[HN Gopher] Virtual Boy Architecture: A Practical Analysis
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Virtual Boy Architecture: A Practical Analysis
Author : strangecasts
Score : 32 points
Date : 2021-02-12 19:31 UTC (3 hours ago)
(HTM) web link (www.copetti.org)
(TXT) w3m dump (www.copetti.org)
| dvno42 wrote:
| If you're curious what the "VUE Development Station" looked like.
| http://brasilbign.blogspot.com/2017/03/saiba-o-que-os-consol...
| corysama wrote:
| Note that this is part of a series:
| https://www.copetti.org/writings/consoles/
| jandrese wrote:
| It's not that hard to figure out why the Virtual Boy was a market
| failure. It had so many headwinds at launch the biggest mystery
| is why Nintendo thought it would be a success.
|
| It's a portable that isn't portable. It combines the worst of
| both worlds by being a battery eater while also being too big to
| fit in your pocket and needing a table to play it on. It's clear
| the original idea was to put a head strip on the thing so you
| could wear it, but concern about kids falling into open manholes
| killed the idea. They were also way ahead of their time on the
| technology front, so you got the expensive and fragile moving
| parts that ended up providing only a lame low resolution all red
| display. The computing power required meant you had to put a high
| power CPU as well, which meant short battery life. IMHO the box
| should have come with the AC adapter instead of the battery pack
| on the controller, not that it would have solved the other
| issues, but at least it would indicate that it's really a home
| console not a portable. Probably worst of all it was competing
| against the Gameboy, a runaway success with an enormous game
| library that didn't require mandatory nag screens warning about
| eyestrain.
|
| Ultimately it was a product about _25 years_ ahead of its time.
| Even today people are struggling to get VR right.
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(page generated 2021-02-12 23:01 UTC)