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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.


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.

Support Team VUEngine on Patreon

Jorgeche and me have spent the past few weeks working on a Patreon crowdfunding campaign to take our Virtual Boy homebrew endevours to a whole new level. The ultimate goal is nothing less than to become full-time independent game developers and release regular new, high quality Virtual Boy games plus even better tools to create your own.

We want to engage this amazing community to closer collaborate on bringing new high quality homebrew software to the Virtual Boy. Everybody can contribute in some way to make this possible. If not through code, assets, media coverage or such, you can now lend a hand through monthly monetary donations.

With your support, we want to further improve the VUEngine and create full games with it. Furthermore, we aim to make the engine even more accessible to other developers by completing the documentation, creating tutorials and building new tools.

Through this campaign, we hope to raise enough monthly donations to be able to work less on our jobs and instead spend that precious time working on cool Virtual Boy stuff. It would be absolutely incredible if we were able to turn our passion into a part-time or even full-time job.

Sounding good? Please check out our campaign on Patreon and help us make the dream a reality!


Kevin Mellott interviewed

hawk1010 has done an interview with our man Kevin Mellott for NintendoFuse's IndustryTalk series. Kevin has recently released a commercial quality Virtual Boy Link Cable that brought multiplayer to the masses and reignited development of capable homebrew titles. He is now working on more amazing accessories like a USB Link cable which promises to bring online(!) gaming to the Virtual Boy, a VB controller to USB adapter and other, as-of-yet unannounced projects which he might hint at during the interview... A highly recommended watch!


Virtual Boy 3D Test

M.K. has uploaded a new short video clip to his semi-secret Youtube channel. It shows a spaceship made of filled polygons, flying through some gates in a nice, fluid motion. A hint at his next game perhaps? Excitement!