Virtual Boy
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]
Virtual Boy | |
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Basic Info | |
VR/AR | Virtual Reality |
Type | Head-mounted display |
Subtype | Tabletop VR, Vintage 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 |
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:
- Affine transformations for pseudo-3D effects[14]
- Multiple background layers
- Sprite rendering
- Hardware-based stereoscopic rendering
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]
- Super Smash Bros. Melee features Virtual Boy trophies
- WarioWare series includes Virtual Boy-themed microgames
- Tomodachi Life shows Mii characters worshipping a Virtual Boy
- Luigi's Mansion 3 features the "Virtual Boo" device
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
- ↑ 1.00 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
- ↑ 2.0 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/
- ↑ 3.00 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
- ↑ 4.0 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
- ↑ 5.0 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/
- ↑ 6.0 6.1 6.2 6.3 Planet Virtual Boy. Virtual Boy (1995). Retrieved from https://www.virtual-boy.com/hardware/virtual-boy/
- ↑ 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
- ↑ 8.0 8.1 Guy Perfect. Virtual Boy Sacred Tech Scroll. Retrieved from https://files.virtual-boy.com/download/978651/stsvb.html
- ↑ 9.0 9.1 Virtual Boy - MarioWiki. Retrieved from https://www.mariowiki.com/Virtual_Boy
- ↑ 10.0 10.1 Console Database. Nintendo Virtual Boy Console Information. Retrieved from https://www.consoledatabase.com/consoleinfo/nintendovirtualboy/
- ↑ iFixit. Nintendo Virtual Boy Teardown. Retrieved from https://www.ifixit.com/Teardown/Nintendo+Virtual+Boy+Teardown/3540
- ↑ 12.0 12.1 12.2 NintendoWiki. Virtual Boy. Retrieved from https://niwanetwork.org/wiki/Virtual_Boy
- ↑ 13.0 13.1 Game Tech Wiki. Virtual Boy. Retrieved from https://www.gametechwiki.com/w/index.php/Virtual_Boy
- ↑ Planet Virtual Boy Forums. Processing Power. Retrieved from https://www.virtual-boy.com/forums/t/processing-power/
- ↑ 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/
- ↑ 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
- ↑ 17.0 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