
I don’t think I ever got any headaches from playing VB, even after playing for hours without breaks.” A 1976 Console With a 2019 Cartridge
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“It was a rare sensation back then, I think the only stereoscopy I had experienced before that was a short television movie in red/blue anaglyph. I was finally able to import one in 1997, and I was blown away,” he tells me. “I live in Germany, so a Virtual Boy was not initially within my reach. Its obscurity only adds to the Virtual Boy’s appeal.” And, at least in his experience, the console’s reputation as a headache-inducing bore is unfair. “The Virtual Boy combines that special Nintendo charm with an early form of the latter. “I have a weak spot for Nintendo products, as well as stereoscopy and virtual reality,” he says. Chris Radke, who became Jorge’s co-contributor in 2014, estimates they’ve put in “15,000 hours at least.” The project began in 2005, and has since become the gold standard for Virtual Boy homebrew. Those tools include VUEngine, an open source engine created by the mononymous Jorge and backed by 42 Patrons pitching in $450 a month. one of the best retro communities I’ve been a part of.” The community has created a complete programming environment, and the documentation is top notch. “If anyone is interested in developing a game for a retro console, I highly recommend considering the Virtual Boy. Kresna, who’s thinking of moving onto the TurboGrafx-16 or Sharp X68000 next, lauds Planet Virtual Boy and the tools it provides new developers. It has an exceptionally fast processor, a generous amount of memory, and a very powerful video processor.” Developing for the Virtual Boy was probably the best experience I’ve ever had programming for a retro console. “When I started researching I discovered that the hardware was really quite fascinating. “Originally, the idea of developing for the Virtual Boy was proposed by a friend as a joke,” Kresna says. 2019’s Red Square, developed by Kresna and their partner Nyrator for a game jam, was an excuse to give the console a try. Not every Virtual Boy developer is a fanatic. One 1994 interview predicted three million first year sales in Japan alone the Virtual Boy eventually sold about 770,000 units worldwide. From scans of old ads and coupons to interviews with Nintendo employees in long-dead magazines, it’s an exhaustive effort to catalog any mention of the doomed console’s brief existence. I was a kid when it was released, and I wanted one, but my parents never got me one.” Old Coupons and New EmulatorsĪll of Read’s work is tracked at Planet Virtual Boy, a “dedicated and enthusiastic community of Virtual Boy fans, gamers, collectors, hackers and homebrew developers.” In addition to their extensive development tools, the site is an encyclopedia of Virtual Boy ephemera. I think the fact that the Virtual Boy failed is interesting. Read’s motivation is simple: “I just make games because I can. Titles like Craig the Cranberry and 3D Crosswords aren’t complex, but are clearly made with care. Nintendo’s infamous flop console receives a trickle of homebrew titles every year, and Hamburgers creator Chris Read is one of its most prolific developers. And that’s largely because it was released for the Virtual Boy. Described as R-Type if R-Type starred a flying burger, the solo indie production ranks among 2020’s most obscure games. You probably haven’t played Hamburgers En Route To Switzerland.
