I co-wrote a book about the Virtual Boy for MIT Press

Monday, April 8th, 2024

Platform Studies book from Zagal and Edwards launches May 14, 2024.

The cover of Seeing Red: Nintendo's Virtual Boy by Jose Zagal and Benj Edwards. MIT Press 2024

Attention video game fans! I co-wrote an MIT Press Platform Studies book called Seeing Red: Nintendo’s Virtual Boy with Dr. Jose Zagal, and it’s coming out May 14th of this year.

You can pre-order it now on Amazon if you’re wild about stereoscopic red consoles.

Be aware that it is definitely an academic book, so it doesn’t read like a pop culture narrative, but I think you’ll be pleasantly surprised at how much depth we go into on this fun console. I still think it’s an enjoyable and essential work of video game scholarship (but then again, I would think that, wouldn’t I).

Virtual Boy on a Swing

Here is the official blurb:

The curious history, technology, and technocultural context of Nintendo’s short-lived stereoscopic gaming console, the Virtual Boy.

With glowing red stereoscopic 3D graphics, the Virtual Boy cast a prophetic hue: Shortly after its release in 1995, Nintendo’s balance sheet for the product was “in the red” as well. Of all the innovative long shots the game industry has witnessed over the years, perhaps the most infamous and least understood was the Virtual Boy. Why the Virtual Boy failed, and where it succeeded, are questions that video game experts José Zagal and Benj Edwards explore in Seeing Red, but even more interesting to the authors is what the platform actually was: what it promised, how it worked, and where it fit into the story of gaming.

Japanese Virtual Boy advertisement

Nintendo released the Virtual Boy as a standalone table-top device in 1995—and quickly discontinued it after lackluster sales and a lukewarm critical reception. In Seeing Red, Zagal and Edwards examine the device’s technical capabilities, its games, and the cultural context in the US in the 1990s when Nintendo developed and released the unusual console. The Virtual Boy, in their account, built upon and extended an often-forgotten historical tradition of immersive layered dioramas going back 100 years that was largely unexplored in video games at the time. The authors also show how the platform’s library of games conveyed a distinct visual aesthetic style that has not been significantly explored since the Virtual Boy’s release, having been superseded by polygonal 3D graphics. The platform’s meaning, they contend, lies as much in its design and technical capabilities and affordances as it does in an audience’s perception of those capabilities.

Offering rare insight into how we think about video game platforms, Seeing Red illustrates where perception and context come, quite literally, into play.

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[ Retro Scan ] VREAM Virtual Reality Development System

Tuesday, May 10th, 2016

VREAM Virtual Reality Development System for PC Advertisement Scan - 1994If it’s as easy to use as it is to pronounce, then I want it.

I was so excited about PC-based virtual reality back in the 1990s. I remember reading the early Web (circa 1995-96) about how people would build their own HMD goggles and modify a NES Power Glove to use as input for certain VR software packages. I wanted to do that too, but never did.

I also played some shareware 3D world demos where you could walk around a polygonal-3D town (and prior to that, I had vivid dreams about jumping into a 3D computer-generated world that looked like the Money for Nothing Dire Straits video).

Apparently, VREAM made some of those 1990s VR demos possible. It was a PC-based virtual reality development system created by VREAM, Inc. of Chicago. I have never used it, but it looks neat.

This ad comes from the back cover of an issue of PCVR magazine that I got from a relative. You can read more about that in this Retro Scan from 2014.

[ From PCVR, January-February 1994, back cover ]

Discussion Topic: Did you use any 3D modeling software in the 1990s? Tell us about it.

See Also:

[ Retro Scan of the Week ] Virtual Boy Wasteland

Monday, January 13th, 2014

Nintendo Virtual Boy Wasteland advertisement- 1995Virtual Boy: The #1 video game console on Mars.

When the Virtual Boy first launched in 1995, I rented the console (yep, the whole console) and a few games from my local Blockbuster store. Prior to that time, I don’t remember Blockbuster offering any other systems for rent; I think it was a joint effort with Nintendo to get the novel machine into people’s hands to try it out. (Later, I also rented a Nintendo 64 and a PlayStation from Blockbuster. But I digress.)

In fact, here are some early digital photos of that Virtual Boy rental, courtesy of my Snappy Video Snapshot. The first, dated 8/29/95, shows one of my cats sleeping in the plastic hard case the Virtual Boy arrived in when rented from Blockbuster. The second shows the Virtual Boy sitting alone on a stool in my room, and the third (dated 8/30/1995) shows my friend playing the Virtual Boy.

Virtual Boy Snappy Shots

The Virtual Boy was an interesting experience — not exactly mind-blowing, but neat. Its display was all red, all the time, but with stereoscopic 3D. I remember that it seemed expensive (MSRP of $179.99, which is $275.26 today when adjusted for inflation), and I remember thinking that if it only cost less, it could be successful.

But as we now know, the Virtual Boy failed to take off. Nintendo killed it the same year it launched in Japan, and the company pulled the plug in the US the following year. At that time I bought a Virtual Boy new in the box on clearance at Toys’R’Us for $30. I still have it; in fact it’s sitting next to me as I write this. Wario Land ranks among my favorite games for the system, and I always wished that this odd 3D console had lived long enough to receive a proper Super Mario Bros. title.

Why did the Virtual Boy fail? I wrote about some of the reasons in this 2009 article on Game Console Design Mistakes for Technologizer. I also briefly analyzed the Virtual Boy for my History of Stereoscopic 3D Gaming slideshow for PC World in 2011.

In some ways, it’s a shame that the system died so early, but in absolute business terms, its early demise made perfect sense. The Virtual Boy was an odd machine without broad appeal — one of Nintendo’s rare flops — but it makes for a heck of a video game collector’s item today as a result.

[ From Computer Gaming World, September 1995, p.8-9]

Discussion Topic of the Week: Have you ever played the Virtual Boy? What’s your favorite game for the system?

See Also: Virtual Boy Vortex (RSOTW, 2012)
See Also: The History of Stereoscopic 3D Gaming (PC World, 2011)

[ Retro Scan of the Week ] Low-End Virtual Reality

Tuesday, January 7th, 2014

PCVR Magazine Cover Jan-Feb 1994Every new idea is an old idea with more transistors.

A few years ago, a relative gave me a couple issues of PCVR Magazine, a low-circulation 1990s periodical dedicated to virtual reality. Here’s the cover of the Jan/Feb 1994 issue, which features an illustration of the magazine’s build-it-yourself head tracker project.

In the early 1990s, the “virtual reality” concept hit a peak in the popular media that coincided with dozens of companies pursuing motion-tracking head-mounted displays — both with honest attempts and blatant gimmicks.

If I had to guess why VR exploded in the popular tech consciousness at that particular time, I would trace it it to the emergence of small, relatively low-cost color LCDs — the kind that made portable consoles like the Atari Lynx and Sega Game Gear possible. Compared to bulky, power-hungry CRT displays, the (relatively) thin, low-power LCDs could be worn on the head with mobility and without too much discomfort. That prompted a minor Cambrian explosion of VR headset hardware.

But the display technology just wasn’t there yet. Affordable LCDs were very low resolution (think 320×200 or less), and higher-resolution LCDs cost thousands of dollars a piece.

In addition, the hardware and software required to generate convincing virtual reality experiences were neither affordable nor generally available. So genuinely immersive VR found itself stuck in corporate and university research labs; meanwhile, the public got trickle-down fad headsets like the Stuntmaster.

Today, we find ourselves in the middle of a VR renaissance thanks to Oculus Rift. But this time, we may actually be at the edge of mainstream virtual reality headsets because the technology has come quite a long way since 1994. I look forward to meeting your 3D virtual avatar in cyberspace soon.

[ From PCVR Magazine, Jan/Feb 1994, cover]

Discussion Topic of the Week: Have you ever used a virtual reality headset of any kind? Tell us about it.

See Also: Retro Scan of the Week Special Edition: “At Last! Reality For the Masses!” (VC&G, 2007)
See Also: The History of Stereoscopic 3D Gaming (PC World, 2011)