Nintendo’s Virtual Boy Isn’t Underrated—But Who Knows What It Could’ve Turned Into?

The Virtual Boy is not underrated. In fact, 30 years after its launch, Nintendo’s tabletop oddity is on the short list of items from video game history that’s properly rated.
It offered very few games, with just 22 released in its short life: that’s just over half of what Sega’s derided 32X add-on managed, and about one-fourth of the Atari Jaguar’s library. The red-and-black color scheme did not go over nearly as well with the public or headache prevention efforts as the Game Boy’s green-tinted monochrome. And the system was designed to be portable, but in practice that wasn’t true given its constraints and requirements for use.
The Virtual Boy is such a nothing blip in Nintendo’s history that it’s pretty easy to forget that it was even part of the 32-bit wave of platforms, and that they had not just sat out that moment in time with their existing Super Nintendo and Game Boy platforms while working on the Nintendo 64. They had actually taken a huge swing with technology they had flirted with a bit in the past—the Famicom had a pair of active shutter glasses for stereoscopic 3D in select games—and watched it fail to the degree that you can see people out there saying that the Wii U was Nintendo’s biggest failure without being corrected for it, because many don’t even remember that the Virtual Boy existed. Nintendo’s first go at HD, the Wii U sold over 13 million units, by the way; their first dedicated 3D platform moved fewer than 800,000.
The primary issue is that the technology was not quite ready for what Nintendo wanted to do with it yet. The red-and-black color scheme was due to the moment in time: that was what was available for the LED screens of the day, in the same way that the Game Boy’s graphing calculator-style screen was the mature—read: inexpensive—technology available when it was created. This was a choice made before Nintendo even got involved, when the tech that would power the Virtual Boy was the work of Allen Becker’s Reflection Technology, Inc., which had prototyped it and attempted to sell it again and again until they finally landed on the idea of toys, and then, Nintendo.
Gunpei Yokoi, father of the Game & Watch and Game Boy and the head of Nintendo R&D1, wanted to make a pair of wearable goggles that were truly portable using Reflection’s tech, which utilized reflections—get it?—of the LEDs’ display to produce a hi-res image right there on your eyeball. Because of when the Virtual Boy was designed, however, Nintendo’s engineers were concerned that having high-frequency radio emissions that close to a user’s brain might be unsafe—if the project had come along later in time, when the effects of EMF radiation were better researched, then the Virtual Boy might have still been a lightweight wearable.
Then again, Nintendo’s lawyers were afraid of liability in every conceivable way when it came to the Virtual Boy. As explained at Fast Company for the system’s 20th anniversary in 2015:
“Not long after, Yokoi’s console evolved from a strap-on headset into a heavier device that one could prop up onto one’s face using a clumsy shoulder stand. Again, Nintendo’s legal department feared liability issues; the device might cause children to fall down a stairwell while playing. Reflection engineer Ben Wells also recalls a nightmare scenario where they envisioned a kid playing VR32 [the codename for the Virtual Boy] in the back of a car that gets into an accident. Glass and plastic shoved into children’s faces was something Nintendo wanted to avoid.
Hobbled by liability concerns, VR32 soon evolved into a bulky red viewport mounted to a bi-pod that rested on a table. No more attachments or headbands: People would have to hunch over the device to play. But hey—it was still in 3D.”
As the comfort and promise of the Virtual Boy dwindled with every note from a lawyer—the system’s manual is full of warnings that imply it could be bad for your health to use the Virtual Boy, even if the research the company invested in said that it was perfectly safe to use with the safeguards Nintendo had already put into place—so too did the feelings of Nintendo itself, including Yokoi. He was told not to rely on having access to Mario and that franchise’s characters on the Virtual Boy, with the rest of Nintendo gearing up for the Nintendo 64 and the launch of Super Mario 64, and the system was being considered as a way to fill space in the market before the arrival of that system instead of as a major product to stand alongside it. It’s not that the Virtual Boy would have survived forever and ever in the shape it launched in, but the fact that Nintendo realized it might not be worth the trouble while they were still making it sealed its fate well in advance of the launch.
The Virtual Boy is not underrated, no, but its potential certainly was and is. That potential was underrated in the moment, as evidenced by the lack of support from third parties and from Nintendo itself the further along the project got. There’s promise shown in the games that do exist, in terms of utilization of the technology, but essentially all that showed up on the platform were launch-window games: the system didn’t even make it out of the calendar year of its release in Japan, and in North America, it got exactly one year.