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In the
spring of '94 rumours about Nintendo's VR-project started circulating
in the media. It was Gunpei Yokoi and his R&D1 team [research
and development team 1] that, with
the aid of the people at Reflection Technology Inc., had been working
on the Virtual Boy for two years. Speculation began about how the new
machine would revolutionize the gaming market and sketches of the VB
began to circulate. By the time the Shoshinkai-exhibition came the hype
was enormous! Everybody wanted to know what Gunpei Yokoi had
accomplished this time. (Gunpei is the genius that developed both the
Game Boy and the Game & Watch machines, so the expectations
were
quite high!)
Shoshinkai Software Exhibition 1994
Every
year Nintendo
of Japan traditionally introduces their newest games and consoles to
gamers and insiders on their own tradeshow, the Shoshinkai. At the end
of 1994, it was the Virtual Boy's big day in the Harumi International
Trade Center in Tokio, when it was first shown to the public.
As
big as the hype was
before Shoshinkai, as big was the disappointment
when finally the curtain fell to reveal Nintendo's "wondermachine" to
the public... A bizarre looking, bulky red piece of hardware on a
stand, plus only three games in early state, which all looked pretty
poor and were absolutely nothing revolutionary. What should people
think about that? Still it was from Nintendo, the biggest and most
respected videogame company of the world, but the three playable games
shown, "Mario Bros. VB", "Space Pinball" and "Teleroboxer" were half
finished at best and really nothing that could excite the visitors of
the show. A lot of them even complained that the system was
uncomfortable and that it would cause headaches after a short time.
Not
only the games, but also the Virtual Boy itself was only shown in
prototype form, the display systems were running off AC Adaptors. The
displays were placed around some blue "pillars", which had Virtual Boy
logos on them and screens, on which demovideos were running. Hosts
explained the system to visitors. By
the end of Shoshinkai, not to many
positive articles of the Virtual Boy were left in the media,
to many, this was already a dieing cause.
Shoshinkai

[Click for larger
picture]
Shoshinkai
Virtual Boy Booth

[Click for larger picture]
Click here for a movie about Shoshinkai
Consumer Electronics Show 1995
In 1995, the Consumer Electronics Show was still one of the biggest of
its kind. On friday, January 6th, through monday, January 9th, the show
was held in the Las Vegas Convention Center, the Las Vegas Hilton, the
Mirage and Sahara Hotel in Las Vegas, Nevada. More than 2.000
exhibitors and 90.000 attendees presented their new stuff in video
games, computer, multimedia, audio and video on a total space of more
than a million squaredeet. The show was only for people related to the
industry, "normal" gamers could't get in.
Atari, Sega, 3DO, lots of
third parties and, of course, Nintendo, having the slogan "Fast
Forward!" on this show, were present in the videogames-area und showed
off their new hard- and software. One of the stars on the show surly
was the Virtual Boy, which was presented to a western audience for the
first time.
In
the early morning of the first day of the show, Nintendo helt a press
conference (pic on the left), to inform chosen representatives of the
media about their plans for the future. After Peter Main (Nintendo's
vice president of marketing) talked about the future of the 16-bit
consoles, Ultra 64 and the Virtual Boy for an hour, he finally became
more concrete. After the disunited reactions on Nintendo's 32-bit
console on the Shoshinkai exhibition in november in Tokio, Nintendo was
very careful to emphasize that the shown hard- and software were all
prototypes, which mainly should demonstrate the 3d graphic capabilities
of the Virtual Boy. The price of the VB was said to be $200, the prices
for software about $50. Nintendo also said that the lauch, which should
be in april simultaneously in the USA and Japan with "Virtual Mario",
"Space Pinball" and "Teleroboxer" as launch-games, would be supported
by a 20 million dollar marketing budget and that they wanted to sell 2
million systems and twice as much games in the USA until march 1996...
The
Virtual Boy area, which one had to get passes for, was housed in a dome
and basically was a two-part walk through an enclosed area. In the
first, dark room you could have a look at several game- and technical
demos running on six big screens. Using special cardboard 3d specs the
images were 3d, just like the 3d effects of the Virtual Boy unit. On
the first screen an early demo of "Red Alarm", which was considered the
worst Vrtual Boy game on the show, though most likely because of its
early state, was running, the second showed "Space Pinball", the third
"Teleroboxer", on screen 4 the Dolphin- and Racing Demos were
alternating, 5 showed a very early and raw demo of "Vertical Force",
still having a simple "shoot 'em up!" working title, and screen 6
alternatively showed the "Starfox Demo" and a short "Mario Land" demo. In
the second room of the Virtual Boy area one could play prototypes of
"Space Pinball" and "Teleroboxer" at about 10 displays. Interestingly,
"Space Sinball" had 5 instead of 4 tables. The prototype was at best
50% complete and its ball-physics were way off, but it had some of the
best 3d-effects on the show. Teleroboxer was about 75% completed.
Also another game was announced, which was "Virtual League Baseball".
Overview
On the 21st of July, 1995, the Virtual Boy was released in Japan, and
in North America a month later. Nintendo thought it would sell very
well (they hoped it would sell 3 million copies) because the Virtual Boy didn't
have any competing consoles. Both the Saturn and the Playstation played
in a totally different league. They couldn't have been more wrong! In
Japan, the VB sold poorly and the price dropped drastically on both the
machine and the games. Nintendo estimated that the VB would sell
250,000 copies in Japan but it ended up selling less than 50,000! One
problem that arose (which worried the parents) was that it was said
that playing the VB could cause eye damage to children under the age of
seven. In the US, the machine hardly sold at all and it was never
released in Europe. Players bought Playstations and Saturns instead,
even though they cost twice as much! At Shoshinkai 95' Hiroshi Yamauchi
(President of Nintendo) confessed that the machine had sold less than
Nintendo had calculated, but they hadn't lost all their hope for this
strange product yet. New games that made better use of the VB´s special
skills were to be released. Unfortunately, by now most of the players
of the world weren't interested in the Virtual Boy. Nintendo just had
to live with the fact that the Virtual Boy was a flop! One year later
[1996], the Virtual Boy was discontinued.
And for the record, they don't make Virtual Boy games anymore...
R.I.P. Gunpei Yokoi
Credit to Planet Virtual Boy for the Comusmer Electronics 1995 information, and the Shoshinkai video.
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