Virtual Boy Specs:

Processor: 32-bit RISC (Reduced Instruction Set Computing) CPU (NEC V810 Part# uPD70732) -- 18MIPS1Kbyte instruction cacheVdd = 2.2 - 5.5V DC1Mbyte DRAM512Kbyte P-SRAM- The CPU (Central Processor Unit) controls the LED (Light Emitting Diode) pattern (in the array), switching them on and off at the appropriate instant, which is timed to the oscillations of the mirror, enabling the player to perceive the entire image instead of one column at a time, very nifty indeed!
(PS: a lot of CPU's processor power is needed as instead of one screen, two screens have to be simultaneously powered with the VB)

Speed: 20 MHZ Clock speed

Display: RTI dual mirror-scan, high resolution LED displays by Reflection Technology Inc. of Waltham, MA, the SLA screen size measures only 1 inch, it produces an image that seems to be as large as a 12-inch monitor. There are two light emitting diode (LED) displays inside the Virtual Boy, for the left and right side. Each LED display has over 200 individual silicon lights that turn off and on to create the game images. The game software determines which lights turn on at what time to create the images, and each LED display projects a separate high resolution image for each eye, creating a three dimensional image. It all works with a magnifying lens and a counterbalanced resonant vibrating scan mirror, so the image you see is a reflection of a vertical line of LED's! Also the technique where the images are slightly shifted on the two different screens in order to create the 3-Dimensional aspect of the image is called interocular distance. 



Resolution: 384 x 224 pixels for each eye, 4 color with 32 levels of Intensity, 50.2Hz h-scan

Software: 8- or 16-Megabit ROM (Read Only Memory) Game Paks (standard configurations), 24 Megabit ones were planned for releases later on

Sound: 16bit Digital Stereo Sound, self-contained speaker system (accentuated with the ability to play PCM samples)

Controller: Double-grip with two directional control buttons, plus 6 normal buttons

Cartridges: 256k x 16 -1024k x 16 rom (512k - 2048k), 0 - 8KByte Battery Backed Ram, cartridge ROM uses Toshiba 'TC538200AFT' and 'TC5316200AFT' ROM chips in 16 bit mode (and demo cartridges use a Toshiba TC5316200CFT ROM)

Power: Six AA batteries or rechargeable batteries (9V) lasts 7 hours, or AC adapter (10V) lasts forever (always watch out and compare for compatibility where your VB unit comes from, where your adapter comes from and what power-voltage you use in your country)

2-Player: Playlink cable (connects two virtual boys) [not released]

Measurements: 14"Height (with stand) x 10"Width (head unit) x 7"Depth (with eyepiece) or size Width217xDepth254xHeight110 (mm) (the leg section excluded)

Weight: 5 lbs (all: unit, stand, controller, AC adapter) & Basic machine weight 760g

Pack In Game: Mario's Tennis (USA only)

Original Price: ¥15.000 Yen in Japan on 21 July 1995, US$179,- Dollar in the USA on 14 August 1995

Composed by FerryGroenendijk with courtesy of David Tucker & Nintendo Power Magazine.


Inside the VB's controller:

The contents and structure are basically the same as any other controller out there, with the exception of the terminal for the power source being on the controller itself.

Both sides of the controller have identical button layout:

START, SELECT, A, B... They are all shown on the chipset, there's one chip attached to the center named "BU3613F 520 130".