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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.


Rare talks Donkey Kong Country for Virtual Boy

Digital Foundry have published a video feature about the Donkey Kong Country series that features behind-the-scenes stories from some of the games' developers.

It includes a brief section about Rare's experiments on a Virtual Boy version with quotes by Environment Art Director Steven Hurst. Read on for a full transcript under the video.

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According to Nintendo's software development guidelines, every Virtual Boy game's bootup sequence had to include a screen that allows players to adjust focus and inter-pupillary distance (IPD) on their Virtual Boy before starting the actual game.

These settings are different for each individual and not setting the VB's hardware sliders to the correct respective positions "could result in inappropriate convergence, which can cause eye strain or fatigue", according to Nintendo.

Nintendo developed a standard adjustment screen and distributed it with VB development hardware, on the "Sample Soft for VUE Programming" disk. Every single one of the 33 released official/licensed games used this exact screen, but an exception to this rule has been seen in an unreleased game, and eventually, homebrewers came up with many variations of the screen.

Read on for an overview of the various forms this screen has appeared in over the years.
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VBDE 1.2.1 and VUEngine 5.1 released

Here is the brand new version 1.2.1 of VBDE, your all-in-one portable Virtual Boy development environment, including the new version 5.1 of the VUEngine.

VBDE Changelog
  • [Pro] Updated IDEA to 2017.1
  • Condensed toolbar
  • [Pro] New toolbar button icons
  • [Pro] Made compiler output clickable
  • Bugfix: default makefile caused build folder to be nested into itself recursively
  • Bugfix: libgccvb projects were not setting up the column table and thus not ran on hardware
  • Rewrote batch files so that images and stages no longer have to reside in assets/images/ and assets/stages/, but can be anywhere under the project root
  • Extended conversion tools to support VUEngine's new "__ANIMATED_SINGLE_OPTIMIZED" animation type
  • Updated Mednafen to 0.9.43
  • New launcher by thunderstruck
  • Updated VUEngine as well as its Barebone and Platformer Demo to v5.1

VUEngine Changelog
  • Added the ability to have multiple collision shapes per Entity
  • Major refactor and simplification of predefined in-game Entities to a modular system
  • Added new animation scheme "__ANIMATED_SINGLE_OPTIMIZED"
  • Support for multiplexed interrupts
  • New PRNG
  • Added new ReflectiveEntity, which can do real-time reflections of other Entities
  • Added PostProcessingEffects array to the Stage definition
  • Added support to modify the printing World's position and size
  • Added support to modify the Screen's camera frustum
  • Added memory map check to alert on DRAM overflows
  • Fixed support for 25 FPS
  • Added new "beta" build mode
  • Lots of bug fixes and performance improvements

Mansion of Insmouse: All Hallows' Eve

Benjamin Stevens has released a new Insmouse No Yakata Hack featuring 45 brand new levels.

In October of 1995, on Friday the 13th, I'Max released Mansion of Insmouse to the public in Japan, bringing the horror genre to our beloved Virtual Boy. Now, 22 years later, once again in October on Friday the 13th, I am pleased to release to the whole world a new version of this red and black game of terror, Mansion of Insmouse: All Hallows' Eve. Thanks to the help of InsmEdit version 1.2 created by PVB User: HorvatM, I've created 45 brand new levels, each one having the appearance of something that one might expect to see on Halloween (All Hallows' Eve) and having a relevant 4-letter name as its password. With the latest version of InsmEdit, I had the full freedom to place as many monsters as I saw fit in each level wherever I desired, each with as much strength as I desired, in addition to making each level's layout look however I wanted and with as much time to complete it as I deemed reasonable. I'd also like to thank thunderstruck for making the special English title on the title screen, which is appropriate for this latest ROM-hack. This night of fright, enter the Mansion of Innsmouth (officially translated into English as "Insmouse" for some reason we'll probably never know) once again and experience the new horrors that await you! Will you be able to make it out alive?


We have reached our first goal on Patreon

After only 4 days, we've reached our first funding goal on Patreon last night! Thank you so much for making the launch of the campaign a huge success! This is the level of support we had quietly hoped for, but, in all honesty, we would not have expected to be able to raise that much, that quickly.

Your support gives us new confidence that this campaign can be a total success and eventually enable us to spend all of our time and energy on delivering the best Virtual Boy software possible, in a much shorter amount of time than we are able to right now. We are really excited about the things to come and hope our work can get you excited, too!

Now that the campaign is up and running, it's time to get back to the actual work. We're currently preparing a new VBDE release, and got a bunch of major new features planned for the VUEngine, including:
  • New spherical collisions
  • Possibility to tilt the existing cuboid collisions, to allow things like slopes
  • Support for the Link Cable, to allow for 2 (or more) player games
  • Revamped music support

Last but not least, there's also that mysterious new game we have in the works. If you're one of our backers, make sure to check out the exclusive first look we just posted! A proper public announcement as well as a first demo for our backers will likely follow in a few weeks.