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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..."
 
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|Manufacturer = [[Nintendo]]
|Manufacturer = [[Nintendo]]
|Announcement Date = November 15, 1994
|Announcement Date = November 15, 1994
|Release Date = July 21, 1995 (Japan), August 14, 1995 (North America)
|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)
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|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 = N/A
|HPU = N/A
|Storage = N/A
|Storage = N/A
|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
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|Pixel Density = N/A
|Pixel Density = N/A
|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 = N/A
|Field of View = ~50° horizontal
|Horizontal FoV = N/A
|Horizontal FoV = ~50°
|Vertical FoV = N/A
|Vertical FoV = N/A
|Visible FoV = N/A
|Visible FoV = N/A
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|Audio = 16-bit stereo
|Audio = 16-bit stereo
|Microphone = No
|Microphone = No
|3.5mm Audio Jack = No (built-in speakers)
|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 = N/A
|Wired Video = N/A
|Wireless Video = No
|Wireless Video = No
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|Power = 6 AA batteries or AC adapter
|Power = 6 AA batteries or AC adapter
|Battery Capacity = N/A
|Battery Capacity = N/A
|Battery Life = Approximately 4 hours
|Battery Life = Approximately 4-6 hours
|Charge Time = N/A
|Charge Time = N/A
|Dimensions = 8.5" W × 10" H × 7" D
|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)
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}}
}}


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."<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.<ref name="copetti">Rodrigo Copetti. Virtual Boy Architecture - A Practical Analysis. Retrieved from https://www.copetti.org/writings/consoles/virtual-boy/</ref>
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>
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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 in December 1995 and in North America in March 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 or Australia.<ref name="nintendo-fandom"/>
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"
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|-
|-
| 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"/>
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| 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>
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* 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===
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* 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==
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==Software Library==
==Software Library==
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"/> Notable titles included:
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 (pack-in)
| [[Mario's Tennis]] || [[Nintendo R&D1]] || Worldwide || {{vgrelease|JP=July 21, 1995|NA=August 14, 1995}}
|-
|-
| [[Teleroboxer]] || Nintendo R&D1 || Worldwide
| [[Nester's Funky Bowling]] || [[Nintendo IRD]] || NA only || {{vgrelease|NA=February 1996}}
|-
|-
| [[Red Alarm]] || [[T&E Soft]] || Worldwide
| [[Panic Bomber]] || [[Hudson Soft]] || Worldwide || {{vgrelease|JP=July 21, 1995|NA=December 1995}}
|-
|-
| [[Wario Land|Virtual Boy Wario Land]] || Nintendo R&D1 || Worldwide
| [[Red Alarm]] || [[T&E Soft]] || Worldwide || {{vgrelease|JP=July 21, 1995|NA=August 14, 1995}}
|-
|-
| [[Jack Bros.]] || [[Atlus]] || Japan, North America
| [[SD Gundam Dimension War]] || [[Bandai]] || Japan only || {{vgrelease|JP=December 22, 1995}}
|-
|-
| [[Virtual Bowling]] || [[Athena (company)|Athena]] || Japan only
| [[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 a Virtual Boy version of [[GoldenEye 007]] and [[Star Fox]].<ref name="nintendowiki"/>
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==
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* 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===
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* [[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==
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* [[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"/>


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* [[Nintendo consoles]]
* [[Nintendo consoles]]
* [[Stereoscopic video game]]
* [[Stereoscopic video game]]
* [[Commercial failures in video gaming]]


==References==
==References==
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<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>


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[[Category:1990s toys]]
[[Category:1990s toys]]
[[Category:Gunpei Yokoi]]
[[Category:Gunpei Yokoi]]
[[Category:32-bit video game consoles]]

Revision as of 19:33, 25 June 2025

Virtual Boy
File:Virtual Boy System.jpg
Basic Info
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 JP: July 21, 1995•NA: August 14, 1995
Price $179.95 USD (launch), $159.95 (October 1995), $99.95 (May 1996)
Website N/A (discontinued)
Versions Standard (retail), Store Display Unit
Requires Six AA batteries or AC adapter
Predecessor None
Successor None (discontinued)
System
Operating System Proprietary
Chipset NEC V810
CPU NEC V810 (V810 uPD70732) 32-bit RISC processor @ 20 MHz
GPU Video Image Processor (VIP)
HPU N/A
Storage
Storage N/A
Memory 128 KB DRAM (framebuffer), 128 KB VRAM, 64 KB WRAM, 1 KB cache
SD Card Slot No
Display
Display Dual 1×224 LED array with oscillating mirrors
Subpixel Layout Single column LED array
Peak Brightness N/A
Resolution 384×224 per eye
Pixel Density N/A
Refresh Rate 50.27 Hz
Persistence Low persistence LED
Precision 32 levels of intensity (4 shades displayed simultaneously)
Image
Field of View ~50° horizontal
Horizontal FoV ~50°
Vertical FoV N/A
Visible FoV N/A
Rendered FoV N/A
Binocular Overlap Full overlap
Average Pixel Density N/A
Peak Pixel Density N/A
Foveated Rendering No
Optics
Optics Fixed focus lens system
Ocularity Binocular
IPD Range Adjustable via mechanical knob
Adjustable Diopter Yes (focus slider)
Passthrough No
Tracking
Tracking None
Tracking Frequency N/A
Base Stations N/A
Eye Tracking No
Face Tracking No
Hand Tracking No
Body Tracking No
Rotational Tracking No
Positional Tracking No
Update Rate N/A
Tracking Volume N/A
Play Space Tabletop only
Latency N/A
Audio
Audio 16-bit stereo
Microphone No
3.5mm Audio Jack Yes (on controller)
Camera No
Connectivity
Connectivity Controller port, cartridge slot, EXT port (unused)
Ports Game Pak slot, Controller port, AC adapter port, EXT port
Wired Video N/A
Wireless Video No
WiFi No
Bluetooth No
Power 6 AA batteries or AC adapter
Battery Capacity N/A
Battery Life Approximately 4-6 hours
Charge Time N/A
Device
Dimensions 8.5" W × 10" H × 4.3" D (25.4 cm × 20.3 cm × 10.1 cm)
Weight 750g-760g (without batteries)
Material Plastic
Headstrap None (tabletop design with bipod stand)
Haptics No
Color Red and black
Sensors None
Input Virtual Boy Controller
Compliance N/A
Size Tabletop unit
Cable Length Controller cable approximately 2m


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.[1] 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.[2]

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.[3]

History

Development

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.[4]

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.[3] During development, Yokoi referred to his vision as the "Virtual Utopia Experience."[3] Notably, Shigeru Miyamoto's involvement in the development of the Virtual Boy was minimal.[1]

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.[4] Nintendo also eliminated head tracking to mitigate motion sickness and risks like lazy eye, prioritizing user safety.[1]

Launch and Marketing

The Virtual Boy was officially announced at the Japan Shoshinkai event on November 15-16, 1994, and shown at the 1995 Consumer Electronics Show.[3] Nintendo released the system in Japan on July 21, 1995, followed by a North American launch on August 14, 1995.[5] The console launched with a retail price of $179.95 USD.[3]

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.[1] In a marketing campaign with Blockbuster, customers could rent the console and receive a $10 coupon towards the purchase of a new one.[1]

Commercial Performance and Discontinuation

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.[1] Nintendo reduced the price to $159.95 in October 1995 and further dropped it to $99.95 in May 1996.[6] By mid-1996, unsold units were discounted to $50 at retailers.[3]

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.[3] The Virtual Boy was never released in Europe, Australia, or PAL regions.[3]

Hardware

Technical Specifications

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.[7]

Component Specification
CPU NEC V810 (uPD70732) 32-bit RISC processor @ 20 MHz[7]
RAM 64 KB WRAM (Work RAM)[8]
Video RAM 128 KB VRAM + 128 KB DRAM (framebuffer)[2]
Cache 1 KB cache[9]
Graphics Processor Video Image Processor (VIP)[2]
Sound Processor Virtual Sound Unit (VSU)[8]
Display Resolution 384×224 pixels per eye[1]
Color Depth 4 shades (2-bit) monochrome red (32 levels of intensity)[1]
Refresh Rate 50.27 Hz[1]
Field of View ~50° horizontal[2]
Audio 16-bit stereo sound[10]

Display Technology

The Virtual Boy's unique display system was manufactured by Reflection Technology Inc. and consisted of two identical display units, one for each eye. Each unit contained:[11]

  • A single vertical array of 224 red LEDs
  • An oscillating mirror system vibrating at high speed
  • A lens for focusing the image
  • 32 levels of brightness intensity per pixel (with 4 shades displayed simultaneously)[10]

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.[6]

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.[6][2]

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.[1]

Controller

The Virtual Boy Controller featured an innovative "M-shaped" design with:[12]

  • Two D-pads (one on each side)
  • Four face buttons (A, B on each side)
  • Two shoulder buttons (L and R)
  • Start and Select buttons
  • Battery pack slot on the rear
  • 3.5mm audio jack for headphones[9]

The controller was designed symmetrically to accommodate both left-handed and right-handed players.[3] 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 SNES.[3]

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.[13]

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.[13]

Graphics Capabilities

Video Image Processor (VIP)

The Video Image Processor was Nintendo's custom graphics chip that handled all visual processing for the Virtual Boy. Unlike traditional tile-based engines that rendered graphics per scanline, the VIP used a framebuffer architecture.[2]

The VIP consisted of three main components:[2]

  • Pixel Processor (XP): Generated backgrounds and sprites
  • Display Processor (DP): Controlled the LED scanner and sent framebuffers for display
  • Memory Interfaces: Provided access to VRAM and DRAM, arbitrating access between components

The VIP supported several advanced features including:

Software Library

The Virtual Boy had an extremely limited software library, with only 22 games released worldwide—14 in North America and 19 in Japan.[12] The North American launch titles were Mario's Tennis (pack-in game), Red Alarm, Teleroboxer, and Galactic Pinball.[1]

Title Developer Region Release Date
3D Tetris Nintendo R&D1 NA only

NA: March 22, 1996

Galactic Pinball Nintendo R&D1 Worldwide

JP: July 21, 1995•NA: August 14, 1995

Golf T&E Soft Worldwide

JP: August 11, 1995•NA: November 1995

Insmouse no Yakata I'Max Japan only

JP: October 1995

Jack Bros. Atlus Worldwide

JP: September 29, 1995•NA: October 1995

Mario Clash Nintendo R&D1 Worldwide

JP: September 28, 1995•NA: October 1995

Mario's Tennis Nintendo R&D1 Worldwide

JP: July 21, 1995•NA: August 14, 1995

Nester's Funky Bowling Nintendo IRD NA only

NA: February 1996

Panic Bomber Hudson Soft Worldwide

JP: July 21, 1995•NA: December 1995

Red Alarm T&E Soft Worldwide

JP: July 21, 1995•NA: August 14, 1995

SD Gundam Dimension War Bandai Japan only

JP: December 22, 1995

Space Invaders Virtual Collection Taito Japan only

JP: December 1, 1995

Space Squash Coconuts Japan Japan only

JP: September 28, 1995

Teleroboxer Nintendo R&D1 Worldwide

JP: July 21, 1995•NA: August 14, 1995

V-Tetris Bullet-Proof Software Japan only

JP: August 25, 1995

Vertical Force Hudson Soft Worldwide

JP: December 22, 1995•NA: December 1995

Virtual Bowling Athena Japan only

JP: December 22, 1995

Virtual Fishing Pack-In-Video Japan only

JP: December 22, 1995

Virtual Lab J-Wing Japan only

JP: December 8, 1995

Virtual League Baseball Kemco Worldwide

JP: August 11, 1995•NA: September 1995

Virtual Boy Wario Land Nintendo R&D1 Worldwide

JP: December 1, 1995•NA: November 1995

Waterworld Ocean Software NA only

NA: December 1995

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.[12]

Reception and Legacy

Critical Reception

The Virtual Boy received overwhelmingly negative reviews from critics and consumers. Common criticisms included:[1][15]

  • Monochromatic red display causing eye strain and headaches
  • Lack of true portability due to tabletop design
  • Limited game library
  • High price point
  • Poor ergonomics requiring players to hunch over the device
  • Lack of head tracking or motion controls
  • The uncomfortable table-top design causing back and neck pain[5]

The Virtual Boy is widely considered to be Nintendo's biggest hardware failure and one of the worst video game consoles ever made.[1]

Impact on Industry

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), using autostereoscopic display technology[1]
  • The system pioneered affordable stereoscopic gaming displays
  • Modern VR headsets like Oculus Rift achieved what the Virtual Boy attempted[15]
  • 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.[16] Yokoi tragically died in a car accident in 1997.

Cultural Impact

The Virtual Boy has been referenced in various Nintendo games and media:[1]

Virtual Boy merchandise is available at the Nintendo Museum in Kyoto, Japan, as of 2024.[17]

Preservation and Emulation

The Virtual Boy community remains active in preserving the system's legacy:[6]

  • Planet Virtual Boy serves as a central hub for enthusiasts
  • Homebrew development continues with new games and demos
  • 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[1]
  • A VGA monitor/TV setup modification was created in 2018[17]
  • In 2024, "Red Viper" emulator was released for Nintendo 3DS, enabling stereoscopic 3D Virtual Boy emulation[1]

See Also

References

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 Virtual Boy - Wikipedia. Retrieved from https://en.wikipedia.org/wiki/Virtual_Boy
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Rodrigo Copetti. Virtual Boy Architecture - A Practical Analysis. Retrieved from https://www.copetti.org/writings/consoles/virtual-boy/
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 Virtual Boy - Nintendo Fandom. Retrieved from https://nintendo.fandom.com/wiki/Virtual_Boy
  4. 4.0 4.1 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
  5. 5.0 5.1 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/
  6. 6.0 6.1 6.2 6.3 Planet Virtual Boy. Virtual Boy (1995). Retrieved from https://www.virtual-boy.com/hardware/virtual-boy/
  7. 7.0 7.1 The Video Games Museum. Technical specifications, specs Nintendo Virtual Boy. Retrieved from https://www.video-games-museum.com/en/sys/35-virtual-boy
  8. 8.0 8.1 Guy Perfect. Virtual Boy Sacred Tech Scroll. Retrieved from https://files.virtual-boy.com/download/978651/stsvb.html
  9. 9.0 9.1 Virtual Boy - MarioWiki. Retrieved from https://www.mariowiki.com/Virtual_Boy
  10. 10.0 10.1 Console Database. Nintendo Virtual Boy Console Information. Retrieved from https://www.consoledatabase.com/consoleinfo/nintendovirtualboy/
  11. iFixit. Nintendo Virtual Boy Teardown. Retrieved from https://www.ifixit.com/Teardown/Nintendo+Virtual+Boy+Teardown/3540
  12. 12.0 12.1 12.2 NintendoWiki. Virtual Boy. Retrieved from https://niwanetwork.org/wiki/Virtual_Boy
  13. 13.0 13.1 Game Tech Wiki. Virtual Boy. Retrieved from https://www.gametechwiki.com/w/index.php/Virtual_Boy
  14. Planet Virtual Boy Forums. Processing Power. Retrieved from https://www.virtual-boy.com/forums/t/processing-power/
  15. 15.0 15.1 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/
  16. 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
  17. 17.0 17.1 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