Development Since 1985, a red LED eyepiece display technology called Scanned Linear Array was developed by
Massachusetts-based Reflection Technology, Inc. (RTI). Seeking funding and partnerships by which to develop it into a commercial technology, RTI demonstrated Private Eye to the consumer electronics market, including
Mattel and
Hasbro. Nintendo enthusiastically received the Private Eye, as led by
Gunpei Yokoi, the general manager of Nintendo's
R&D1 and the inventor of the
Game & Watch and
Game Boy handheld consoles. He saw this as a unique technology that competitors would find difficult to emulate. Additionally, the resulting game console was intended to enhance Nintendo's reputation as an innovator and to "encourage more creativity" in games. While Nintendo's
Research & Development 3 division (R&D3) was focused on developing the
Nintendo 64, the other two engineering units were free to experiment with new product ideas. The startup screen of the Virtual Boy prototype was shown at
Shoshinkai 1994. A "very confident" projection of "sales in Japan of three million hardware units and 14 million software units as of March 1996" was given to the press. The demo of what would have been a
Star Fox game showed an
Arwing doing various spins and motions. Cinematic camera angles were a key element, as they are in
Star Fox 2. It was shown at E3 and CES in 1995. As a result of increasing competition for internal resources alongside the flagship Nintendo 64, and little involvement from lead game designer
Shigeru Miyamoto, Virtual Boy software was developed without Nintendo's full attention.
Release The New York Times previewed the Virtual Boy on November 13, 1994. The console was officially announced via press release the next day, November 14. Nintendo promised that Virtual Boy would "totally immerse players into their own private universe". Initial press releases and interviews about the system focused on its technological capabilities, avoiding discussion of the actual games that would be released. Though slightly less expensive and significantly less powerful than a home console, this was considerably more costly than the Game Boy handheld. With seemingly more advanced graphics than Game Boy, the Virtual Boy was not intended to replace the handheld in Nintendo's product line, as use of the Virtual Boy requires a steady surface and completely blocks the player's peripheral vision.
Design News described the Virtual Boy as the logical evolution of the
View-Master 3D image viewer. The Virtual Boy was released on July 21, 1995, in Japan, August 14, 1995, in North America with the
launch games ''
Mario's Tennis, Red Alarm, Teleroboxer, and Galactic Pinball and September 1995 in Latin America countries. It was not released in PAL markets. In North America, Nintendo shipped Mario's Tennis'' with every Virtual Boy sold, as a
pack-in game. Nintendo had initially projected sales of three million consoles and 14 million games. Nintendo had shipped 350,000 units of the Virtual Boy by December 1995, around three and a half months after its North American release. The Virtual Boy had a short market timespan following its disappointing sales. The last game officially released for the Virtual Boy was
3D Tetris, released on March 22, 1996. More games were announced for the system at the
Electronic Entertainment Expo in May 1996, but these games were never released. In June 1996, Nintendo reported to
Famitsu worldwide sales of 770,000 Virtual Boy units, including 140,000 in Japan. The system is number 5 on
GamePros "Top 10 Worst Selling Consoles of All Time" list in 2007.
Promotion Nintendo extensively advertised the Virtual Boy and claimed to have spent on early promotional activities. A campaign promoted NBC's late 1995 lineup alongside the Virtual Boy. American viewers were encouraged via television advertisements on NBC to rent the console for $10 at a local Blockbuster. This affordable demonstration Upon returning the unit, renters received a coupon for $10 off its purchase from any store. The promotion included 3,000 Blockbuster locations, and sweepstakes with prizes including trips to see the taping of NBC shows. The marketing campaign overall was commonly thought of as a failure. ==Hardware==