In the middle of the “Bit-Wars,” Nintendo had accidentally
made some new competition for itself by making a deal with Sony to manufacture
a CD add-on device to the SNES. When Nintendo reneged, Sony decided to make
their own console: the PlayStation, a 32-bit CD based system. SEGA had also
made something similar – the SEGA Saturn. Nintendo had opted to skip the 32-bit
era and move directly on to a 64-bit system. But in the meantime, they released
the Virtual Boy, a 32-bit system that was unlike anything that had come before,
and anything that has come out since.
The Virtual Boy looks like a bulky, expensive pair of
goggles or futuristic space binoculars. Instead of using a TV screen, this
system provided its own display (kind of like a Game Boy), but the player would
have to stick his head into the system to play it. Home computing and the Web
were the new and trendy tech things that were catching on, but everyone was
talking about “Virtual Reality,” and music videos, movies, and TV shows were
popularizing the term. The VB seemed to glam onto this concept, but in reality
it was a simple gimmick to produce a 3D image.
By calling it the Virtual BOY, it implied that it was
portable and the successor to the popular Game Boy line of hardware. But it
wasn’t portable at all. It was far too bulky and delicate to carry around in a
backpack, and it couldn’t just be played anywhere. It couldn’t be strapped to
one’s head (like most virtual reality demos showed), and instead the goggles
were set atop an adjustable 2-legged stand that was meant to be used on a
desktop or table.
Full color screens would have meant that the system’s cost
would have basically doubled, so in order to save money, Nintendo opted for a
red monochrome screen. Like the Game Boy, it could only do 4 colors – 3 shades
of red, and black – on a dot-matrix screen. But for the effect to work, each
eye needed its own display, so there were actually 2 projectors, each putting
out a slightly different picture that combined into 1 3D image.
The sound was better than a Game Boy, but not as good as a
GBA, though it did have the “poppy-clicky” sound features that the GBA would
later have. One advantage that the VB had in the sound department is that they
knew exactly where the player’s ears would be, so it could sort of simulate
surround sound with its stereo speakers. Like the Game Boy, it had a headphone
jack and a volume dial on the left side of the bottom.
On the top of the unit were 2 dials. One adjusted the focus
(like a projector), and the other changed the distance between the eyepiece and
the projector. In order to block out the light, the display had a felt visor
that touched the player’s face, kinda accomplishing the same task as when you
cup your hands around your face to look into a window on a bright day.
Games were inserted into the front (meaning the end that was
farthest from the player’s face) into a small slot. The games came with a small
black cover to protect the pins when not in use, but like all past sleeves,
they were lost easily.
On the bottom of the VB’s right side were the controller
port and the gamelink port (intended to hook up 2 systems à la the Game Boy, but
cords and games were never released). The controller for the VB was unique and
revolutionary for the time for a few reasons. Revolutionary because it was the
first controller to feature 2 D-pads – one on each side, as well as pistol-grip
type sides to help hold it comfortably. The controller was symmetrical except
for the colors of the buttons; the left side featured gray Start and Select
buttons, while the right side had red B and A buttons. R and L buttons were in
the back of the controller, and felt more like a trigger than the shoulder
buttons on the SNES did. Some questioned why 2 D-pads were needed, but it was
easily explained that a single D-pad could handle 2 dimensions nicely, and
these games were in 3D. But one unique (by which I mean badly designed) feature
was that the power switch was on the controller. The back of the controller
featured a removable battery box that held 6 AA batteries. So unlike NES or
SNES controllers which pulled power from the console, the console pulled all of
its power from the controller. An AC adapter was available that allowed the
battery box to be replaced with a cord.
Because Nintendo anticipated the headache and eye-strain
complaints, they included a warning to take frequent breaks in the manuals, on
the startup screen, and in most games as well (similar to what the Wii and its
games suggested).
The Virtual Boy didn’t sell well, and was discontinued after
less than a year. The main issues were that the monochrome colors were
unappealing, neck and eye strain was rampant, and it wasn’t portable. The
stands often broke where the two legs connected because of cheap plastic,
forcing players to play with it balanced on their head or make a DIY solution.
3D effect couldn’t be shown in TV or in advertisements, so unless someone took
the time and effort to go into a store to try the demo, most people weren’t
impressed. Also, unlike a Game Boy (or any console), only one person could see
it. Finally, there weren’t any “killer apps” that would make people want to buy
the thing. Most games didn’t really take advantage of the one thing that
differentiated the VB from all other video games.
In the end, it was a victim of poor timing, poor marketing,
and rushed development.
Additional Resources
Gaming Historian: The Virtual Boy
The Angry Video Game Nerd reviews every VB game
Additional Resources
Gaming Historian: The Virtual Boy
The Angry Video Game Nerd reviews every VB game
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