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Virtual Boy
Nintendo Virtual Boy logo.png
VIRTUAL BOY sistem.png
Manufacturer Nintendo
Type Video game console
Generation Fifth generation era
Retail availability JP July 21, 1995
NA August 14, 1995
Discontinued 1996[1]
Units sold 770,000[1]
Media Game Pak (cartridge)
CPU NEC V810

Nintendo's Virtual Boy (バーチャルボーイ Bācharu Bōi?) (also known as the VR-32 and Virtual Utopia Experience during development) was the first video game console capable of displaying "true 3D graphics" out of the box. Whereas most video games use monocular cues to achieve the illusion of three dimensions on a two-dimensional screen, the Virtual Boy creates an illusion of depth through the effect known as parallax. In a manner similar to using a head-mounted display, the user looks into an eyepiece made of neoprene on the front of the machine, and then an eyeglass-style projector allows viewing of the monochromatic (in this case, red) image.

It was released on July 21, 1995 in Japan and August 14, 1995 in North America at a price of around US$180. It met with a lukewarm reception that was unaffected by continued price drops. Nintendo discontinued it the following year.[1]

Contents

Overview

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Technical information

The Virtual Boy (VB) system uses a pair of 1×224 linear arrays (one per eye) and rapidly scans the array across the eye's field of view using flat oscillating mirrors. These mirrors vibrate back and forth at a very high speed, thus the mechanical humming noise from inside the unit. Each VB game cartridge has a yes/no option to automatically pause every 15–30 minutes so that the player may take a break.

In addition to playing with the stand attached, one could also place the VB device on their forehead while lying down for an easier mode of game use.

This screenshot from Mario's Tennis running on an emulator. The anaglyph red/blue format simulates the Virtual Boy's 3D display.
3D red_cyan glasses recommended for your viewing pleasure

Monochrome display

The Virtual Boy is iconic for its monochromatic use of red LED pixels; they were used due to being the least expensive, the lowest drain on batteries, and for being the most striking color to see. During development, a color LCD was experimented with but was found to cause users to see double instead of creating the illusion of depth. In addition, LCDs at the time had low refresh rates, and were often blurry. They also consumed more power than LEDs.

The Virtual Boy, which uses an oscillating mirror to transform a single line of pixels into a full field of pixels, requires high-performance LEDs in order to function properly. Because each pixel is only in use for a tiny fraction of a second (384 pixels wide, 50.2 Hz scan rate = approximately 52 µs per scanline), high peak brightness is needed to make the virtual display bright and comfortable for the user to view. The two-screen system demanded a fast refresh rate, unlike the original Game Boy which had blurry motion, so using an LCD was not an option.

Controller

The Virtual Boy controller

The Virtual Boy, being a system with heavy emphasis on three-dimensional movement, needed a controller that could operate along a Z axis. The Virtual Boy's controller was an attempt to implement dual digital "D-pads" to control elements in the aforementioned 3D environment.

The controller itself is shaped like an "M" (similar to a Nintendo 64 controller). One holds onto either side of the controller and the part that dips down in the middle contains the battery pack. There are six buttons on the controller (A, B, Start, Select, L and R), the two D-pads, and the system's "on/off" switch. The two directional pads are located on either side of the controller at the top. The "A" and "B" buttons are located below the pad on the right side and the "Start" and "Select" buttons are located in the same spot on the left side. What would normally be called "shoulder buttons" ("L" and "R") are located behind the area where the pads are, on the back of the controller, functioning more as triggers.

Despite how the two D-pads were supposed to control elements in the 3D environment, both D-pads are interchangeable in most games like Mario Clash; both do the same thing. For others with a more 3D environment, like Red Alarm, 3D Tetris, or Teleroboxer, each pad controls a different feature. For Red Alarm, one directional pad controls pitch and direction of the protagonist's ship, while the other controls up, down, and strafe movement. For Teleroboxer, each control pad, in conjunction with the trigger/shoulder buttons, controls the position of the corresponding fist of the character. For 3D Tetris, The D-pads flip & move the blocks. The symmetry of the controller also allows games like Vertical Force to feature the option to reverse the controls for left-handed people (similar to the Atari Lynx). This kind of concession to left-handed people has been repeated with the Nintendo Wii console and to a lesser extent the Nintendo DS and some of its more touchscreen oriented games.

One of the unique features of the controller is the extendable power supply that slides onto the back. It houses the six AA batteries required to power the system. This can be substituted with a wall adapter, though a "slide on" attachment is required for the switchout. Once the slide on adapter is installed, a power adapter can be attached to provide constant power.

Extension port

The system's EXT (extension) port, located on the underside of the system below the controller port, was never officially supported since no official multiplayer games were ever published, nor was an official link cable released. (Although Waterworld and Faceball were going to use the EXT port for multiplayer play, the multiplayer features in the former were removed and the latter was cancelled.) At Planet Virtual Boy there is a tutorial on how to make a multiplayer cable for the Virtual Boy by modifying a couple of standard Nintendo Composite cables. Currently, only a few games support the link cable.

Specifications

Hardware specifications
Processor NEC V810 (P/N uPD70732)
32-bit RISC Processor @ 20 MHz (18 MIPS)

1 KB instruction cache

Memory 128 KB dual-port VRAM
128 KB of DRAM
64 KB WRAM (PSRAM)
Display
(× 2)
Reflection Technologies Inc. (RTI) Scanning LED Array (SLA) P4
1 × 224 pixel resolution (when scanned; 384 x 224)
2-bit monochromatic (black + 3 shades of red)
50.2 Hz Horizontal Scan Rate
Power 6 AA Batteries or DC10V 350mA AC Adapter/Tap
(third-party Performance Adaptor DC 9V 500mA)
Sound 16-bit Stereo
Controller 6 buttons and 2 D pads
uses NES controller protocol
Serial Port 8 pin cable
Hardware
Part
Numbers
VUE-001 Virtual Boy Unit
VUE-003 Stand
VUE-005 Controller
VUE-006 Game Pak
VUE-007 Battery Pack
VUE-010 Eyeshade
VUE-011 AC Adapter Tap ("Use With Super NES AC Adapter No. SNS-002 Only")
VUE-012 Eyeshade Holder
VUE-014 Red & Black Stereo Headphones
Weight 750 grams
Dimensions 8.5"H × 10"W × 4.3"D
Cartridge specifications
128 megabit addressable ROM space (4–16 megabit ROM used in released games)
128 megabit addressable RAM space (0–8 kilobyte Battery Backed RAM in released games)
128 megabit addressable expansion space (unused in any released games)
Expansion interrupt available to the cartridge
Left and right audio signals pass through cartridge
60-pin connector

Development

The console was designed by Gunpei Yokoi, inventor of the Game & Watch and Game Boy handhelds, as well as the Metroid franchise. While compact and seemingly portable, Virtual Boy was not intended to replace the Game Boy in Nintendo's product line, as use of the system requires a steady surface, and completely blocks the player's peripheral vision. According to David Sheff's book Game Over, Yokoi never actually intended for the console to be released in its present form. However, Nintendo pushed the Virtual Boy to market so that it could focus development resources on the Nintendo 64.[2]

Reception

Hype surrounding the device included public musings by Nintendo that the device might resemble a gun set vertical, projecting a 3D image in the air. The actual device was considered a disappointment[citation needed] compared to this description by Nintendo of America:

"Powered by a 32-bit processor, the Virtual Boy produced very impressive 3-D effects, although the monochromatic graphic style proved to limit the appeal of the visuals."[3]

The commercial demise of the Virtual Boy was considered to be the catalyst that led to Yokoi being driven from Nintendo,[4] yet it was maintained that Yokoi kept a close relationship with Nintendo[5] despite Yokoi having later created a rivalling handheld system for Bandai. According to Game Over, the company laid the blame for the machine's faults directly on the creator.[2] In 2007 the system was listed as number five in PC World's "The Ugliest Products in Tech History" list.[6]

Because Nintendo only shipped 800,000 Virtual Boys worldwide, it is a hot collector's item.[7]

Marketing

Voice-overs for some advertisements were done by Dylan Bruno.[8] There were several in-store promotional videos created for various games (as well as the Virtual Boy itself), and the system was actively marketed in magazines and on TV. The marketing slogan was "A 3D Game for a 3D World".

Games

Due to the short lifespan of the system, only 22 games were released. Of them, 19 games were released in the Japanese market, while only 14 were released in North America.[9]

See also

References

  1. ^ a b c Blake Snow (2007-05-04). "The 10 Worst-Selling Consoles of All Time". GamePro.com. http://www.gamepro.com/gamepro/domestic/games/features/111823.shtml. Retrieved 2007-11-25. 
  2. ^ a b Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children by David Sheff, 1993, Random House.
  3. ^ Classic Systems
  4. ^ "N-Sider Profiles". http://www.n-sider.com/contentview.php?contentid=222. Retrieved 2008-08-19. 
  5. ^ "NYTimes - Gunpei Yokoi, Chief Designer Of Game Boy, Is Dead at 56". http://query.nytimes.com/gst/fullpage.html?res=9D05E4D7173CF93AA35753C1A961958260. Retrieved 2008-08-19. 
  6. ^ PC World staff (2007-09-10). "The Ugliest Products in Tech History". PC World. http://www.pcworld.idg.com.au/index.php/id;357885272;img;1226;ssid;1. Retrieved 2007-10-12. 
  7. ^ Earnest Cavalli (2008-09-15). "'Lost' Virtual Boy Cache Found in Dubai". Wired.com. http://blog.wired.com/games/2008/09/lost-virtual-bo.html. Retrieved 2008-09-27. 
  8. ^ [1]
  9. ^ Kolan, Patrick (2008-01-14), IGN Retro: Virtual Boy's Best Games, IGN, http://retro.ign.com/articles/845/845487p1.html, retrieved 2009-01-21 

External links


Gaming

Up to date as of February 01, 2010

From Wikia Gaming, your source for walkthroughs, games, guides, and more!

Virtual Boy
Manufacturer Nintendo
Type Portable Console
Release Date July 21, 1995 (JP)
August 14, 1995 NA
Media Cartridge
Save Format None
Input Options Virtual Boy Controller
Special Features 384 x 224 array of LEDs
Units Sold
Top Selling Game Mario's Tennis
(pack-in game)
Variants None
Competitor(s)
Predecessor None
Successor None


The Virtual Boy (Development Name: VR-32) was a video game console released by Nintendo in 1995. It simulated three dimensional graphics by using stereoscopic display that required the player to look into the device as though it were a large pair of binoculars on a stand. A battery pack was released, and it could function as a portable, albeit a rather large one. The console was not very well received and support for the system dropped off very quickly. It was one of the last inventions by Gunpei Yokoi.

Since then, it's stood as an example of how Nintendo innovation can fail. During the announcement of the unique Nintendo DS and the mysterious Nintendo Revolution, many critics brought up the Virtual Boy as a historic example that could repeat itself.

Contents

Technical information

The system does not have a full 384×224 array of LEDs as a display. It uses a pair of 1×224 linear arrays (one per eye) and rapidly scans the array across the eye's field of view using flat oscilating mirrors. These mirrors vibrate back and forth at very high speed (they are what produce the mechanical humming noise from inside the unit) and can be damaged if the Virtual Boy is hit, knocked over, or used while in rough motion (such as in a car). A full-size display, while mechanically simpler, would have increased the Virtual Boy's physical size and unit cost to the point where the system would become uneconomical. Every Virtual Boy game has the option to pause automatically every 15-30 minutes to remind the player to take a break, to prevent undue eye strain and possible headaches.

Monochrome display

The Virtual Boy is iconic for its monochromatic use of red LED lights. The use of the red LED lights was chosen for being the least expensive, the lowest drain on batteries, and for being the most striking color to see. The use of other LED colors proved to be too cost prohibitive and would have forced the system to retail for over US$500. It would not be until 1996 that high-efficiency indium gallium nitride (InGaN) blue and green LEDs would become available from Nichia. During development, a color LCD was experimented with but was found to just cause users to see double instead of creating the illusion of depth.

The Virtual Boy, which uses an oscillating mirror to transform a single line of dots into a full field of dots, requires high-performance LEDs in order to function properly. Because each pixel is only in use for a tiny fraction of a second (384 pixels wide, 50.2 Hz scan rate = approximately 52 µs per scanline), high peak brightness is needed to make the virtual display bright and be comfortable for the user to view. The two-screen system demanded a fast refresh rate, unlike the original Game Boy which had blurry motion, so using an LCD was not an option.

Controller

The Virtual Boy, being a system with heavy emphasis on three-dimensional movement, needed a controller that could operate along a Z-Axis. The Virtual Boy's controller was an attempt to implement dual digital "D-pads" to control elements in the aforementioned 3D environment. The controller bears a fairly noticeable resemblance to the Nintendo GameCube controller.

The controller itself is shaped like an 'M'. One holds onto either side of the controller and the part that dips down in the middle contains the battery pack. There are six buttons on the controller (A, B, Start, Select, L and R), the two D-pads, and the system's 'on\off' switch. The two directional pads are located on either side of the controller at the top. The 'A' and 'B' buttons are located below the pad on the right side and the 'Start' and 'Select' buttons are located in the same spot on the left side. What would normally be called 'shoulder buttons' ('L' and 'R') are located behind the area where the pads are, on the back of the controller, functioning more as triggers.

In most games for Virtual Boy, like Mario Clash or Jack Bros, the directional pads are interchangeable; both do the same thing. For others with a more 3D environment, like Red Alarm or Teleroboxer, each pad controlled a different feature. For Red Alarm one directional pad controls pitch and direction of the protagonists' ship, while the other controls forward, back and strafe movement. For Teleroboxer, each control pad, in conjunction with the trigger\shoulder buttons, controlled the position of the corresponding fist of the character. Notably, the game Vertical Force featured the option to mirror-image the controls to help left-handed people feel more comfortable playing. This is made possible by the Virtual Boy's symmetrical controller. This kind of concession to left-handed people was repeated with Nintendo 's Wii console.

One of the most unusual features of the controller is the extendable power supply that slid onto the back. It housed the 6 AA batteries required to power the system. This could be substituted with a wall adapter, though a 'slide on' attachment was required to accomplish this. Once the slide on adapter was installed, a power adapter could be attached to provide constant power.

EXTension Port

The system's EXT port, located on the underside of the system near the controller port, was never officially supported since no official multiplayer games were ever published, nor was an official link cable released.

External links

  • VIRTUAL-BOY.NET
  • PLANET VIRTUAL BOY
  • Virtual Boy FAQ
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Simple English

The Nintendo Virtual Boy was a mostly-portable game console which had two screens that showed only red and black graphics. To use the system, one had to put one's face close to the system so that each eye could see only one screen. By showing each eye a different image, the system could create a 3D effect.

The way the system displayed images was not by LCDs, as some would think. At the time, LCDs could not be used because they had two problems when they were first tested on the console: they would blur if anything moved on the screen, and users would see double instead of depth. Instead, a vertical line of 224 very bright, but very small, LEDs were used for each eye. These LEDs flashed on and off very fast in certain patterns. This line of LEDs was then magnified by a lens, and a vibrating mirror would reflect each line at a certain time into each eye, creating a full image due to the human eye's persistence of vision. Unfortunately, due to the quick flashing of the LEDs, many users became nauseous, became dizzy, or had headaches after playing for a long time. To help this, an "automatic pause" feature was added, which stopped the game play every 30 minutes for the player to rest his or her eyes.

The Virtual Boy was first sold in 1995, but was not popular. Consumers did not like the console's high price, monochrome graphics, eye and neck strain, and need for a stand. Many were saving money for the soon-to-be-sold Nintendo 64. Nintendo lowered the price many times, but the system did not sell well and was discontinued (Nintendo stopped making them) in 1996. Only 22 games were released in Japan and America.

Popular games for the system include Mario Tennis and Virtual Boy Wario Land (Known as Wario Cruise in Japan).

The Virtual Boy was made by Gunpei Yokoi, who also made the Game Boy and Game & Watch.


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