Text-only written articles:

 

An article on Gunpei Yokoi from the January 2002 issue of Game Informer:

Forgotten Giant: The Brilliant Life and Tragic Death of Gunpei Yokoi

When one thinks of Nintendo, the name that instantly springs to mind is that of Shigeru Miyamoto, the celebrated creator of Mario Bros., Donkey Kong, and The Legend of Zelda. However, for over 30 years the company was home to another, less well known, genius - Gunpei Yokoi, the head of Nintendo's storied R&D1 department. While not as famous as Miyamoto, a man that he helped mentor early in his career, Yokoi's innovations made an indelible mark on the video game industry, and quite literally changed the way we play our games forever.

The Young Inventor

Born into a wealthy family (his father was the director of a pharmaceutical company), Gunpei Yokoi grew up in Kyoto, Japan. As a young man, he excelled in math and science, and eventually obtained a college degree in electronics. Upon his graduation in 1965, he took work at a Nintendo factory, maintaining the assembly line machines that manufactured the company's popular line of Hanafunda playing cards. His arrival at Nintendo was well timed, as the ambitious Hiroshi Yamauchi had just taken the helm of the company and was determined to expand the scope of its product line to include innovative new gadgets and toys. Recognizing Yokoi's potential, Yamauchi challenged him to create a "great" new toy. As an inveterate inventor and tinkerer, the young engineer jumped at the chance and designed the Ultra Hand (a mechanical arm extender with a grabbing device on the end). The Ultra Hand was a tremendous success, and sold 1.2 million units in 1970.

Yokoi went on to design a number of other mechanical toys, including the Ultra Scope (a small peiscope that allowed users to peer around corners), and the Love Tester (a novelty device that measured the electric current generated when a couple held hands). However, it was in 1980 that he would create his first significant invention, Nintendo's series of Game & Watch portable LCD games.

Nintendo has been watching the exploding video game market with great interest, but the company lacked the funds to truly compete with the giant console manufacturers like Atari and Mattel. Home console developement was a risky and expensive endeavor, but Gunpei Yokoi had come up with a simple, low-cost alternative - the handheld LCD game. Marketed under the brand name Game & Watch, the units were simplistic action games that were displayed on primitive black-and-white screens. Because the handheld consoles needed to be small and lightweight, Yokoi decided a traditional joystick controller would be too bulky. To replace it, he created what he called a "control cross," which became the prototype for the familiar digital pads used for the NES, SNES, and controllers of today. The impact of the d-pad can not be over- -estimated, as it forever changed the way players interacted with video games. Every controller since has been a variation on Yokoi's simple principle.

The Company Man

The Game & Watch series was a triumph for Yokoi, and there were over 60 different models produced between 1980 aand 1989. At the height of the craze, total sales approached 30 million units worldwide. Encouraged by the success of Game & Watch, as well as arcade smashes like Donkey Kong, Nintendo decided to enter the home console market in 1984 when it released the Famicom system in Japan (designed by Masayuki Uemura, an engineer hired by Gunpei Yokoi). Despite its popularity in Japan, many retailers in the United States were skeptical of video games after the great industry crash of 1983. Nintendo needed something to convince US toy distributors that the Nintendo Entertainment System was more than just a video game console. Once again, Gunpei Yokoi had the solution, in the form of R.O.B. (Robotic Operating Buddy), a toy robot that reacted and helped users play two NES games, Stack-Up and Gyromite. Although the add-on was of little real use, adn was never supported with new software, it did allow Nintendo to overcome the stigma attached to video games at the time. By the time people realized the R.O.B. was essentially a gimmick, they were already hooked on Super Mario Bros.

Although not known as a game designer, Yokoi would spearhead the creation of two classic NES titles, Metroid and Kid Icarus. Metroid, one of the first games to feature a female protagonist, was a deep and complex action/adventure game that explored darker and more adult themes than Nintendo games of the past. To this day, it stands as one of the greatest NES titles, and is set to be revived on the GameCube as Metroid Prime.

With the NES established as the dominant home console, Yokoi began work on a new, cartridge-based handheld gaming system. This project became known as the Game Boy, and would become his greatest and most enduring accomplishment. The compact unit ran on a tiny 8-bit processor, featured a 2-square-inch monochrome LCD screen, and ran up to 35 hours on four AA batteries. In a brilliant move, Nintendo packaged the Game Boy with the classic puzzler Tetris, a game whose rudimentary graphics and ease of play perfectly complemented the Game Boy's on-the-go aesthetic. The handheld was an instant hit, with the initial shipment of 1 million units selling out almost immediately. Yokoi would design a smaller, more energy-efficient version of the Game Boy in 1996, the Game Boy Pocket. The original Game Boy sold over 50 million units, and cemented Nintendo's control of the handheld market, which continues to this day with its recently released Game Boy Advance system. Over time, handheld gaming would become the cornerstone of the company, spawning the lucrative Pokemon phenomenon and maintaining its profitability during the less-than-spectacular run of the Nintendo 64.

Fall From Grace

Despite his track record of tireless innovation and fierce loyalty to Nintendo, Yokoi would soon learn that the video game business could be cruel and unforgiving. His next creation, the ill-fated Virtual Boy, would eventually lead to his bitter separation from the company that had employed him for nearly 30 years.

Feeling that game development was becoming stagnant due to a lack of new gameplay concepts, Yokoi began exploring the possibilities of a 3D virtual reality helmet. However, it was soon determined that the head-mounted visor was too heavy. With this is mind, the unit was scaled back in scope, and became a binocular-like eye mask set on a stand. Originally intended to be a full-color system, the cost of creating such a unit was prohibitive. As such, Yokoi chose to outfit the unit with a monochrome red LED screen. This miscalculation would cost him dearly.

It quickly became apparent that the Virtual Boy was a huge mistake. Early press reaction was overwhelmingly negative, with most reporting that the red screen caused painful headaches and nausea. Even worse, most of the games failed to fully utilize the unit's 3D capabilities, and were generally substandard knock-offs of existing games. Consumers concurred with the press's negative assessment of the Virtual Boy, and the system performed diastrously in stores.

Nintendo's leadership blamed the failure of the Virtual Boy on Yokoi, and (perhaps unwisely) set out to publicly humiliate him at the 1995 Shoshinkkai trade show in Tokyo. As the Nintendo 64 was being unveiled to much fanfare, Yokoi and the Virtual Boy were relegated to a small corner of the Nintendo booth, where the respected inventor was forced to personally demonstrate the unit on the show floor. Still, the proud and impeccably dressed Yokoi soldiered on, desperately trying to interest showgoers (who were largely there to see the N64) in his doomed product. Although this sort of punishment is common practice in Japanese business, it was a shabby way to treat a man who had done so much to make Nintendo an industry giant.

Perhaps sensing that his time at Nintendo was over, Yokoi left the company in September 1996. Deciding to strike out on his own, he formed a new company dubbed Koto Laboratory. Appropriately, his first project was another handheld game system, a black-and-white console with a bigger screen and better resolution, which would become the Bandai WonderSwan. Sadly, he would never see it to completion.

A Tragic End

On October 4, 1997, Gunpei Yokoi and a business associate Etsuo Kisoo were driving home on the Horukiko Expressway in Kyoto, Japan. Yokoi's car rear-ended the vehicle in front of him. Following the accident, both men got out of the car to examine the damage to the other vehicle when they were suddenly struck by a passing car. Neither man survived. Gunpei Yokoi did not survive. Only a year after he resigned his post at Nintendo, Gunpei Yokoi was dead at the age of 56. Video games had lost one of its greatest figures, by all accounts a visionary and a gentleman. Though dead, his legacy lives on in the Game Boy Advance, the Metroid series, and the numerous other innovations he brought to the world over the course of his career.

 

 

(please bare with the translation quality of this first article)
Core Magazine vol.4 (game magazine) November 1995 in edition publication

An interview with Gunpei Yokoi
Virtual Boy and the secret of stereo vision

( Y: Gunpei Yokoi)
(E: ECV)

Toy of depth

Y: Former times, the ultra hand っ て it was you say, don't you think?.
E: First the suction cup being attached, magic hand * & of the る plastic make *
Y: That is my virgin work.
E: The う わ あ, that, it was inside.
Y: Don't you think? it is 1967 or 3 years.
E: Don't you think? well quickly the virgin work is the case that it was the toy which from this way springs out in the あ ち and others.
Y: Then " ultra machine " " love tester " " light ray gun SP " " light ray telephone LT " * & *
E: Don't you think? it is the case that it is traced the history of the bodily sensation machine just. Visual antenna hearing and after going round all feelings, furthermore the game watch, it have related to also the game boy and the game machine one after another.
Y: You did also the bazooka of the スーファミ. Don't you think? as for this being the funny system. As for the system which strikes picture to that, the picture itself was the target, it is is. Therefore, if it leaves from the picture, the extent which leaves it became difficult. Say what you will, so, America if anyhow, Japan we would like to see in the narrow house leaving you shoot, the excessiveness. Then the っ て which probably will be thrown in the picture the fact that you say was made, it is is. Instantaneously you shoot it designated as the wind which already the bullet in the picture, with the tip of that says a still certain っ て. Don't you think? it strikes with the bazooka. When it does, in the picture, the bullet the palpus る palpus る - the っ is the case that it keeps flying. So the nearby target hits and decision is sweet, the distant person hits and makes decision harsh.
E: Don't you think? the depth which is outside the picture, is actualized in the picture and the ち ゃ う っ て it is the case that it is the system which is said.


As for home outer space

E: And, it means the latest ヴァーチャルボーイ more and more, it is is, but as for this being quiet enormously, you thought it is the groovy machine. Even the machine which keeps entering to the あ ち and others from this way you say? With the software especially the " ギャラクティック * pin ball " the extent where the tear comes out cool being, * & *.
Y: First, with the ヴャーチャルボーイ, another user from the former game was developed, you applied, it is is. Therefore, the software which first is provided, it designated as the game which it is possible to anyone you applied. So, it is the case that it is made the pin ball. If two buttons are pushed, because the flipper moves, many explanations do not need. To unearth the user, having, it is dense it is reason.
E: So becoming result enormously high-level stereo expression, it increases, don't you think?.
Y: Well, there is no reason which from first well is it is is. As for time of beginning the development, drawing one board, rolling the ball there, being the る (laughing). When that it is, the pin ball of the spot goods being livelier considerably, it is funny. Don't you think? then first, rather, the board removing, outer space is the margin っ て indication red sandal wood in the back. If you ask somewhere of this world is the far impression, because that is outer space, (laughing)
E: Because distantly it is unlimited, don't you think? (laughing).
Y: So, in the space of expectation of the weightlessness, why, it became with the っ lever which will be made the kind of software which feels power unidirectionally, it is is. Even the necessity to be the ball it is not. When method of packing is easy to draw, that one is good. When the edge of the board surface (the framework) the part raises and however of course it is necessary, the っ which it flies randomly with a pop should have solved something that (laughing). That that is. When so, you try thinking very carefully, to lose the board surface, because the ち ゃ っ it is it is reason, abundant, it is the case that it can do the free space. Therefore not being the pin ball, because it does not care, let do regardless there, (laughing). Reached, the three-dimensional event that this the point where such as roulette it is included and the shooting which it turns vertically with such a paste.
E: Although there is no board surface, in the eye you can feel the plane surface which is not visible there. Don't you think? the edge becoming frame condition, when the て, the pack passes by here, to be enormous is clean. It can feel the 3-D which was set up to here and there by the fact that the movement of the pack is chased with the eye. As for this you thought it is the completely new game.
Y: For example though the passage of the ring condition which comes out in the surface " of the alien ", me " the チクワ " っ て saying, however the る it is is, when designating this as in the midst of developing, " っ " っ て voice rises, the better seed. To that doing in plane surface, it was the る っ て feeling, it is is, but for the first time the 3-D of both eyes it is enormous there, the kind of air which is visible did. Speaking conversely, seeing with one data photograph, this it is enormous, it is difficult to be transmitted, it is is, but.
E: The back being perfectly pitch-dark, the passage appears suddenly in the outer space which does not have the 手掛かり. It is what, the flower blooms in the head the feeling where the stripe shank.


The outer space where the LED and the hood are perfect was expressed

Y: Outer space it could make pitch-dark, it is favor of the splash and the LED. When it collects materials the other ヴァーチャルリアリティ equipment, the liquid crystal uses everywhere is with, inside beginning is uses the liquid crystal is, but by any means it does not become pitch-dark. Even the う っ it becomes the grey, it is is. When it does, don't you think?, be able to designate the aspect of one grey as in the picture, the ち ゃ う. Drawing this three-dimensional ones of that, floating on this side of the stage set of the big grey, the world to be enormous is closed. Using the liquid crystal of however much high grade, at once, it does not come.
A certain trader the LED came to sale exactly there, don't you think? it is is. As for beginning, you thought whether it probably will refuse, it is is, but if wait well, the LED, whether it does not become the grey it is not. When so, you try trying, this being the bottomless 3-D, (laughing). It becomes pitch-dark. To direction the other side the ず - the feeling which it can keep entering with the っ does. It became with the っ lever which probably will go with this it is is.
E: Coupled with, the black of back such as frame " of the コズミック, " and framework " of the alien " to be enormous being delicate, it is beautiful, don't you think? is.
Y: The LED is 384×224×4 gradation, but there is a good expression power, it is is. Because with the game boy you could draw the mostly picture with 4 gradations, if the experience is utilized, this time it probably can go, it is the case that it was stepped on.
E: Because also the hood raises the pitch-dark impression?
Y: It is like the. When light leaks from side, don't you think? the feeling which keeps going the other side is the そ the れ る is. Because is, doing well, the び it did and the っ was overturned it is is.
E: To tell the truth the ホームズタイプ っ て which can be made before the 1 century above the ヴュワー of the stereo photograph which is said attaching the hood of the same shape just, the る it is is. In other words the stereo photograph love house of mid-19th century, you were immersed into the world of the photograph after all being the case that you apply, the light which enters from the side of the eye was hindrance to that. Then, the hood was attached in order to obtain the perfect immersion impression it is is. Therefore as for me looking at this hood, at the time of the キュン the ち ゃ being. It is to go to the world the other side thoroughly saying, the thinking which is said arrives to everyone same design, it is after the shelf you thought.
Y: The feeling which such keeps entering is not transmitted in the gravure of one picture easily. Actually experiencing, " entering " by all means, we would like to receive, don't you think? is.




Hood part of Virtual Boy.
As for shape of hood* meant for eye hole
*The Virtual Boy is made so no light comes on the 2 screens

 

 

Next-Generation Online

The Virtual Boy Story.

Let's get one thing straight right from the start: This is not a virtual reality system. Created by Nintendo's design guru Gumpei Yokoi, whose past glories include hardware such as the Game Boy, the Game And Watch series, and such sterling software as Super Metroid, the Virtual Boy is something of a mysterious product. Unusually, it was a Nintendo product that didn't achieve a universal level of desirability prior to its launch. Conversely, the Super Famicom (Super NES) had been spoken of in hushed, sacramental tones by all within the videogaming community months before its first public airing in 1990, and even now the Ultra 64 is generating similar levels of frenzied prelaunch speculation.

What certainly didn't help Nintendo's Virtual Boy plans was the rush of opinion offered at the Virtual Boy's unveiling at last year's Shoshinkai show in Chibi, Japan. Most observations were less than optimistic, and some downright damning. The key area of criticism was its range of launch software; "uninspired" came from some of the kinder reports.

While the Virtual Boy system's 3D capability was certainly perceived as being effective, there was little Nintendo could do to disguise the shallow nature of games such as TeleRoboxer, a Punch Out!! style affair featuring robotic fighters. Worse, there was no big-name Nintendo sales vehicle among the initial titles: Virtual Boy takes on the Zelda and Metroid themes were conspicuous by their absence at launch, and Mario Smash bears more resemblance to the original Mario arcade game then the side-scrolling plumber who has sold millions of hardware units.

Gumpei Yokoi believes that the system is best suited to action and puzzle games, though he says that "in the future, role-playing games and simulations will become popular." However, creating expansive and complex games such as RPGs could in itself be problematic. The Virtual Boy is designed to be used in shortish bursts. Indeed, the games have an optional auto-pause facility built into the hardware, which prevents users from overdosing, and simplistic titles such as Galactic Pinball consolidate the brief-dabble theory. But when you consider that Square Soft is a known licensee for the Virtual Boy, more involving, long-term games seem destined to appear as the system matures.

Third party support in general would appear to be something of an interesting point, however. Nintendo consciously avoided an "all aboard" policy during the system's infancy, with Yokoi stating that "if we allow any software publisher to develop games for our platform, there's a danger that poor-quality software will appear; we wanted to limit that danger and maintain as much control as possible."

What is of some concern is that Nintendo's machine has apparently been dismissed by some of the industry's most important players. Konami, Capcom, and Namco have so far remained uncommitted to the format, leaving the flame to be carried instead by the likes of smaller companies such as Hudson Soft, Atlus, and T&E Soft.

It is clear that Nintendo has picked up on virtual reality's burgeoning significance in electronic home entertainment. But rather than approach the challenge head on, producing a full-blown machine with a traditional, colored display and motion-tracking facility, it has opted for a novelty angle. The finished unit is certainly a striking piece of gaming hardware, designed with an air of Fisher Price flair and finished with the robusticity of a traditional Nintendo product. It stands sturdily on metal feet, and its joypad, which also holds the six AA batteries required to power the system, is comfortably designed, yet sufficiently complex to sit alongside both Sony's and Sega's designs.

The Virtual Boy's display is absolutely pin sharp, and succeeds in producing a gaming experience truly unlike anything that's gone before. At its most basic level, the 3D effect is achieved by assigning objects on screen to individual planes. The 3D varies throughout the range of launch software, but even Hudson Soft's Panic Bomber, a Tetris clone that would seem to be the least likely to demonstrate dazzling 3D, manages to produce some of the most terrific animation and effects seen on the system.

Despite housing a 32-bit CPU, the Virtual Boy really doesn't jump through any impressive hoops when examined on the basis of pure pixel shifting. Obviously the strain of producing two independent images simultaneously, each only slightly different, but coordinating to create a 3D effect when brought together naturally by the user's eyes, prevents any particularly advanced sprite manipulation or polygon pushing coming into play. The system's first and so far only polygonal title, Red Alarm, manages only a wireframe gaming environment -- a concept exhausted on more conventional systems years ago and now redundant elsewhere.

The bottom line is that Virtual Boy is a product with some serious flaws. It is difficult to play for more than a few minutes without experiencing back and/or eye strainand although the unit runs on batteries, it is anything but portable. The monochrome (red) nature of the display, while, sharp, is not exactly enticing to traditional gamers. Children may be excited by the simple 3D effects, but the unit carries strong warning against being used by those under six years of age -- permanent vision damage can occur.

Despite a strong promotional campaign, the unit has not done well in Japan. And convinced that US customers just "aren't getting it," Nintendo has arranged to have 20,000 units available for rent at Blockbuster (rumors that the units are Japanese returns are unconfirmed). Another problem is lack of games. There have been no new titles since the launch, reportedly due to a shortage of circuit boards. Is Nintendo playing the "artificial scarcity" game it honed with the NES? hopefully not. While the scarcity of titles in the '80s increased demand, with the Virtual Boy, consumers may respond with an apathetic attitude if the shortage persists.

The Virtual Boy is a quirky machine, but it must be kept in mind that it isn't intended to compete in a market currently saturated with both PlayStation and Saturn. Is this Nintendo's 32X? Time will tell. Nintendo's marketing genius is well known, and the Game Boy succeeded despite exceedingly lackluster technology. But it is worth noting that there is no Tetris, yet, for the Virtual Boy. What the system desperately needs, of course, is the product of Shigeru Miyamoto, but with his Ultra 64 commitments, it could well be some time before his groundbreaking work graces those red lenses.

Virtual Boy Ratings --

Processing Power **
Existing Software Library *
Third Party Support *
Marketing Muscle ***
Future Prognosis **
Overall **

 

Next-Generation Online

Virtual Boy Key Software.

Mario Smash
Publisher: Nintendo
Developer: Nintendo
Bearing more in common with the old Mario Bros. arcade game than the Super Mario platform games -- Mario Smash features play mechanics that look a little like Bug!. Smash turtles, collect coins, and relive those arcade days of yesteryear. This is the only Virtual Boy title in which the 3D elements really change the gameplay appreciably.

Red Alarm
Publisher: Nintendo
Developer: Nintendo
It tried to be Star Fox 3D, but Red Alarm doesn't come close. Working doubletime to produce two visual images doesn't leave much processing power to shade polygons, which leaves Red Alarm with confusing wireframes. If this is as good as the Virtual Boy can do with polygons, Nintendo should stick to bit-maps.

TeleRoboxer
Publisher: Nintendo
Developer: Nintendo
Take Mike Tyson's Punch Out! for the NES. Change all the colors to shades of red. Make all the characters robots to skirt the violence issue, put in a Virtual Boy development system and shake. The 3D works OK here, with the fists looking like cardboard cut-outs coming toward you. If you really want a solid game for the Virtual Boy, this could be the one.

Mario's Dream Tennis
Publisher: Nintendo
Developer: Nintendo
One of the best games out for the Virtual Boy, this one adds the 3D spin to Nintendo's original Tennis for the NES. Play as Donkey Kong, Mario, Princess Toadstool, or others from Mario pipeland. The gameplay is enticing and while the 3D is well integrated, we defy anyone to play this with one eye closed and enjoy it any less.

Virtual League Baseball
Publisher: Nintendo
Developer: Nintendo
The first third party game for the Virtual Boy, this features much less "cute" graphics than the Nintendo efforts. This is a fairly enjoyable one-player baseball game, and the Virtual Boy's innovative pad works well with it. The 3D seems more like an afterthought than anything else, but it does add an interesting element to the game.

 

GamePen

Virtual Boy Roundup.

by Thomas Keller
Issue: June, 1996

With the majority of Blockbuster stores selling their inventory of Virtual Boys for $29.99 and Virtual Boy software for $9.99, GameWire thought it was time to give you a brief synopsis of the titles that are worth pursuing and the titles that are best avoided. Notably omitted are Nester's Funky Bowling and 3D Tetris because very few of these were available at any Blockbuster and will likely cost you the full retail price. So, here are the Virtual Boy Blockbuster titles:

Virtual League Baseball:

Boasts 18 Teams (Countries) from which to choose. This title makes you think that Major League pitching these days is good, with the norm being each team scoring more than 15 runs within the first three innings. Virtual Baseball is graphically decent, though the players (particularly the outfielders) are very small and it's nearly impossible to control or judge defensive situations. If Virtual Boy is going to be your system of choice, then by all means get the only baseball game available for it. If you have any other systems besides the Virtual Boy, odds are you have access to a better baseball title than this. Rating: 6.5/10.

Jack Bros.:

A unique overhead platform game, Jack Bros. allows the user to complete levels and drop down to lower levels until confronting the boss of that area. You complete each level by accumulating all of the keys on that level which opens a gate allowing you to progress to the next level. There are power-ups, time limits, and bonus points. You have three characters in which to choose from and passwords to allow you to save your progress. Jack Bros. is an interesting, if short, game that is quite a step in a different direction, making good use of the Virtual Boy's 3D capability. Your life gauge is determined by your time limit and each time an enemy makes contact with you some of your time is deducted. If the timer reaches zero, you must attempt the area again via a continue option. Jack Bros. should provide Virtual Boy owners enough bang for the buck. Rating: 7.9/10.

Red Alarm:

Red Alarm is reminiscent of early vector based games like Star Wars: the Arcade Game. Flying through a 3D environment of assorted tunnels and enemy base encampments, your mission is to complete each stage by defeating the end boss character. There are a multitude of enemies that you will encounter and many power-ups are present after you destroy certain enemy ships. The game allows you to choose from four views: Normal, Tight, Cockpit, and 3/4 Top Views. My only criticism of this title is that the lack of shading and numerous linear (vector type) character definitions can cause one to become confused. Other than that was one of the earliest titles available for the Virtual Boy and it remains one of its strongest. Rating 8.7/10.

Golf:

This is another title that I'd place on the Virtual Boy must-have list of games if you're going to buy the system. As a golf simulator, it's very detailed, including club selection, wind variation, stance selection, power selection, location of where you wish to hit the golf ball, and easy and intuitive controls. The course has 18 holes and makes good use of the red scale limitations of the Virtual Boy. You may choose from either Stroke Play (practice) or Tournament Play (the real deal). You can view and keep track of your personal bests (Best rounds, best holes, longest tee shot, etc...) and there is a 3D icon showing you how good or bad your lie is. Overall, a quality title that will surely keep you occupied. Rating 8.8/10.

Panic Bomber:

Panic Bomber has made its appearances on other platforms and now surfaces for the Virtual Boy. A Tetris/Columns type puzzle game, Panic Bomber relies on the theme of the now famous PC Engine-Turbo Grafx 16 character and game Bomberman. There isn't much new or innovative about this title, but it's an addictive puzzle game that features you against computer opponents that get increasingly difficult to defeat as the game moves on. If you're into this type of genre, Panic Bomber will not disappoint. Rating 8.1/10.

Galactic Pinball:

Probably among the games that are either loved or hated. The pinball is more like a hockey puck and there are 4 tables from which you can choose. Though these tables aren't particularly well detailed or intricate, they do feature bonus rounds and some minor innovations. My huge problem with this game is the responsiveness of the flippers, which maneuver like they've got lead weights attached to them. Not to say that you can't get used to it, but it's not like a real pinball game and sometimes your flipper will end up being entirely too slow to keep up with a fast-paced puck. The game can be fun, but it isn't for everyone. Rating 7.4/10.

Teleroboxer:

Also an earlier Virtual Boy release, Teleroboxer is vaguely reminiscent of an earlier Nintendo game entitled Punch Out. Essentially, it is a boxing game where you see your fists in front of you and your opponent behind the that. You may choose to block, duck, throw left/right hooks, uppercuts, etc. The only problem is that game isn't fun to play and isn't innovative in any direction. Even at bargain basement prices, I'd only recommend this one if you have to have a complete Virtual Boy collection, or if you find it for a buck at a garage sale. Rating 6.5/10

Mario Clash:

Mario has been Nintendo's flagship mascot since the early 80s, and it seems as if every Mario title provides decent entertainment to potential consumers. Enter Mario Clash, a different kind of platformer that makes full use of the Virtual Boy's 3D capability. You jump on top of turtle-like creatures (Koopas) who then retreat into their shell, thereby making themselves a weapon to throw at the other creatures. Each level consists of variously elevated platforms with pipes that help you travel to the other side of the platform. When the given enemies are defeated you subsequently progress to the next level. Mario Clash is an interesting platformer created with a different perspective that brings a refreshing twist to the age old genre. Rating 8.6/10

Waterworld:

Waterworld is an attempt at a 3D shooter from the perspective of Kevin Costner's boat (Trimaran) in the vast ocean against the enemies that were present in the movie (Smokers). Your object is to rescue the Atollers who happen to be floating around in the middle of the ocean and are under attack by the smokers. Waterworld is among the more misguided attempts at converting a movie into a game that I have ever seen. There are a total of four different enemies in the same boring scenario. The animation of the enemies is choppy at best and trying to prevent death at the later levels requires little skill and mostly luck. Another game I'd recommend only if you want a complete collection. Rating 6.1/10.

Wario Land:

Wario Land is another platformer in the Mario vein. There are many enemies and options, similar in aspect to some of the Bonk's Adventure titles, and for some reason is very reminiscent of those games. You can jump in some places from the background to the foreground and power up Wario to turn into Bull Wario, Eagle Wario, and others which offer you different strengths and weaknesses that are usually particular to the area that you are in. Your object is to collect hearts and other power-ups and your primary objective is to find the lone key that will allow you to progress to the next level. Wario Land is another title worthy of inspection for the Virtual Boy system and will keep you occupied. Rating 8.3/10.

Mario's Tennis:

Here's that Mario dude again. This 3D tennis game allows you to play in either doubles or singles and you can either play a single match or a tournament ladder. Mario can play against the likes of Donkey Kong Jr. and Yoshi. A light hearted sports title, this has to be one of the easiest 3D tennis games to play. The size of the ball is exaggerated and the speed isn't fast and furious. It's an easy game to pick up and play, but is hardly for the hard core sports enthusiast. Still, it's worth the effort to pick up if you're not looking for a true sports simulation, rather an amusing and fun tennis game. Rating 8/10.

Vertical Force:

Vertical Force is an admirable attempt at porting over the Hudson Soft title of the same name and would be a terrific game...if it worked. Unfortunately, this type of game doesn't work with the Virtual Boy hardware as it is nearly impossible to distinguish between the foreground and background levels that you can maneuver between. Furthermore, the enemies appear on both of these levels and it can become particularly difficult to figure out exactly where they are. This type of pseudo 3D shooter is nearly impossible to replicate on a monochrome system with varying shades of red. The effort to reproduce this is acknowledged, but it just doesn't work on the hardware. Rating 7.1/10.

 

GamePlayers

Virtual Boy Set For August Launch.

Taken from GamePlayers Magazine Issue 74 (August 1995) -- From the InfoTrak Section.

With so much hype and mystery still surrounding many of the new systems, is's always refreshing when one of them finally manages to make it to market -- especially when the company involved is "it's coming soon" Nintendo. Virtual Boy, the self-described first 32-bit 3-D videogame system, will be released nationwide on August 14 at a manufacturer's suggested retail price of $179.95, and will come with Mario's Dream Course.

Nintendo's in-house lineup of software at launch will be TeleRoboxer, a first person, futuristic boxing title; Galactic Pinball, a space-age pinball game featuring five three-dimensional, arcade style tables; Mario Clash, an action/adventure game inspired by the original Mario Bros. series; Mario's Dream Tennis, a tennis match with a unique 3-D perspective; and Red Alarm, a polygon-based space shooter. Other titles, like Wario Cruise, will follow soon after. Virtual Boy software will retail at $39.95 to $49.95. An AC adapter will be sold separately.

More than 100 developers and third-party publishers are also working on games for Virtual Boy. Titles include Hudson Soft's Vertical Force, a space-shooter; T&E's Golf; Atlus' Devil Busters; Kemco's Virtual League Baseball; and Ocean's Waterworld, based on this summer's big-budget Kevin Costner movie. Other Virtual boy developers include Acclaim, Bullet-Proof Software, Rare Ltd., and Software Creations.

Despite a renewed interest in Virtual Boy sparked by a strong showing at last May's E3 show, many still criticize it as an overpriced, underpowered machine. Peter Main, Nintendo's Vice President, has a different take -- "We're bringing a totally unique, 3-D gaming experience to market at an affordable price and in time to get a jump on the holiday season. We expect to sell more than 1.5 million hardware units and 2.5 million pieces of software by the end of 1995." -- That would mean that in just a few months, Virtual Boy would have out-sold 3DO and Jaguar. While this may sound extremely optimistic, Nintendo has pulled bigger rabbits out of its hat before.

 

GamePlayers

The First Five.

From GamePlayers Magazine Issue 75 (September 1995)-- Written by Trent Ward

Space (Galactic) Pinball --
While not the strongest title available for the Virtual Boy, Pinball does have a certain simple-minded charm that makes it a worthwile title, at least for the first few plays. The game contains eight different pinball tables, all with their own space-oriented themes. Graphics are well handled, but fast motion can be difficult to follow with the Virtual Boy's somewhat "hazy-red-on-black-bitmap" images. Even more disappointing, none of the tables offer a great number of targets, ensuring that players find ways of mastering them in pretty short order. In the end, Pinball is litle more than a pack-in teaser cart to entice owners into purchasing one of the better titles.
Overall Rating : 55%

 

TeleRoboxer --
Basically Punch Out! with an added 3-D effect, TeleRoboxer proves to be a solid title for the Virtual Boy without ever really showing enough originality to truly impress. Players take the controls of a giant battling robot in an all-out bout against a line of other menacing metalmen. Controls are a little tricky at first, but are easy to get used to, and feature ducks, blocks, and plenty of vicious punches including jabs, hooks, and uppercuts. Graphics are amazingly sharp for such a small screen, displaying each of the enemy robots with fluid efficiency. Although it doesn't stand up to too well to long-term play, TeleRoboxer is still one of the better titles available for the Virtual Boy.
Overall Rating : 77%

 

Mario's Dream Tennis --
Mario's Dream Tennis is another example of how the Virtual Boy can successfully bring new life to an old title. You take the role of Mario as he takes on various members of Nintendo's classic lineups in some all out tennis action. The cart also includes a doubles mode that pairs Mario up with his most obvious tennis partner, Yoshi. Aside from the pleasing 3-D motion of the players and the ball, Mario's Dream Tennis is almost identical to the 8-bit Tennis released by
Nintendo all those years ago. Not the best title currently available, but a good solid play that can stand the test of time, enhanced with a depth only the Virtual Boy can offer. Tennis, anyone?
Overall Rating : 70%

 

Mario Clash --
Mario kicks some turtle butt in his return to the dark pipes of the original Mario Bros. arcade game. Unlike the two-dimensional hop and stomp, Mario Clash takes full advantage of the Virtual Boy's 3-D environment by presenting two sets of platforms, and forcing players to knock off enemies by throwing shells either towards or away from the viewscreen (a picture is worth a thousand words right here). Graphics aren't impressive by a long shot, but they do a perfectly good job of presenting the simple images of the game. Gameplay is addictive, and changes as the game progresses, offering bonus stages, and new obstacles in every new level. Every Virtual Boy owner definitely needs to check out this title.
Overall Rating : 80%

 

Red Alarm --
Sort of like playing Starfox in a poorly drawn box, Red Alarm is living proof that the Virtual Boy just doesn't have the to pull off the complexities of a good polygon title. Behind the controls of your typical angular spacecraft, players weave their way through a wire frame maze while dodging the attacks of various alien ships and gun turrets. Graphics are confusing at best, with empty wire boxes representing solid objects, enemy ships that are visible even when they should be concealed, and exits that are indistinguishable from a normal wall. These poor visuals, backed up by repetitive gameplay and annoying controls ensure Red Alarm a lifetime membership on the "Leave It On the Shelf" club.
Overall Rating : 35%