Waterworld (Virtual Boy)
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| Waterworld (Virtual Boy) | |
|---|---|
| Information | |
| Developer | Ocean of America |
| Publisher | Ocean of America |
| Platform | Virtual Boy |
| Device | Virtual Boy |
| Type | Game |
| Genre | Shooter |
| Play Area | Seated |
| Game Mode | Single-player, Multiplayer |
| Release Date | December 1995 (North America) |
Waterworld is a 1995 shooter for Nintendo's Virtual Boy, based on the film Waterworld and developed and published by Ocean of America, Inc., of San Jose, California.[1][2] The player steers the Mariner's trimaran around a floating Atoll and shoots the jet-ski-riding Smokers before they can carry off the Atollers in the water.[1][3] It was released only in North America, and Nintendo of America's list of Virtual Boy software gives its release as December 1995.[4][5]
The game was designed and programmed by Steve Woita and Jason Plumb, who had earlier worked at Sega on Sonic Spinball, with Shane Moura as co-designer and lead artist.[1][6] Reviews were mostly negative, both at release and in later retrospectives, though several critics singled out its music. In his list of the worst games for PBS's The Video Game Revolution website, Steven L. Kent, author of The Ultimate History of Video Games, put Waterworld (Virtual Boy) in first place.[7]
Gameplay
According to the instruction booklet, the game is set in a future in which a shift of the earth's polar axis has covered the world in water. Survivors called Atollers live on floating cities (Atolls), while the Smokers, led by the Deacon, try to enslave them. The player is the Mariner, whose job is to stop the Smokers from capturing the Atollers.[1] The view is from behind the boat; GamePro described it as a "behind-the-boat view".[8]
Pressing up on the Control Pad (or the A, B or Select button) thrusts the trimaran forward, left and right turn it, and either trigger button fires the cannon, with up to four shots in the air at once. Pressing down on the pad during play switches to a bird's-eye view.[1] Each round begins as the Mariner reaches an Atoll and is ambushed. A Smoker that collides with an Atoller picks it up and heads for the edge of the play area; if it gets there, the Atoller is captured. Destroying a Smoker that is carrying an Atoller throws the Atoller clear, and it can then be rescued.[1] The round ends when the last enemy is destroyed. The camera then rises to an aerial view of the area and points are tallied: bonuses are awarded for each Atoller saved, and Enola, a girl with a map to dry land tattooed on her back, appears as a flashing Atoller whose survival raises a bonus multiplier from x1 up to x8. The multiplier resets to x1 if she is captured.[1] If every Atoller is lost, PT boats appear and must be destroyed.[1]
| Enemy | Description in the booklet | Points |
|---|---|---|
| Smokers | Slowest enemies, riding wave riders | 100 |
| Berserkers | Slightly faster and more tenacious than Smokers | 200 |
| Thrashers | Very fast, capable of 360-degree jumps | 300 |
| Seekers | Modified wave riders with high-output engines | 400 |
| PT boats | Appear when all Atollers have been captured | 0 |
| Tracker Sharks | Slowed by gunfire but cannot be destroyed; retreat at the end of the round | None listed |
An extra life is awarded every 25,000 points, and the trimaran flashes and is briefly invincible after each hit.[1] Every level repeats the same task with a new arrangement of Smokers, Atollers and debris; in his review for Nintendo Life, Dave Frear wrote that "each and every level is like this", with no chase or fortress stages, although the enemies become steadily more aggressive.[3] GamePro listed the game as having infinite levels.[8]
Up to nine people can play in turn. Pressing the A Button while the game is paused adds a player, and players switch between rounds.[1] Frear noted that this alternating mode was unusual for a Virtual Boy game.[3]
Development
In a 2006 interview with the fan site Planet Virtual Boy, Steve Woita said that he and Jason Plumb resigned from Sega together after finishing Sonic Spinball and joined Ocean of America, which had recently secured the rights to the film. Their first proposal, a Waterworld pinball game for PC, was turned down by management.[6] Because the Virtual Boy and its development kits were not yet available, the two prototyped the game in C on a PC as a top-down shooter that Woita compared to Asteroids, in which the player protects drowning Atollers from jet skis. Woita said the code was ported to the Virtual Boy in "about 2 or 3 days", and the game was then turned into a 3D game and finished on the console. He put the total development time at about six months.[6] The booklet's credits list Plumb and Woita for game design and programming, Shane Moura for game design and lead art, eight further graphic artists, and Jon Dunn for sound and music.[1]
Woita described how the team built the stereoscopic effect. The game kept four frame buffers, a pair for each eye: it drew the next frame for the left and right eyes into back buffers while the previous frame was displayed, and each eye saw the same object at a different horizontal position. Those horizontal displacement values had to be tuned to the object's intended distance and to the player's interpupillary distance setting, and Woita said that slightly wrong values made players feel sick. According to Woita, a manager sent the game to testers before the values had been tuned, and the testers got sick.[6] The team also tried to render the water surface, but it used too much of each frame's processing budget and hid gameplay elements, so the water was dropped and suggested with particle effects instead. Woita said the only custom tool he remembered was one that converted the artwork made in Max into shades of red.[6]
A two-player mode in which jet skis would fight each other over the Virtual Boy's serial link cable was planned, but Woita said nothing was programmed for it because Nintendo cancelled the cable.[6] Asked about Japanese text on the game's precaution screen, he said a Japanese translation had not been done but the team was ready to make one if asked. He also said his team completed a Sega Saturn version that was not released after Infogrames took over Ocean, and had no involvement in the Super NES game.[6]
Release
Nintendo Power reviewed the game in its November 1995 issue, listing it as a 16-megabit Ocean release for October 1995.[9] In an October 1995 roundup for The Washington Post, Bill Frischling listed it among three titles expected soon.[10] Nintendo of America's list of Virtual Boy games gives the release as December 1995, with Ocean as licensee, and Nintendo Life's game page lists 21 December 1995 for the United States. The March 1996 recap of Virtual Boy games in Nintendo Power gave November 1995.[4][3][11] The May 1996 review in GamePro listed a price of US$59.95 and a 16-megabit cartridge.[8]
| Region | Release | Notes |
|---|---|---|
| North America | December 1995 | Ocean of America; ESRB rating Kids to Adults[4][1] |
| Japan | Not released | N64 Magazine described it as a US release that did not reach Japan "in any form"[5] |
Wired's Chris Kohler wrote in 2010 that Waterworld, with 3D Tetris and Nester's Funky Bowling, was among the late-release Virtual Boy games whose prices on the collector market had "crept up", while Jack Bros. sold for more than US$150 complete.[12]
Nintendo began adding Virtual Boy games to Nintendo Switch Online + Expansion Pack in February 2026, playable on Nintendo Switch systems with a Virtual Boy accessory. In May 2026 Video Games Chronicle reported that Waterworld was one of eight Virtual Boy games that had not been confirmed for the service, and wrote that because several of those games used licensed properties they were unlikely to appear.[13]
Reception
Before release, Bill Frischling of The Washington Post called Waterworld the best of the three upcoming Virtual Boy titles in a mostly critical look at the system, describing a game "in which you blow enemies off their watercraft".[10] The November 1995 review in Nintendo Power called it "basically an Asteroids-type shooter with unlimited levels" with slow speeds, praised the background music and criticized the lack of variety in play and graphics.[9] Its March 1996 recap repeated that variety was "measured in the number of Smokers attacking you and the number of atollers who must be saved", and said the music "may be the best part of the game" and showed "that Virtual Boy sound can be full and evocative if given a chance".[11]
In GamePro, Sir Garnabus criticized slow controls, poor collision detection and identical enemies and victims in every level, and wrote that a distant sunset as the only background "neutralizes" the 3D effect. He concluded that "a bad film makes for an even worse game in this boring shooter".[8] In a 1998 retrospective for N64 Magazine, Jason Moore found the gameplay dull and almost without variety, but wrote that "the graphics are clear and well defined and the 3D effect is both fast and realistic"; he summed the game up as "all effects, no content".[5]
AllGame's Scott Alan Marriott wrote that the game felt unfinished and was "structured like a bonus game", that players would be hard-pressed to tell it could only be done on the Virtual Boy, and that the water was completely black and the levels all looked the same. He also wrote that the sound effects and music were "not bad" but became repetitive.[2] Dave Frear of Nintendo Life gave it 1 out of 10 in 2009, calling the action a "minor scuffle in a paddling pool" and the visuals "severely flawed", while describing the single music track as "rather good, chilled and relaxed".[3] Retro Gamer included it among the US-only releases in a 2012 feature on the Virtual Boy, criticizing the lack of story and variety and the "agonisingly slow" action, and wrote that graphically "it looks like it was salvaged from the seabed".[14]
| Publication | Date | Score | Notes |
|---|---|---|---|
| Nintendo Power | November 1995 | Power Meter 3.3 / 3.3 / 2.4 / 2.8 | Graphics and sound / play control / challenge / theme and fun[9][11] |
| GamePro | May 1996 | 2.5 / 3.0 / 2.5 / 2.0 | Graphics / sound / control / fun factor, out of 5; challenge "Intermediate"[8] |
| N64 Magazine | November 1998 | 41% | Retrospective "Retrorating"[5] |
| Nintendo Life | 22 June 2009 | 1/10 | Retrospective review of the US version[3] |
Kent's PBS list of worst games placed the Virtual Boy Waterworld first, ahead of Shadow: War of Succession and Drake of the 99 Dragons.[7]
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 "Waterworld instruction booklet (Virtual Boy, USA)". Internet Archive (scan of the original booklet). Ocean of America, Inc.. 1995. https://archive.org/details/all-virtual-boy-instruction-manuals/All%20Virtual%20Boy%20Instruction%20Manuals/Software/USA/Waterworld%20%28USA%29/mode/2up. Retrieved 2026-10-13.
- ↑ 2.0 2.1 Scott Alan Marriott. "Waterworld - Review". AllGame. https://web.archive.org/web/20141115050043/http://www.allgame.com/game.php?id=8113&tab=review. Retrieved 2026-10-13.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 Dave Frear (2009-06-22). "Waterworld Review (VB) - Surely it can't be as bad as they say...". Nintendo Life. https://www.nintendolife.com/reviews/2009/06/waterworld_retro. Retrieved 2026-10-13.
- ↑ 4.0 4.1 4.2 "Virtual Boy Games". Nintendo.com. Nintendo of America. https://web.archive.org/web/20051228000032/http://www.nintendo.com/doc/vb_games.pdf. Retrieved 2026-10-13.
- ↑ 5.0 5.1 5.2 5.3 Jason Moore (1998-11). "Retroworld: Waterworld - Ocean". N64 Magazine, no. 21, p. 19. Future Publishing. https://archive.org/details/n64magazineukcollection/N64%20Magazine%2021%20-%20november%201998%20%28UK%29%20%28Max-Rez%20version%29/page/n18/mode/2up. Retrieved 2026-10-13.
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 "Interviews - Steve Woita". Planet Virtual Boy. 2006-02. https://www.virtual-boy.com/interviews/steve-woita/. Retrieved 2026-10-13.
- ↑ 7.0 7.1 "History of Gaming: The Best and Worst Video Games of All Time". The Video Game Revolution. PBS. https://www.pbs.org/kcts/videogamerevolution/history/best-n-worst.html. Retrieved 2026-10-13.
- ↑ 8.0 8.1 8.2 8.3 8.4 Sir Garnabus (1996-05). "ProReview Portable Systems: Waterworld". GamePro, no. 82, p. 70. https://archive.org/details/GamePro_Issue_082_May_1996/page/n71/mode/2up. Retrieved 2026-10-13.
- ↑ 9.0 9.1 9.2 "Now Playing: Waterworld". Nintendo Power, no. 78, p. 106. Nintendo of America. 1995-11. https://archive.org/details/nintendo-power-issue-078-november-1995/page/106/mode/2up. Retrieved 2026-10-13.
- ↑ 10.0 10.1 Steve Marsh, Bill Frischling (1995-10-25). "Elsewhere in Gameland". The Washington Post. https://www.washingtonpost.com/archive/business/technology/1995/10/25/elsewhere-in-gameland/fdc405da-3451-4491-ae8a-584ff5b63ed7/. Retrieved 2026-10-13.
- ↑ 11.0 11.1 11.2 "Waterworld (Virtual Boy game round-up)". Nintendo Power, no. 82. Nintendo of America. 1996-03. https://archive.org/details/nintendo-power-issue-082-march-1996. Retrieved 2026-10-13.
- ↑ Chris Kohler (2010-08-13). "Virtual Boy, Nintendo's Big 3-D Flop, Turns 15". Wired. https://www.wired.com/2010/08/virtual-boy/. Retrieved 2026-10-13.
- ↑ Andy Robinson (2026-05-14). "With its latest update, Nintendo has already added most of Virtual Boy's game library to Switch Online". Video Games Chronicle. https://www.videogameschronicle.com/news/with-its-latest-update-nintendo-has-already-added-most-of-virtual-boys-games-library-to-switch-online/. Retrieved 2026-10-13.
- ↑ "Virtual Boy: More Than Meets the Eye". Retro Gamer, no. 102. Imagine Publishing. 2012. https://archive.org/details/retro-gamer-raspberry-pi-buenos-aires/Retro%20Gamer%20102/page/46/mode/2up. Retrieved 2026-10-13.