[HN Gopher] Virtual Boy on TV with Intelligent Systems Video Boy
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       Virtual Boy on TV with Intelligent Systems Video Boy
        
       Author : hcs
       Score  : 89 points
       Date   : 2026-01-28 08:32 UTC (14 hours ago)
        
 (HTM) web link (hcs64.com)
 (TXT) w3m dump (hcs64.com)
        
       | gwbas1c wrote:
       | 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?
        
         | ljf wrote:
         | 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!
        
         | colanderman wrote:
         | 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.
        
           | biofox wrote:
           | 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.
        
         | dallen33 wrote:
         | 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...
        
         | TehCorwiz wrote:
         | 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.
        
         | aduty wrote:
         | 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.
        
         | evanelias wrote:
         | 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.
        
         | Fwirt wrote:
         | 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.
        
         | wk_end wrote:
         | 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.
        
         | T-R wrote:
         | 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.
        
         | MBCook wrote:
         | I loved it. Not SNES levels, but I had a lot of fun.
         | 
         | Caveat: I got it near the end of its life when blockbuster was
         | selling off the ones they were renting. So for like 50 or 100
         | bucks we got the console and 4-5 games.
         | 
         | Was it perfect? No. But it was a Nintendo system and had some
         | quite entertaining games. And some terrible ones of course.
         | 
         | It was a very interesting experiment. I'm sorry it was Gunpei
         | Yokoi's last project at Nintendo and he felt he had to resign
         | from the failure.
         | 
         | I don't know what "modern" people who weren't around at the
         | time think of it. And back then a lot of people really wanted
         | it to be what it wasn't. They really just wanted to judge it
         | for not being the GameBoy Color.
         | 
         | It was a neat try at something totally different.
         | 
         | I hope having it available on the Switch virtual console means
         | more people will play the games and find out just how good a
         | few of them were.
        
       | TheAmazingRace wrote:
       | 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.
        
         | cubefox wrote:
         | I think there is also a Virtual Boy emulator for VR headsets.
        
       | numpad0 wrote:
       | > purozieJun
       | 
       | 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.
        
         | omoikane wrote:
         | I had the same thought, and I think it's the -kun suffix that
         | makes the "puroje-" prefix more likely to be a verb than a
         | noun, i.e. "12th incarnation of The One Who Projects" or "Mr.
         | Projector #12".
        
       | cubefox wrote:
       | 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.
        
         | wk_end wrote:
         | 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.
        
           | MBCook wrote:
           | The second revision with the better "head tracking" screen (I
           | don't remember how it worked) was much better than the launch
           | model.
           | 
           | But mostly, you'd just turn 3D off. It was a gimmick, cut the
           | resolution in half, and doubled processing requirements.
           | 
           | It just worked way better as a 2D screen. As you said, 2DS
           | was good.
           | 
           | They should have just made the DS2, not gone for 3D. But such
           | was the time.
        
           | DSMan195276 wrote:
           | I would add, I've always felt the addition of the 3D screen
           | also held it back because the touch screen became relegated
           | to always being secondary (so that the main display of the
           | game could be 3D). Many games that were sequels to touch-
           | focused DS games did this, they had you touching the bottom
           | screen to interact with something on the top screen and made
           | those games feel a lot worse to me.
        
           | coryrc wrote:
           | IIRC they required all games to work without 3D (because some
           | people couldn't see it? or it gave them motion sickness?), so
           | it could never be a core mechanic and thus doomed to be a
           | "neat trick".
        
         | toast0 wrote:
         | > 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)
        
       | bsimpson wrote:
       | 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.
        
         | zh3 wrote:
         | 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.
         | 
         | [0] https://www.loper-os.org/?p=752
        
         | terhechte wrote:
         | 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.
        
         | MattGrommes wrote:
         | Here's the Slo Mo Guys teardown. Very impressive tech.
         | 
         | https://youtu.be/jW7M8H99x7Y?si=9xjafT2tCresYC9l
         | 
         | What was fun for me was the fact that when this thing came out
         | everybody I knew thought it worked by shooting red lasers at
         | your eyes. There was very little internet to use to look it up
         | either so I was shocked when this video showed how it really
         | worked.
        
           | titzer wrote:
           | Wow, that was awesome. They had to crank up the FPS of the
           | high-speed camera into the millions of FPS to see that
           | brightness control over every individual LED was done by
           | flashing it multiple times per scanline. Very cool.
        
           | bsimpson wrote:
           | I think that was the video!
           | 
           | Was a random YT recommendation, so I didn't know the source
           | off the top of my head.
        
         | somat wrote:
         | A question for the mech engineers: why the back and forth
         | wobble? My first thought when I saw that mechanism was "that
         | sounds harder than it should be. Wouldn't a spinning 6 sided
         | mirror work better?"
        
           | vikingerik wrote:
           | I'd guess a 6-sided mirror would be too big. The mirror needs
           | a certain width for its reflection range to span across the
           | viewport, and so a hexagon of that side length would be too
           | big, particularly considering both eyes (the hexagons would
           | have to overlap across the center line.)
           | 
           | Another problem would be that 60o between sides is too little
           | angular separation. When the current frame approaches the
           | right edge of your vision field, the next side of the mirror
           | is already in position to be reflecting the LEDs into the
           | left side of the vision field.
           | 
           | A 2-sided rotating mirror might work, but that's more
           | complicated to manufacture and mount, such that I'd guess
           | they found the back-and-forth simpler. Or else they found
           | that rotating mirrors would impose a torque on the whole
           | device and that wasn't workable. You could rotate the two
           | mirrors in opposite directions, but that would mean the
           | viewports are scanning in opposite directions (one right-to-
           | left), and I don't know what that would do for the
           | perceptions of 3d and persistence-of-vision.
        
       | qingcharles wrote:
       | Coincidentally two "lost" unreleased Virtual Boy games are being
       | released by Nintendo imminently:
       | 
       | https://bsky.app/profile/wario64.bsky.social/post/3mdfvwdmdt...
        
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