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The controller itself is shaped like an "M" (similar to a [[Nintendo GameCube#Controller|Nintendo GameCube 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.
The controller itself is shaped like an "M" (similar to a [[Nintendo GameCube#Controller|Nintendo GameCube 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.


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 [[protagonist|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. The symmetry of the controller also allowed 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 was repeated with the [[Nintendo]] [[Nintendo DS|DS]] handheld and [[Wii]] console.
In most games for Virtual Boy, like ''[[Mario Clash]]'', 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 [[protagonist|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. The symmetry of the controller also allowed 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 was repeated with the [[Nintendo]] [[Nintendo DS|DS]] handheld and [[Wii]] console.


One of the most unusual features of the controller is the extendable power supply that slid onto the back. It housed the six [[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.
One of the most unusual features of the controller is the extendable power supply that slid onto the back. It housed the six [[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.

Revision as of 07:59, 13 September 2008

Virtual Boy
File:Nintendo Virtual Boy logo.png
ManufacturerNintendo
TypePortable game console
GenerationFifth generation era
DiscontinuedTemplate:Vgy[1]
Units sold770,000[1]
MediaCartridge
CPUNEC V810

Nintendo's Virtual Boy (バーチャルボーイ, Bācharu Bōi) (also known as the VR-32 during development) was the first portable game console capable of displaying "true 3D graphics". Most video games are forced to use monocular cues to achieve the illusion of three dimensions on a two-dimensional screen, but the Virtual Boy was able to create a more accurate illusion of depth through an 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 and 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] The Virtual Boy is considered Nintendo's only major failure in the home video game market.

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 a 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.

This screenshot from Mario's Tennis running on an emulator. The red/blue format simulates the Virtual Boy's 3D display.

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 Corporation. 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 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 GameCube 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.

In most games for Virtual Boy, like Mario Clash, 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. The symmetry of the controller also allowed 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 was repeated with the Nintendo DS handheld and Wii console.

One of the most unusual features of the controller is the extendable power supply that slid onto the back. It housed the six 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 below the controller port, was never officially supported since no official multiplayer games were ever published, nor was an official link cable released.

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
(× 2)
RTI SLA (P4)
384 × 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 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
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 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. It wanted to focus on the Nintendo 64, and quickly rushed the Virtual Boy to market.

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."[2]

The commercial demise of the Virtual Boy was considered to be the catalyst that led to Yokoi being driven from Nintendo[3], yet it was maintained that Yokoi kept a close relationship with Nintendo[4] 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. The system was listed as number five in PC World's "The Ugliest Products in Tech History" list.[5]

Marketing

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.

See also

References

  1. ^ a b c Blake Snow (2007-05-04). "The 10 Worst-Selling Consoles of All Time". GamePro.com. Retrieved 2007-11-25.
  2. ^ Classic Systems
  3. ^ "N-Sider Profiles". Retrieved 2008-08-19.
  4. ^ "NYTimes - Gunpei Yokoi, Chief Designer Of Game Boy, Is Dead at 56". Retrieved 2008-08-19.
  5. ^ PC World staff (2007-09-10). "The Ugliest Products in Tech History". PC World. Retrieved 2007-10-12. {{cite web}}: Check date values in: |date= (help)
  6. ^ http://www.buchwald.com/media/commercial_vo/commercial_men/Bruno_dylan.mp3