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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]
At the time, Nintendo was considered nearly invincible in the videogame market with the massive success of the NES, SNES, and Game Boy and its ability to hold arch-rival Sega at bay as the Nintendo 64 was being developed. While Nintendo's decline of dominance was mostly due to the emerging Sony PlayStation console, some market analysts and video game historians point to the release and failure of the Virtual Boy as the "beginning of the end."

The Virtual Boy was a flop in the marketplace, for several reasons:

  • Due to the nature of the Virtual Boy system, the system was not only single player, but other players could not watch, taking away the social aspect of gaming. A multiplayer option was in the works, via a cable that would hook two units together, but the product failed before such an addition could be made.
  • The failure of the Virtual Boy was regarded by many as the catalyst that led to Gumpei being driven from Nintendo. According to Game Over, The company laid the blame for the machine's faults directly on the creator.

    Despite the system's consumer failure, the system continues to maintain a cult following.

    Specifications

    Hardware 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

    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

    See also

    References

    External links

     


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