Nintendo Virtual Boy
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The Nintendo Virtual Boy is the first home video game console capable of true three dimensional graphics. The user places their face inside a pair of rubber goggles on the front of the machine, and then an eyeglass-style projector allows viewing of the monochromatic (in this case black and red) image. Released on August 14, 1995 in the USA and July 21, 1995 in Japan - at a price of around $180 USD. It met with a lukewarm reception that was unaffected by continued price drops. Nintendo eventually discontinued it the following year.
Technical information
The system does not have a full 384 x 224 array of LEDs as a display. It uses a pair of 1 x 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
A full color Virtual Boy was impossible to release in 1995, due to the fact that high-efficiency indium gallium nitride (InGaN) blue and green LEDs only became available from Nichia in 1996. While blue LEDs did exist before then, they were extremely inefficient, resulting in very low brightness. Furthermore, the cost of blue and green LEDs was prohibitive, and the system was already quite expensive. 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. Without the technology of blue and green LEDs or LCD, the Virtual Boy was limited to a monochrome red LED display.
Product failure
The console was designed by Gunpei Yokoi, inventor of the Game & Watch and Game Boy handhelds. 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 Scheff's book Game Over, Gumpei never actually had intended for the console to be released in its present form. However, Nintendo had grown impatient with the amount of time that he had taken with the project. They wanted to focus on the Nintendo 64, and quickly rushed the Virtual Boy to market.
Hype surrounding the device before its release included public musings by Nintendo that the device might resemble a gun set vertical, projecting a 3D image in the air above it. The actual device was considered a disappointment compared to this description when it arrived.
- : '...the Virtual Boy produced very impressive 3-D effects, although the monochromatic graphic style proved to limit the appeal of the visuals.' - (NOA website) [link]
The Virtual Boy was a flop in the marketplace, for several reasons:
- To fill in for the long delay in the development of the Nintendo 64, it was pushed to market before it was ready. Not only was it rushed out the door, but the public was unwilling to spend so much money on what they saw as a stopgap videogame system, especially knowing the Nintendo 64 was coming shortly.
- It was marketed as a portable system, but it was not as portable as gamers thought it should be. Due to its size and weight, the Virtual Boy was nearly impossible to use while in motion, and doing so could cause damage to the unit.
- The console's box and manual warned that the display could cause eyestrain and eye problems, especially for those under 7 years of age. Despite having been added primarily for liability reasons, the warnings frightened away potential buyers. Some that did buy it suffered from headaches from short times spent playing games on the machine.
- Many believed there was a poor selection of games available at launch, and very few software developers wanted to invest time and money in such a new, unproven gaming system. This led to a circular supply-and-demand problem and resulted in a system with few games available. In total only 22 titles were available between the North American and Japanese markets. Additionally, there were few plans for any flagship titles (such as Metroid, Zelda, or Star Fox) or popular third party titles (such as Final Fantasy or other Squaresoft games) to be released. Other game problems were related to the format of the console itself, which did not seem especially suited for certain types of games, giving players the impression that it was a rather limited system.
- The base of the system could not be adjusted vertically. This meant that the system has to be placed on a table to play (which could be uncomfortable) or that users had to lie down to use it. The base was also somewhat flimsy and replacement parts were not very common.
- Because of its failure in the Japanese and American markets, the console was never released in Australia or Europe. This contributed to a supply-and-demand problem (undersupply) for Nintendo products (especially Super Famicom and SNES games) in the middle of the 1990s that existed mainly due to continuous delays of the Nintendo 64.
Despite the system's consumer failure, the system continues to maintain a cult following.
Specifications
| Processor | NEC V810 (P/N uPD70732) 32-bit RISC Processor @ 20 MHz (18 MIPS) 1 MB of DRAM and 512 KB of PSRAM (Pseudo-SRAM) 1 KB Cache |
|---|---|
| Display (x 2) | RTI SLA (P4) 384 x 224 Resolution 50.2 Hz Horizontal Scan Rate |
| Power | 6 AA Batteries (9 VDC) or AC Adapter (10 VDC) |
| Sound | 16-bit Stereo |
| Controller | 6 buttons and 2 pads uses NES controller protocol |
| Serial Port | 8 pin cable |
| Hardware Part Numbers | VUE-001 Virtual Boy Unit VUE-003 Shaft VUE-005 Controller VUE-006 Game Pak VUE-007 Battery Pack VUE-011 AC Adapter VUE-012 Eye shade Holder VUE-014 Red & Black Stereo Headphones |
| Weight | 750 grams |
| Dimensions | 8.5"H x 10"W x 4.3"D |
| 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 |
See also
References
External links
- [Planet Virtual Boy] - Biggest Virtual Boy site since 2000
- [Virtual-Boy.Net] - Biggest Virtual Boy site since 1998
- [The Unofficial Nintendo Virtual Boy Home page] - Unofficial Virtual Boy development information, and RealityBoy emulator since 1997
- [The Virtual Boy FAQ]
- [Virtual Boy hardware profile at N-Sider.com]
- [P-Man's Virtual Boy Homepage]
- [Virtual Boy Programming] - Virtual Boy reverse engineering info
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