Coincidentally two "lost" unreleased Virtual Boy games are being released by Nintendo imminently:
https://bsky.app/profile/wario64.bsky.social/post/3mdfvwdmdt...
Why is everyone suddenly getting so excited about the Virtual Boy? (Other than that the games are now showing up on the Switch)
I picked one up cheap with some birthday money. It was fun for awhile, but I never developed the emotional attachment to it that I got to other tech like my NES, SNES, or Game Boy.
The Virtual Boy flopped for a very good reason: Not only were the games ugly because they were not in color, but it was very uncomfortable to play, and there was no "spectator" aspect to the games. The games also weren't very original, nor memorable.
(I do remember trying to strap mine to my head with my belt. That lasted about 3 minutes before I gave up and got bored of the games.) Honestly, I would have enjoyed the games more on a TV with red-green glasses, like shown in the article. (When I was a kid I loved everything and anything 3d.)
Did anyone fall in love with theirs? Is anyone really nostalgic for these games? Or is this something like CED, where the lore, because it's rare, makes it interesting even though it flopped for a very good reason?
I had one at the time, got it for my birthday as a teen. It's terrible. It caused nausea, the "headset" was uncomfortable and if the stand broke or was lost you were screwed. The controller was clunky and hurt my knuckles. The screen wasn't an issue for me though. In fact I really loved the deep red, but then I used to spend hours in a darkroom printing pictures so the red felt like home. That said, some of the games were amazing especially because of the depth. Worth it? Not a chance. But it worked. It did what it said on the tin and the part that sucked wasn't the image, it was everything else related to interacting with that image.
I'd love to see someone take the lo-fi VR concept further with modern tech. It's proof that VR doesn't require color to be functional. There were ideas there we haven't fully explored.
The big question it opens up for me is:
- What happens if we ditch color and focus on clarity?
- lower memory and compute requirements.
- Dot pitch on screens can be smaller since no sub-pixels.
- Optics can be tuned to a specific wavelength instead of having to fight with chromatic aberration due to the compressed optical pathway.
So much of VR today is focused on veracity, reproducing vivid worldly images. But what if we look elsewhere, the artificial and abstract. I want to see the kinds of sci-fi UIs and VR experiences brought to life pulled from the minimalism and simplicity of a time when cpu budgets per frame counted in understandable integers of cycles and color palettes you could count on your fingers.I'm a huge fan of it - I was never able to get one while they were officially available, I only managed to rent one from Blockbuster a few times. I eventually picked one up on eBay in the early 2000's for $60, before they became collectors items.
The appeal is definitely somewhere between intrinsic and from the rarity - there's not just been no official way to play these games for the last 30 years, they've barely even gotten a passing mention, and even emualators have been few and far between. It was sad that Teleroboxer, Wario Land, and Mario Clash were basically lost to time.
The games definitely weren't up to to NES/SNES quality, but they were at least up to par with the average portable game at the time, which I think is what they were meant to be compared against. I see the Virtual Boy games as Game Boy games that suffered from the mechanics of the platform the platform they were released on. In that light, I think they compare pretty favorably to similar lesser-known games of the time; most WonderSwan games I've played, hell even a lot of Game Gear and Game Boy games, had much more serious gameplay issues, even though they were on hardware that was arguably less... challenging.
Several reasons:
1. Nintendo is releasing Virtual Boy - Nintendo Classics in February 2026: https://www.youtube.com/watch?v=nVvaCe4esCQ
2. Nintendo are also releasing a Virtual Boy shell compatible with the Nintendo Switch and Nintendo Switch 2 which will allow you to view the games in 3D, although I'm guessing it won't look as sharp or bright as the original. https://www.nintendo.com/en-ca/store/products/virtual-boy-fo...
Wario Land VB is really, really good. It's a bit slight but seriously one of my favourite Nintendo platformers.
There's always been a very very small and intense VB fandom, but outside of them I don't think there's a ton of real nostalgia for it. The thing sold less than a million units; most people at the time either never played it or maybe tried it at a K-Mart demo kiosk for a few minutes.
To whatever extent that people are getting excited about the Virtual Boy now, I'd pin it on its very unique retro-future aesthetic. In the same way that people who weren't even alive for the 80s got really into synthwave, there's something about visions of the future from a time when the future was actually exciting that people find aesthetically compelling.
I was an active member of the VB community back in college. I did really fall in love with mine. I never experienced any nausea or headaches, and when properly adjusted I didn’t think it was terribly uncomfortable. The “screen” technology was actually very cool, two arrays of very small LEDs are swept across your field of vision by two rapidly fluttering mirrors, so in essence it’s an LED display. The picture is very bright and crisp. If you listen closely to a running Virtual Boy you can hear what sounds like fan noise, that’s the mirrors moving.
The first party games were (as usual for Nintendo fare) fun and quirky, but other than than Wario Land served more as tech demos. The one actually “3D” game for the console (Red Alarm) ran at a pitifully low frame rate. And also as today, there were no games for the platform that “didn’t work” in 2D, but they were for the most part enhanced by the stereo experience.
It was, as with most “virtual reality” experiments in the 90s, crippled by lack of processing power and cost constraints. It didn’t live up to its lead designer’s ambition and was rushed to market with little expectation of success.
I am excited for the games coming back, I really enjoyed Teleroboxer and Wario Land.
I have nostalgia for Wario Land, because I played it for 5 minutes in a Toys'R'Us, and it's a good game which I never got to play in full until decades later. But I never owned one, so everything else you said rings true to me.
Never used a Virtual Boy, but I'm somehow nostalgic just for the development tool -- grey metal boxes with vents, LEDs, and rocker switches transport me into an optimistic future of the past.
For me it is like an appendix - or a route we could have taken.
As a child of the 80s and 90s, all things VR held a special place in my heart, even if they were terrible.
I never had one, never even played the real hardware, but owning one would excite part of my psyche for sure!
Yeah, definitely this. It was just not a compelling platform.
When Virtual Boy first came out, Blockbuster Video allowed you to rent the system with some games. We played it a few times and got sick of it before the brief rental period even ended.
I really liked Red Alarm but it was a really tiring game to play. But overall I agree with you about the Virtual Boy. It's not a system that was received fondly for very good reasons.
I saw a teardown of the Virtual Boy recently. Wild tech:
The screens are each a bar of micro LEDs. Each eye has a mirror that oscillates every frame to smear the LED bar across your field of view.
If you've ever seen those bike wheel displays, where the light up spokes make a pattern when the wheel spins - it's that, but as a VR headset.
Unfortunately you can't get the LEDs any more - they were originally from LED printers and those all now use infrared LED arrays. I'm actually working on something similar, and am even using a few VB scanner mechs in development (driven by a raspberry Pi).
For further background, they were developed from an earlier system called the "Private Eye" - still a few references to them on the web e.g. [0]. I've built a circuit to drive one from a Pi Zero - amazing gadgets for 90's tech.
I tried a virtual boy the first time some months ago. I was super impressed with the quality of the graphics. I've used a Quest 3 and a Vision Pro and obviously these are very different beasts, but its just impressive that in terms of sharpness, this 90s device felt as good.
> プロジェ君
I think that's more likely to mean projector-kun than project-kun, though it's hard to explain why I think so and it would be just a speculation.
It's funny to me how a hacked Nintendo 3DS ended up being the best way to play Virtual Boy titles, many decades later, thanks to the Red Viper emulator.
I think there is also a Virtual Boy emulator for VR headsets.
It's a bit of a shame that stereoscopic 3D consoles, like the Virtual Boy (or this "Video Boy" here), are no longer a thing outside of VR. And even VR is looking bleak with Meta recently closing their game studios due to huge losses.
I guess people don't want to wear things on their faces. And autostereoscopic screens, which don't require glasses, don't work so well for stationary TVs. The Nintendo 3DS was the only successful system with (auto)stereoscopic 3D so far. Unfortunately its first hardware iteration wasn't quite there yet, and the generally low resolution was an issue.
But I think it could easily have been an optional feature of the Nintendo Switch 2, if they had built in a movable lenticular lens array and a head tracking camera, just like in the "New Nintendo 3DS" (the original 3DS used a simpler but worse system).
To get to the original 1080p resolution, they would also have needed a screen with double the horizontal resolution (3840x1080 rather than 1920x1080), since autostereoscopic screens effectively halve the usable resolution. Games that don't support 3D would just show the same image for both eyes.
It could have been an optional feature even for games that support it, with a choice between a 30FPS 3D mode and a 60 FPS 2D mode, which comes down to the same amount of rendered pixels. An ML system similar to Nvidia's DLSS might even generate the 3D effect (left and right frame) from a single rendered frame by using the depth buffer. For a smaller performance cost.
But I guess the additional hardware cost doesn't justify a cool feature like that.
> But I think it could easily have been an optional feature of the Nintendo Switch 2,
It is an optional featue of the switch/switch 2. There's a virtual boy headset you can buy! (Ships in february)
The thing is, the 3DS was a success mostly despite the 3D, rather than because of it. No one was excited about it or all that impressed - remember that initially the 3DS was such a flop at launch that Nintendo needed to pull a Hail Mary, cutting the price and launching the Ambassador Program. Or consider how successful the 2DS was.
The 3D on it is a very neat trick, but it's mostly a distraction and there's something "uncanny valley"-like and unpleasant about it. I almost always play with the 3D slider off; it's easy for me to see why Nintendo gave up on it.