The curious history, technology, and technocultural context of Nintendo’s short-lived stereoscopic gaming console, the Virtual Boy.
The console was red. The (revolutionary!) stereoscopic 3D graphics were red. And shortly after its vaunted release in 1995, Nintendo's balance sheet was in the red. Of all the failures the games industry has witnessed over the years, perhaps the most famous—or infamous—was the Virtual Boy. Why the Virtual Boy failed is one question José Zagal and Benj Edwards explore in Seeing Red , but even more interesting to the authors is what the platform what it promised, how it worked, and where it fit into the evolving story of gaming.
A red-and-black standalone tabletop video game console that featured stereoscopic 3D graphics, the Virtual Boy was released by Nintendo in 1995—and was quickly discontinued after lackluster sales and lukewarm critical reception. In Seeing Red, Zagal and Edwards examine the device’s technical capabilities, the games that were created for it, and the cultural context in the US in the 1990s when it was developed and released. The Virtual Boy, in their account, built upon and extended a historical tradition in immersive, visually engaging entertainment that was largely unexplored in video games at the time. The authors show how the platform has a "softography" of games with a distinct shared visual aesthetic style that has not been significantly developed or explored since the Virtual Boy's release, having been superseded by polygonal 3D graphics. The platform's meaning, they contend, lies as much in its design and technical capabilities and affordances as it does in an audience’s perception of those capabilities.
Offering rare insight into how we think about video game platforms, Seeing Red illustrates where perception and context come, quite literally, into play.
This was an impulse borrow from the new acquisitions shelves of my academic library.
It's a volume in a series of platform studies, looking at computing platforms from a humanities-ish standpoint. I've always been fascinated with the Virtual Boy, Nintendo's failed early 3D gaming console, but never even had a chance to try out one. This book seemed like it would discuss all aspects of the Virtual Boy - the hardware, the software, the marketing campaigns, the glorious failure of it as a product - and it absolutely delivered. I was very happy to see a discussion of the homebrew community that developed around the Virtual Boy too, and the theory approaches were interesting as well. There is a substantial discussion of how the Virtual Boy relates to dioramas, peek boxes etc., and also what is a "gimmick" and whether the Virtual Boy has one / is one. Fascinating stuff. I also appreciated the detailed breakdown of every piece of software officially released for the Virtual Boy, and why they are interesting.
I definitely want to read more platform studies now that I know it's a thing :) - I was looking at the lineup of this series, and was a bit dismayed there was no volume covering the Commodore 64, but one just came out! Too Much Fun: The Five Lives of the Commodore 64 Computer, by Jesper Juul. So that might be what I'm picking up next. But there's so much interesting stuff, there's also a volume on the French Minitel, on the Nintendo Wii, etc. (I'm also hoping for a volume on the 3DO, anyone want to write one??) This is a delight. _____ Source of the book: KU Watson Library (thank you!)
I never thought I'd read a technical, in-depth treatise on the Nintendo Virtual Boy — let alone enjoy it — but here we are. Give the authors of this treatise credit, they plumb the depths of the ill-fated gaming console to such an absurd degree it almost feels like you could follow their notes and build one of your own from scratch. The history of stereoscopic tech explored here is way more interesting than I ever would've imagined and, of course, you get plenty of insight into the business machinations behind Nintendo's greatest hardware blunder to date. But it's the analysis of the many, MANY reasons why the advertising behind the Virtual Boy failed to catch on with consumers that makes it a book worth going out of your way to read. And those succinct little write-ups on software duds like "Nester's Funky Bowling" and "Red Alarm" are the proverbial cherry atop the sundae.