Welcome to the third dimension! On this site you will learn everything about Nintendo's Virtual Reality experiment, the Virtual Boy. Released back in 1995 only in Japan and North America, the system failed all along the line and disappeared from the market less than a year later, quietly and without any official word. Only 22 games were released for the Virtual Boy during its short lifespan. Here we want to build a memorial for this unique oddity of videogame history. Dedicated to its brilliant creator, Gunpei Yokoi.


New Teleroboxer Highscore Modes

Following a suggestion by Nate, I have added 8 new highscore modes for Teleroboxer. You can now submit your best times it took you to beat any of the opponents in the game. Your time, by the way, is always shown after a fight, giving you a chance to take a screenshot.

Virtual Boy – You Have to See It to Believe It

Blake Siefken shows a VHS rip of a cheesy Virtual Boy commercial called "You Have to See It to Believe It". It was also featured (in a slightly shorter version) on the Nintendo Power Preview v11 Laserdisc.


We got covered in the latest Edge issue

The latest issue (#267) of UK-based gaming magazine Edge has covered Planet Virtual Boy and its outstanding community as part of a larger article called "Life after Death", subbed "How the guardians of gaming's past ensure that yesterday's systems - no matter how obscure - will never be forgotten".

Screenshots of the digital issue below. In case you want to buy the magazine, you can do so in print or digital.


Three new Edge scans

Thanks to the great OldGameMags, here are three new article scans of Edge issues 15, 17 and 18:


Multiple BMP to BGMap/charset converter 1.1

HorvatM has just released version 1.1 of his "Multiple BMP to BGMap/charset converter". This version was used to develop Coding Competition entry "Deathchase".

  • Now also supports 32-bit BMPs.
  • You can convert BMPs to charsets "one to one" without generating BGMaps (useful for fonts).
  • The number of new unique characters for each BGMap generated is reported, along with a total at the end of the conversion.
  • If an exact color match isn't found, the closest one is used (thanks to RunnerPack).
  • The BGMap buffer is now cleared before converting each BMP (reported by thunderstruck).
  • The program now checks for the 2048-character limit before adding a new character.
  • Updated the LoadEfficientCharset and LoadEfficientBGMap functions in the readme with those from Deathchase.

Get it here.

You are not logged in.
Lost Password?
Register Resend Activation