype = Tabletop VR |Platform = Virtual Boy |Creator = Gunpei Yokoi |Developer = Nintendo R&D1 |Manufacturer = Nintendo |Announcement Date = November 15, 1994 |Release Date = July 21, 1995 (Japan), August 14, 1995 (North America) |Price = $179.95 USD (launch), $159.95 (October 1995), $99.95 (May 1996) |Website = N/A (discontinued) |Versions..." |
Xinreality (talk | contribs) No edit summary |
||
(5 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
{{Device Infobox | {{Device Infobox | ||
|image = [[File: | |image = [[File:Virtual_Boy1.jpg|300px]] | ||
|VR/AR = Virtual Reality | |VR/AR = [[Virtual Reality]] | ||
|Type = Head-mounted display | |Type = [[Head-mounted display]] | ||
|Subtype = Tabletop VR | |Subtype = [[Tabletop VR]], [[Vintage VR]] | ||
|Platform = Virtual Boy | |Platform = Virtual Boy | ||
|Creator = [[Gunpei Yokoi]] | |Creator = [[Gunpei Yokoi]] | ||
Line 9: | Line 9: | ||
|Manufacturer = [[Nintendo]] | |Manufacturer = [[Nintendo]] | ||
|Announcement Date = November 15, 1994 | |Announcement Date = November 15, 1994 | ||
|Release Date = July 21, 1995 | |Release Date = {{vgrelease|JP=July 21, 1995|NA=August 14, 1995}} | ||
|Price = $179.95 USD (launch), $159.95 (October 1995), $99.95 (May 1996) | |Price = $179.95 USD (launch), $159.95 (October 1995), $99.95 (May 1996) | ||
|Website = N/A (discontinued) | |Website = N/A (discontinued) | ||
Line 18: | Line 18: | ||
|Operating System = Proprietary | |Operating System = Proprietary | ||
|Chipset = [[NEC V810]] | |Chipset = [[NEC V810]] | ||
|CPU = NEC V810 (V810 uPD70732) 32-bit RISC processor | |CPU = NEC V810 (V810 uPD70732) 32-bit RISC processor @ 20 MHz | ||
|GPU = Video Image Processor (VIP) | |GPU = Video Image Processor (VIP) | ||
|HPU = | |HPU = | ||
|Storage = | |Storage = | ||
|Memory = 128 KB DRAM (framebuffer), 128 KB VRAM, 64 KB WRAM | |Memory = 128 KB DRAM (framebuffer), 128 KB VRAM, 64 KB WRAM, 1 KB cache | ||
|SD Card Slot = No | |SD Card Slot = No | ||
|Display = Dual 1×224 LED array with oscillating mirrors | |Display = Dual 1×224 LED array with oscillating mirrors | ||
|Subpixel Layout = Single column LED array | |Subpixel Layout = Single column LED array | ||
|Peak Brightness = | |Peak Brightness = | ||
|Resolution = 384×224 per eye | |Resolution = 384×224 per eye | ||
|Refresh Rate = 50.27 Hz | |Refresh Rate = 50.27 Hz | ||
|Pixel Density = | |Pixel Density = | ||
|Persistence = Low persistence LED | |Persistence = Low persistence LED | ||
|Precision = 32 levels of intensity | |Precision = 32 levels of intensity (4 shades displayed simultaneously) | ||
|Field of View = | |Field of View = ~50° horizontal | ||
|Horizontal FoV = | |Horizontal FoV = ~50° | ||
|Vertical FoV = | |Vertical FoV = | ||
|Visible FoV = | |Visible FoV = | ||
|Rendered FoV = | |Rendered FoV = | ||
|Binocular Overlap = Full overlap | |Binocular Overlap = Full overlap | ||
|Average Pixel Density = | |Average Pixel Density = | ||
|Peak Pixel Density = | |Peak Pixel Density = | ||
|Foveated Rendering = No | |Foveated Rendering = No | ||
|Optics = Fixed focus lens system | |Optics = Fixed focus lens system | ||
Line 45: | Line 45: | ||
|IPD Range = Adjustable via mechanical knob | |IPD Range = Adjustable via mechanical knob | ||
|Adjustable Diopter = Yes (focus slider) | |Adjustable Diopter = Yes (focus slider) | ||
|Passthrough = | |Passthrough = | ||
|Tracking = None | |Tracking = None | ||
|Tracking Frequency = | |Tracking Frequency = | ||
|Base Stations = | |Base Stations = | ||
|Eye Tracking = No | |Eye Tracking = No | ||
|Face Tracking = No | |Face Tracking = No | ||
Line 55: | Line 55: | ||
|Rotational Tracking = No | |Rotational Tracking = No | ||
|Positional Tracking = No | |Positional Tracking = No | ||
|Update Rate = | |Update Rate = | ||
|Tracking Volume = | |Tracking Volume = | ||
|Play Space = Tabletop only | |Play Space = Tabletop only | ||
|Latency = | |Latency = | ||
|Audio = 16-bit stereo | |Audio = 16-bit stereo | ||
|Microphone = No | |Microphone = No | ||
|3.5mm Audio Jack = | |3.5mm Audio Jack = Yes (on controller) | ||
|Camera = No | |Camera = No | ||
|Connectivity = Controller port, cartridge slot | |Connectivity = Controller port, cartridge slot, EXT port (unused) | ||
|Ports = Game Pak slot, Controller port, AC adapter port | |Ports = Game Pak slot, Controller port, AC adapter port, EXT port | ||
|Wired Video = | |Wired Video = | ||
|Wireless Video = No | |Wireless Video = No | ||
|WiFi = No | |WiFi = No | ||
|Bluetooth = No | |Bluetooth = No | ||
|Power = 6 AA batteries or AC adapter | |Power = 6 AA batteries or AC adapter | ||
|Battery Capacity = | |Battery Capacity = | ||
|Battery Life = Approximately 4 hours | |Battery Life = Approximately 4-6 hours | ||
|Charge Time = | |Charge Time = | ||
|Dimensions = 8.5" W × 10" H × | |Dimensions = 8.5" W × 10" H × 4.3" D (25.4 cm × 20.3 cm × 10.1 cm) | ||
|Weight = 750g (without batteries) | |Weight = 750g-760g (without batteries) | ||
|Material = Plastic | |Material = Plastic | ||
|Headstrap = None (tabletop design with bipod stand) | |Headstrap = None (tabletop design with bipod stand) | ||
Line 81: | Line 81: | ||
|Sensors = None | |Sensors = None | ||
|Input = Virtual Boy Controller | |Input = Virtual Boy Controller | ||
|Compliance = | |Compliance = | ||
|Size = Tabletop unit | |Size = Tabletop unit | ||
|Cable Length = Controller cable approximately 2m | |Cable Length = Controller cable approximately 2m | ||
}} | }} | ||
{{vintage}} | |||
The '''Virtual Boy''' (Japanese: バーチャルボーイ ''Bācharu Bōi'') is a 32-bit tabletop [[virtual reality]] [[video game console]] developed and manufactured by [[Nintendo]]. Released in 1995, it was marketed as the first [[stereoscopic 3D]] gaming system capable of displaying "true 3D graphics. | The '''Virtual Boy''' (Japanese: バーチャルボーイ ''Bācharu Bōi'') is a 32-bit tabletop [[virtual reality]] [[video game console]] developed and manufactured by [[Nintendo]]. Released in 1995, it was marketed as the first consumer [[stereoscopic 3D]] gaming system capable of displaying "true 3D graphics" without requiring glasses or traditional [[head-mounted displays]].<ref name="wikipedia">Virtual Boy - Wikipedia. Retrieved from https://en.wikipedia.org/wiki/Virtual_Boy</ref> The system featured a distinctive red [[monochrome display]] viewed through a [[binocular]] eyepiece, utilizing the [[parallax effect]] to create an illusion of depth through an effect known as [[parallax]].<ref name="copetti">Rodrigo Copetti. Virtual Boy Architecture - A Practical Analysis. Retrieved from https://www.copetti.org/writings/consoles/virtual-boy/</ref> | ||
Despite Nintendo's ambitious vision and significant marketing investment of $25 million, the Virtual Boy became one of the company's most notable commercial failures. The console was discontinued less than a year after its release, with only 22 games ever published for the system. Total sales reached approximately 770,000 units worldwide before discontinuation.<ref name="nintendo-fandom">Virtual Boy - Nintendo Fandom. Retrieved from https://nintendo.fandom.com/wiki/Virtual_Boy</ref> | Despite Nintendo's ambitious vision and significant marketing investment of $25 million, the Virtual Boy became one of the company's most notable commercial failures. The console was discontinued less than a year after its release, with only 22 games ever published for the system. Total sales reached approximately 770,000 units worldwide before discontinuation.<ref name="nintendo-fandom">Virtual Boy - Nintendo Fandom. Retrieved from https://nintendo.fandom.com/wiki/Virtual_Boy</ref> | ||
Line 94: | Line 94: | ||
The Virtual Boy's development began when [[Gunpei Yokoi]], creator of the [[Game Boy]] and [[Game & Watch]] series, became interested in [[stereoscopic]] display technology developed by [[Reflection Technology Inc.]] (RTI), a Massachusetts-based company. The technology used a single line of red [[LEDs]] combined with a vibrating mirror to create the illusion of a full display.<ref name="fastcompany">Benj Edwards. Unraveling The Enigma Of Nintendo's Virtual Boy, 20 Years Later. Fast Company. Retrieved from https://www.fastcompany.com/3050016/unraveling-the-enigma-of-nintendos-virtual-boy-20-years-later</ref> | The Virtual Boy's development began when [[Gunpei Yokoi]], creator of the [[Game Boy]] and [[Game & Watch]] series, became interested in [[stereoscopic]] display technology developed by [[Reflection Technology Inc.]] (RTI), a Massachusetts-based company. The technology used a single line of red [[LEDs]] combined with a vibrating mirror to create the illusion of a full display.<ref name="fastcompany">Benj Edwards. Unraveling The Enigma Of Nintendo's Virtual Boy, 20 Years Later. Fast Company. Retrieved from https://www.fastcompany.com/3050016/unraveling-the-enigma-of-nintendos-virtual-boy-20-years-later</ref> | ||
The project was initially codenamed "VR32" (Virtual Reality 32-bit), and Nintendo entered into an exclusive licensing agreement with RTI around 1991-1992. Yokoi's [[Nintendo R&D1]] team, consisting of approximately 60 people, spent four years developing the system.<ref name="nintendo-fandom"/> During development, Yokoi referred to his vision as the "Virtual Utopia Experience."<ref name="nintendo-fandom"/> | The project was initially codenamed "VR32" (Virtual Reality 32-bit), and Nintendo entered into an exclusive licensing agreement with RTI around 1991-1992. Yokoi's [[Nintendo R&D1]] team, consisting of approximately 60 people, spent four years developing the system.<ref name="nintendo-fandom"/> During development, Yokoi referred to his vision as the "Virtual Utopia Experience."<ref name="nintendo-fandom"/> Notably, [[Shigeru Miyamoto]]'s involvement in the development of the Virtual Boy was minimal.<ref name="wikipedia"/> | ||
Nintendo constructed a dedicated manufacturing facility in China specifically for Virtual Boy production. However, various factors during development led to significant changes from the original concept. The system evolved from a head-mounted display to a tabletop device due to concerns about liability issues, including fears of children falling down stairs or getting injured in car accidents while playing.<ref name="fastcompany"/> | Nintendo constructed a dedicated manufacturing facility in China specifically for Virtual Boy production. However, various factors during development led to significant changes from the original concept. The system evolved from a head-mounted display to a tabletop device due to concerns about liability issues, including fears of children falling down stairs or getting injured in car accidents while playing.<ref name="fastcompany"/> Nintendo also eliminated head tracking to mitigate motion sickness and risks like lazy eye, prioritizing user safety.<ref name="wikipedia"/> | ||
===Launch and Marketing=== | ===Launch and Marketing=== | ||
The Virtual Boy was officially announced at the Japan Shoshinkai event on November 15-16, 1994.<ref name="nintendo-fandom"/> Nintendo released the system in Japan on July 21, 1995, followed by a North American launch on August 14, 1995.<ref name="techspot">Shawn Knight. Virtual Reality Then: A Look Back at the Nintendo Virtual Boy. TechSpot. Retrieved from https://www.techspot.com/article/1085-nintendo-virtual-boy/</ref> The console launched with a retail price of $179.95 USD.<ref name="nintendo-fandom"/> | The Virtual Boy was officially announced at the Japan Shoshinkai event on November 15-16, 1994, and shown at the 1995 Consumer Electronics Show.<ref name="nintendo-fandom"/> Nintendo released the system in Japan on July 21, 1995, followed by a North American launch on August 14, 1995.<ref name="techspot">Shawn Knight. Virtual Reality Then: A Look Back at the Nintendo Virtual Boy. TechSpot. Retrieved from https://www.techspot.com/article/1085-nintendo-virtual-boy/</ref> The console launched with a retail price of $179.95 USD.<ref name="nintendo-fandom"/> | ||
Nintendo's marketing campaign portrayed the Virtual Boy as a paradigm shift in gaming, using cavemen in advertisements to indicate historical evolution and psychedelic imagery to emphasize the revolutionary nature of the technology. The company partnered with [[Blockbuster]] and [[NBC]] for a $5 million promotional campaign.<ref name="wikipedia"/> | Nintendo's marketing campaign portrayed the Virtual Boy as a paradigm shift in gaming, using cavemen in advertisements to indicate historical evolution and psychedelic imagery to emphasize the revolutionary nature of the technology. The company partnered with [[Blockbuster]] and [[NBC]] for a $5 million promotional campaign.<ref name="wikipedia"/> In a marketing campaign with Blockbuster, customers could rent the console and receive a $10 coupon towards the purchase of a new one.<ref name="wikipedia"/> | ||
===Commercial Performance and Discontinuation=== | ===Commercial Performance and Discontinuation=== | ||
Despite heavy marketing, the Virtual Boy struggled commercially from the start. Nintendo reduced the price to $159.95 in October 1995 and further dropped it to $99.95 in May 1996.<ref name="planetvb">Planet Virtual Boy. Virtual Boy (1995). Retrieved from https://www.virtual-boy.com/hardware/virtual-boy/</ref> | Despite heavy marketing, the Virtual Boy struggled commercially from the start. Nintendo had projected sales of three million consoles and 14 million games, but the Virtual Boy sold only 770,000 units during its lifetime.<ref name="wikipedia"/> Nintendo reduced the price to $159.95 in October 1995 and further dropped it to $99.95 in May 1996.<ref name="planetvb">Planet Virtual Boy. Virtual Boy (1995). Retrieved from https://www.virtual-boy.com/hardware/virtual-boy/</ref> By mid-1996, unsold units were discounted to $50 at retailers.<ref name="nintendo-fandom"/> | ||
The system was discontinued in Japan | The system was discontinued in Japan on December 22, 1995, and in North America in March 1996 (some sources cite August 1996). Total worldwide shipments reached 800,000 units, with approximately 770,000 sold-140,000 in the United States and 630,000 in Japan.<ref name="nintendo-fandom"/> The Virtual Boy was never released in Europe, Australia, or PAL regions.<ref name="nintendo-fandom"/> | ||
==Hardware== | ==Hardware== | ||
===Technical Specifications=== | ===Technical Specifications=== | ||
The Virtual Boy utilized advanced hardware for its time, featuring a 32-bit architecture built around the [[NEC V810]] processor.<ref name="video-games-museum">The Video Games Museum. Technical specifications, specs Nintendo Virtual Boy. Retrieved from https://www.video-games-museum.com/en/sys/35-virtual-boy</ref> | The Virtual Boy utilized advanced hardware for its time, featuring a 32-bit architecture built around the [[NEC V810]] processor, Nintendo's first 32-bit system.<ref name="video-games-museum">The Video Games Museum. Technical specifications, specs Nintendo Virtual Boy. Retrieved from https://www.video-games-museum.com/en/sys/35-virtual-boy</ref> | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 121: | Line 121: | ||
|- | |- | ||
| Video RAM || 128 KB VRAM + 128 KB DRAM (framebuffer)<ref name="copetti"/> | | Video RAM || 128 KB VRAM + 128 KB DRAM (framebuffer)<ref name="copetti"/> | ||
|- | |||
| Cache || 1 KB cache<ref name="mariowiki">Virtual Boy - MarioWiki. Retrieved from https://www.mariowiki.com/Virtual_Boy</ref> | |||
|- | |- | ||
| Graphics Processor || Video Image Processor (VIP)<ref name="copetti"/> | | Graphics Processor || Video Image Processor (VIP)<ref name="copetti"/> | ||
Line 128: | Line 130: | ||
| Display Resolution || 384×224 pixels per eye<ref name="wikipedia"/> | | Display Resolution || 384×224 pixels per eye<ref name="wikipedia"/> | ||
|- | |- | ||
| Color Depth || 4 shades (2-bit) monochrome red<ref name="wikipedia"/> | | Color Depth || 4 shades (2-bit) monochrome red (32 levels of intensity)<ref name="wikipedia"/> | ||
|- | |- | ||
| Refresh Rate || 50.27 Hz<ref name="wikipedia"/> | | Refresh Rate || 50.27 Hz<ref name="wikipedia"/> | ||
|- | |||
| Field of View || ~50° horizontal<ref name="copetti"/> | |||
|- | |- | ||
| Audio || 16-bit stereo sound<ref name="consoledatabase">Console Database. Nintendo Virtual Boy Console Information. Retrieved from https://www.consoledatabase.com/consoleinfo/nintendovirtualboy/</ref> | | Audio || 16-bit stereo sound<ref name="consoledatabase">Console Database. Nintendo Virtual Boy Console Information. Retrieved from https://www.consoledatabase.com/consoleinfo/nintendovirtualboy/</ref> | ||
Line 141: | Line 145: | ||
* An oscillating mirror system vibrating at high speed | * An oscillating mirror system vibrating at high speed | ||
* A lens for focusing the image | * A lens for focusing the image | ||
* 32 levels of brightness intensity per pixel<ref name="consoledatabase"/> | * 32 levels of brightness intensity per pixel (with 4 shades displayed simultaneously)<ref name="consoledatabase"/> | ||
The oscillating mirrors rapidly scanned the LED columns across the viewer's field of vision, creating the perception of a full 384×224 pixel image for each eye. The mirrors produced the characteristic humming sound during operation and were sensitive to physical shock.<ref name="planetvb"/> | The oscillating mirrors rapidly scanned the LED columns across the viewer's field of vision, creating the perception of a full 384×224 pixel image for each eye. The mirrors produced the characteristic humming sound during operation and were sensitive to physical shock.<ref name="planetvb"/> | ||
Nintendo chose red LEDs because they were the cheapest, most efficient, and brightest option available in 1995. [[Blue LEDs]] and [[green LEDs]] with sufficient brightness for the display system did not become commercially viable until 1996.<ref name="planetvb"/> | Nintendo chose red LEDs because they were the cheapest, most efficient, and brightest option available in 1995. [[Blue LEDs]] and [[green LEDs]] with sufficient brightness for the display system were prohibitively expensive and did not become commercially viable until 1996.<ref name="planetvb"/><ref name="copetti"/> | ||
===Health and Safety Features=== | |||
The Virtual Boy included an automatic pause feature that activated every 15–30 minutes to encourage breaks, addressing reports of headaches, dizziness, and eye strain. Nintendo included warnings in the manual about potential health issues and recommended regular breaks during gameplay.<ref name="wikipedia"/> | |||
===Controller=== | ===Controller=== | ||
Line 154: | Line 161: | ||
* Start and Select buttons | * Start and Select buttons | ||
* Battery pack slot on the rear | * Battery pack slot on the rear | ||
* 3.5mm audio jack for headphones<ref name="mariowiki"/> | |||
The controller served as the system's power connection point, accepting either six AA batteries via the Battery Pak or an AC adapter that used the same connector as the [[Super Nintendo Entertainment System|SNES]].<ref name="nintendo-fandom"/> | The controller was designed symmetrically to accommodate both left-handed and right-handed players.<ref name="nintendo-fandom"/> It served as the system's power connection point, accepting either six AA batteries via the Battery Pak (providing 4-6 hours of playtime) or an AC adapter that used the same connector as the [[Super Nintendo Entertainment System|SNES]].<ref name="nintendo-fandom"/> | ||
===Cartridge System=== | ===Cartridge System=== | ||
Virtual Boy games used specialized cartridges called [[Game Paks]] that could hold up to 128 Mbits (16 MB) of ROM data. The cartridges used a 60-pin connector with needle-like pins rather than flat contacts.<ref name="gametech">Game Tech Wiki. Virtual Boy. Retrieved from https://www.gametechwiki.com/w/index.php/Virtual_Boy</ref> | Virtual Boy games used specialized cartridges called [[Game Paks]] that could hold up to 128 Mbits (16 MB) of ROM data. The cartridges used a 60-pin connector with needle-like pins rather than flat contacts.<ref name="gametech">Game Tech Wiki. Virtual Boy. Retrieved from https://www.gametechwiki.com/w/index.php/Virtual_Boy</ref> | ||
===Unused Features=== | |||
An EXT port was included on the Virtual Boy for potential multiplayer functionality via a link cable, but this accessory was never released.<ref name="gametech"/> | |||
==Graphics Capabilities== | ==Graphics Capabilities== | ||
Line 176: | Line 187: | ||
==Software Library== | ==Software Library== | ||
The Virtual Boy had an extremely limited software library, with only 22 games released | The Virtual Boy had an extremely limited software library, with only 22 games released worldwide, 14 in North America and 19 in Japan.<ref name="nintendowiki"/> The North American launch titles were ''[[Mario's Tennis]]'' (pack-in game), ''[[Red Alarm]]'', ''[[Teleroboxer]]'', and ''[[Galactic Pinball]]''.<ref name="wikipedia"/> | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Title !! Developer !! Region | ! Title !! Developer !! Region !! Release Date | ||
|- | |||
| [[3D Tetris]] || [[Nintendo R&D1]] || NA only || {{vgrelease|NA=March 22, 1996}} | |||
|- | |||
| [[Galactic Pinball]] || [[Nintendo R&D1]] || Worldwide || {{vgrelease|JP=July 21, 1995|NA=August 14, 1995}} | |||
|- | |||
| [[Golf (Virtual Boy)|Golf]] || [[T&E Soft]] || Worldwide || {{vgrelease|JP=August 11, 1995|NA=November 1995}} | |||
|- | |||
| [[Insmouse no Yakata]] || [[I'Max]] || Japan only || {{vgrelease|JP=October 1995}} | |||
|- | |||
| [[Jack Bros.]] || [[Atlus]] || Worldwide || {{vgrelease|JP=September 29, 1995|NA=October 1995}} | |||
|- | |||
| [[Mario Clash]] || [[Nintendo R&D1]] || Worldwide || {{vgrelease|JP=September 28, 1995|NA=October 1995}} | |||
|- | |||
| [[Mario's Tennis]] || [[Nintendo R&D1]] || Worldwide || {{vgrelease|JP=July 21, 1995|NA=August 14, 1995}} | |||
|- | |||
| [[Nester's Funky Bowling]] || [[Nintendo IRD]] || NA only || {{vgrelease|NA=February 1996}} | |||
|- | |||
| [[Panic Bomber]] || [[Hudson Soft]] || Worldwide || {{vgrelease|JP=July 21, 1995|NA=December 1995}} | |||
|- | |||
| [[Red Alarm]] || [[T&E Soft]] || Worldwide || {{vgrelease|JP=July 21, 1995|NA=August 14, 1995}} | |||
|- | |||
| [[SD Gundam Dimension War]] || [[Bandai]] || Japan only || {{vgrelease|JP=December 22, 1995}} | |||
|- | |||
| [[Space Invaders Virtual Collection]] || [[Taito]] || Japan only || {{vgrelease|JP=December 1, 1995}} | |||
|- | |||
| [[Space Squash]] || [[Coconuts Japan]] || Japan only || {{vgrelease|JP=September 28, 1995}} | |||
|- | |||
| [[Teleroboxer]] || [[Nintendo R&D1]] || Worldwide || {{vgrelease|JP=July 21, 1995|NA=August 14, 1995}} | |||
|- | |||
| [[V-Tetris]] || [[Bullet-Proof Software]] || Japan only || {{vgrelease|JP=August 25, 1995}} | |||
|- | |||
| [[Vertical Force]] || [[Hudson Soft]] || Worldwide || {{vgrelease|JP=December 22, 1995|NA=December 1995}} | |||
|- | |- | ||
| [[ | | [[Virtual Bowling]] || [[Athena (company)|Athena]] || Japan only || {{vgrelease|JP=December 22, 1995}} | ||
|- | |- | ||
| [[ | | [[Virtual Fishing]] || [[Pack-In-Video]] || Japan only || {{vgrelease|JP=December 22, 1995}} | ||
|- | |- | ||
| [[ | | [[Virtual Lab]] || [[J-Wing]] || Japan only || {{vgrelease|JP=December 8, 1995}} | ||
|- | |- | ||
| [[ | | [[Virtual League Baseball]] || [[Kemco]] || Worldwide || {{vgrelease|JP=August 11, 1995|NA=September 1995}} | ||
|- | |- | ||
| [[ | | [[Virtual Boy Wario Land]] || [[Nintendo R&D1]] || Worldwide || {{vgrelease|JP=December 1, 1995|NA=November 1995}} | ||
|- | |- | ||
| [[ | | [[Waterworld]] || [[Ocean Software]] || NA only || {{vgrelease|NA=December 1995}} | ||
|} | |} | ||
Many additional titles were in development but were cancelled when the system was discontinued, including | Many additional titles were in development but were cancelled when the system was discontinued, including Virtual Boy versions of [[GoldenEye 007]], [[Star Fox]], [[Donkey Kong Country 2]], and a [[Metroid]] game.<ref name="nintendowiki"/> | ||
==Reception and Legacy== | ==Reception and Legacy== | ||
Line 207: | Line 250: | ||
* Poor ergonomics requiring players to hunch over the device | * Poor ergonomics requiring players to hunch over the device | ||
* Lack of head tracking or motion controls | * Lack of head tracking or motion controls | ||
* The uncomfortable table-top design causing back and neck pain<ref name="techspot"/> | |||
The Virtual Boy is widely considered to be Nintendo's biggest hardware failure and one of the worst video game consoles ever made.<ref name="wikipedia"/> | |||
===Impact on Industry=== | ===Impact on Industry=== | ||
Despite its commercial failure, the Virtual Boy influenced future developments in [[virtual reality]] and [[stereoscopic gaming]]: | Despite its commercial failure, the Virtual Boy influenced future developments in [[virtual reality]] and [[stereoscopic gaming]]: | ||
* Nintendo successfully implemented stereoscopic 3D technology in the [[Nintendo 3DS]] (2011)<ref name="wikipedia"/> | * Nintendo successfully implemented stereoscopic 3D technology in the [[Nintendo 3DS]] (2011), using [[autostereoscopic]] display technology<ref name="wikipedia"/> | ||
* The system pioneered affordable stereoscopic gaming displays | * The system pioneered affordable stereoscopic gaming displays | ||
* Modern VR headsets like [[Oculus Rift]] achieved what the Virtual Boy attempted<ref name="howtogeek"/> | * Modern VR headsets like [[Oculus Rift]] achieved what the Virtual Boy attempted<ref name="howtogeek"/> | ||
* The Virtual Boy demonstrated the importance of ergonomics and comfort in VR design | |||
===Impact on Gunpei Yokoi=== | |||
The creator of the Virtual Boy, [[Gunpei Yokoi]], left Nintendo shortly after the console's failure in 1996, although he stated that his departure was not related to the Virtual Boy's poor performance.<ref name="techspot-yokoi">Creator of Game Boy and Virtual Boy Reveals Why He Left Nintendo. TechSpot. Retrieved from https://www.techspot.com/news/74589-creator-game-boy-virtual-boy-reveals-why-he.html</ref> Yokoi tragically died in a car accident in 1997. | |||
===Cultural Impact=== | ===Cultural Impact=== | ||
Line 221: | Line 271: | ||
* [[Tomodachi Life]] shows Mii characters worshipping a Virtual Boy | * [[Tomodachi Life]] shows Mii characters worshipping a Virtual Boy | ||
* [[Luigi's Mansion 3]] features the "Virtual Boo" device | * [[Luigi's Mansion 3]] features the "Virtual Boo" device | ||
Virtual Boy merchandise is available at the Nintendo Museum in Kyoto, Japan, as of 2024.<ref name="nintendolife">Nintendo Life. Random: This Mod Turns The Virtual Boy Into A Proper Console You Can Play On Your Television. Retrieved from https://www.nintendolife.com/news/2020/01/random_this_mod_turns_the_virtual_boy_into_a_proper_console_you_can_play_on_your_television</ref> | |||
==Preservation and Emulation== | ==Preservation and Emulation== | ||
Line 227: | Line 279: | ||
* [[Homebrew]] development continues with new games and demos | * [[Homebrew]] development continues with new games and demos | ||
* Modern [[emulators]] allow Virtual Boy games to be played on contemporary hardware | * Modern [[emulators]] allow Virtual Boy games to be played on contemporary hardware | ||
* Hobbyists have adapted Virtual Boy games for modern platforms, including [[Google Cardboard]], [[Samsung Gear VR]], and [[Oculus Rift]] in 2016<ref name="wikipedia"/> | |||
* A VGA monitor/TV setup modification was created in 2018<ref name="nintendolife"/> | |||
* In 2024, "Red Viper" emulator was released for Nintendo 3DS, enabling stereoscopic 3D Virtual Boy emulation<ref name="wikipedia"/> | * In 2024, "Red Viper" emulator was released for Nintendo 3DS, enabling stereoscopic 3D Virtual Boy emulation<ref name="wikipedia"/> | ||
Line 235: | Line 289: | ||
* [[Nintendo consoles]] | * [[Nintendo consoles]] | ||
* [[Stereoscopic video game]] | * [[Stereoscopic video game]] | ||
* [[Commercial failures in video gaming]] | |||
==References== | ==References== | ||
Line 252: | Line 307: | ||
<ref name="howtogeek">Benj Edwards. Virtually Forgotten: Nintendo's Virtual Boy, 25 Years Later. How-To Geek. Retrieved from https://www.howtogeek.com/682090/virtually-forgotten-nintendos-virtual-boy-25-years-later/</ref> | <ref name="howtogeek">Benj Edwards. Virtually Forgotten: Nintendo's Virtual Boy, 25 Years Later. How-To Geek. Retrieved from https://www.howtogeek.com/682090/virtually-forgotten-nintendos-virtual-boy-25-years-later/</ref> | ||
<ref name="fastcompany">Benj Edwards. Unraveling The Enigma Of Nintendo's Virtual Boy, 20 Years Later. Fast Company. Retrieved from https://www.fastcompany.com/3050016/unraveling-the-enigma-of-nintendos-virtual-boy-20-years-later</ref> | <ref name="fastcompany">Benj Edwards. Unraveling The Enigma Of Nintendo's Virtual Boy, 20 Years Later. Fast Company. Retrieved from https://www.fastcompany.com/3050016/unraveling-the-enigma-of-nintendos-virtual-boy-20-years-later</ref> | ||
<ref name="mariowiki">Virtual Boy - MarioWiki. Retrieved from https://www.mariowiki.com/Virtual_Boy</ref> | |||
<ref name="techspot-yokoi">Creator of Game Boy and Virtual Boy Reveals Why He Left Nintendo. TechSpot. Retrieved from https://www.techspot.com/news/74589-creator-game-boy-virtual-boy-reveals-why-he.html</ref> | |||
<ref name="nintendolife">Nintendo Life. Random: This Mod Turns The Virtual Boy Into A Proper Console You Can Play On Your Television. Retrieved from https://www.nintendolife.com/news/2020/01/random_this_mod_turns_the_virtual_boy_into_a_proper_console_you_can_play_on_your_television</ref> | |||
</references> | </references> | ||
[[Category:Vintage Devices]] | |||
[[Category:Vintage VR]] | |||
[[Category:Devices]] | |||
[[Category:Virtual Reality Devices]] | |||
[[Category:VR Headsets]] | |||
[[Category:Nintendo consoles]] | [[Category:Nintendo consoles]] | ||
[[Category:Virtual reality headsets]] | [[Category:Virtual reality headsets]] | ||
Line 261: | Line 324: | ||
[[Category:1990s toys]] | [[Category:1990s toys]] | ||
[[Category:Gunpei Yokoi]] | [[Category:Gunpei Yokoi]] | ||
[[Category:32-bit video game consoles]] |