

The standard way to create 3D images is by using liquid crystals.

Yokoi was aware of the limitations of using LEDs, but found the idea of an immersive, darkened environment appealing. He later discovered that the employee was Yokoi himself: Wells visited Nintendo to give a demonstration of the tank demo, and found the engineer who sat with him to be incredibly enthusiastic.

Plimpton had made sure that Gunpei Yokoi was aware of the concept, and thankfully it appealed to Yokoi's desire to use existing, mature and cheap technology in new and interesting ways. Not willing to give up on gaming as a possible application for Private Eye, Reflection's VP of Sales and Marketing Steve Lipsey teamed up with Jack Plimpton to visit Nintendo's Japanese headquarters in 1991. We were already promoting Game Gear in all colors. We couldn't take that chance.Īs I recall, our problem with it was it was just one color. Former Sega president Tom Kalinske had more than one problem with the device:Ī big issue was kids got sick, threw up, or fell over when using this. Meetings were held with Mattel, Hasbro and even Sega, but never went to the next stage. For example, doctors could use it to check vital signs or scans during surgery. Dubbed a Scanned Linear Array (SLA), the device was cheap, easy to mass-produce and had multiple applications Becker saw it as a means of viewing information when both hands were needed to do other work. Around 1985 an engineer named Allen Becker came up with the idea of using LEDs to create a head-mounted personal display. The story of the Virtual Boy began not in Japan, but in Cambridge, Massachusetts. However, a recently-published and in-depth investigative piece by freelance journalist Benji Edwards reveals that many of the assumptions surrounding this flawed platform are false - and that its history is perhaps more interesting that many other consoles. The console is blamed not only for ending Gunpei Yokoi's tenure with Nintendo but also for poisoning public opinion on virtual reality. The Virtual Boy has its fans, but it's unlikely to see a revival on the Nintendo Switch.While the dismal commercial performance of the Wii U has made headlines recently, it's a long way from being Nintendo's most famous failure - that unwelcome accolade falls to the Virtual Boy, which sold around 770,000 units globally back in the '90s. Bringing Game Boy games to Nintendo Switch just makes more sense. The same is also true of the Game Boy Advance library, which also has its fair share of classics, like Pokémon Ruby and Sapphire, The Legend of Zelda: The Minish Cap, and Metroid Fusion. A few fans would be excited about games like 3D Tetris, Mario Tennis, or Virtual Boy Wario Land in a Virtual Boy app on Nintendo Switch, but way more people would be excited about the Super Mario Land games, the original Tetris, The Legend of Zelda: Link's Awakening, Donkey Kong '94, Metroid II: Return of Samus, and the original Pokémon games. If Nintendo is going to spend time porting old games to the Nintendo Switch to sell as a subscriber incentive, then bringing Game Boy would be the far better choice. The loss of the 3D effect also removes a great deal of the appeal of these titles, as the 3D was the entire point of the system. The Virtual Boy only has a small library of games and only a few of them are worth playing.
