Virtual Boy
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 | 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 | 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 |
GPU | Video Image Processor (VIP) |
HPU | N/A |
Storage | |
Storage | N/A |
Memory | 128 KB DRAM (framebuffer), 128 KB VRAM, 64 KB WRAM |
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 |
Image | |
Field of View | N/A |
Horizontal FoV | N/A |
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 | No (built-in speakers) |
Camera | No |
Connectivity | |
Connectivity | Controller port, cartridge slot |
Ports | Game Pak slot, Controller port, AC adapter 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 hours |
Charge Time | N/A |
Device | |
Dimensions | 8.5" W × 10" H × 7" D |
Weight | 750g (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 stereoscopic 3D gaming system capable of displaying "true 3D graphics."[1] The system featured a distinctive red monochrome display viewed through a binocular eyepiece, utilizing the parallax effect to create an illusion of depth.[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]
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]
Launch and Marketing
The Virtual Boy was officially announced at the Japan Shoshinkai event on November 15-16, 1994.[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]
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.[6]
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.[3] The Virtual Boy was never released in Europe or Australia.[3]
Hardware
Technical Specifications
The Virtual Boy utilized advanced hardware for its time, featuring a 32-bit architecture built around the NEC V810 processor.[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] |
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[1] |
Refresh Rate | 50.27 Hz[1] |
Audio | 16-bit stereo sound[9] |
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:[10]
- 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[9]
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 did not become commercially viable until 1996.[6]
Controller
The Virtual Boy Controller featured an innovative "M-shaped" design with:[11]
- 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
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 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.[12]
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[13]
- 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.[11] Notable titles included:
Title | Developer | Region |
---|---|---|
Mario's Tennis | Nintendo R&D1 | Worldwide (pack-in) |
Teleroboxer | Nintendo R&D1 | Worldwide |
Red Alarm | T&E Soft | Worldwide |
Virtual Boy Wario Land | Nintendo R&D1 | Worldwide |
Jack Bros. | Atlus | Japan, North America |
Virtual Bowling | Athena | Japan only |
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.[11]
Reception and Legacy
Critical Reception
The Virtual Boy received overwhelmingly negative reviews from critics and consumers. Common criticisms included:[1][14]
- 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
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)[1]
- The system pioneered affordable stereoscopic gaming displays
- Modern VR headsets like Oculus Rift achieved what the Virtual Boy attempted[14]
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
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
- In 2024, "Red Viper" emulator was released for Nintendo 3DS, enabling stereoscopic 3D Virtual Boy emulation[1]
See Also
- List of Virtual Boy games
- History of virtual reality
- Gunpei Yokoi
- Nintendo consoles
- Stereoscopic video game
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Virtual Boy - Wikipedia. Retrieved from https://en.wikipedia.org/wiki/Virtual_Boy
- ↑ 2.0 2.1 2.2 2.3 2.4 Rodrigo Copetti. Virtual Boy Architecture - A Practical Analysis. Retrieved from https://www.copetti.org/writings/consoles/virtual-boy/
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 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
- ↑ 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 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
- ↑ 11.0 11.1 11.2 NintendoWiki. Virtual Boy. Retrieved from https://niwanetwork.org/wiki/Virtual_Boy
- ↑ 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/
- ↑ 14.0 14.1 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/