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==Hardware== The [[central processing unit|CPU]] is an [[NEC]] [[V850#V810 (obsoleted)|V810]] 32-bit [[RISC]] chip,<ref name="GPro67"/> making the Virtual Boy Nintendo's first 32-bit system.<ref name="Guardian Super Mario" /> The Virtual Boy system uses a pair of 1Γ224 linear arrays (one per eye) and rapidly scans the array across the eye's field of view using flat oscillating mirrors. These mirrors vibrate back and forth at a very high speed, thus the mechanical humming noise from inside the unit. Each Virtual Boy game cartridge has a yes/no option to automatically pause every 15β30 minutes so that the player may take a break before any injuries come to the eyes. One speaker per ear provides the player with stereo audio.<ref name="Powell">{{cite news|last=Powell | first=Doug|title=A Virtual Backlash|work=Computing Canada|date=December 21, 1994|pages=1, 4|publisher=ABI/INFORM Global}}</ref> ===Display=== [[File:Virtual-Boy-Eyes.jpg|thumb|The screens of the Virtual Boy]] The Virtual Boy is the first video game console that was supposed to be capable of displaying stereoscopic "3D" graphics, marketed as a form of virtual reality.<ref>{{cite web |url=https://gizmodo.com/tag/virtual-boy |title=Virtual boy News, Videos, Reviews and Gossip |website=Gizmodo |access-date=June 20, 2014 |archive-url=https://web.archive.org/web/20150428003847/http://gizmodo.com/tag/virtual-boy |archive-date=April 28, 2015 |url-status=live }}</ref> Whereas most video games use [[monocular cues]] to achieve the illusion of three dimensions on a two-dimensional screen, the Virtual Boy creates an illusion of depth through the effect known as [[parallax]]. Like using a [[head-mounted display]], the user looks into an eyeshade made of [[neoprene]] on the front of the machine, and then an eyeglass-style projector allows viewing of the [[Grayscale|monochromatic]] red image. The display consists of two two-bit (four shade) monochrome red screens of 384Γ224 pixels<ref>{{Cite web | url=https://www.engadget.com/2011-03-21-nintendo-virtual-boy-review.html | title=Nintendo Virtual Boy review | first=Tim | last=Stevens | date=March 21, 2011 | website=Engadget | access-date=August 30, 2020 | archive-date=April 8, 2020 | archive-url=https://web.archive.org/web/20200408081117/https://www.engadget.com/2011-03-21-nintendo-virtual-boy-review.html | url-status=live }}</ref> and a [[frame rate]] of approximately 50.27 [[Hertz|Hz]].<ref>{{Cite web |url=http://tasvideos.org/PlatformFramerates.html |title=Platform Framerates |website=tasvideos.org |access-date=March 4, 2020 |archive-url=https://web.archive.org/web/20200229184750/http://tasvideos.org/PlatformFramerates.html |archive-date=February 29, 2020 |url-status=live}}</ref> It uses an oscillating mirror to transform a single column of 224 red LEDs into a full field of pixels. Nintendo claimed that a color display would have made "jumpy" images and have been too expensive.<ref name="Guardian Super Mario" /> A color display would have required red, green, and blue LEDs; blue LEDs were then considerably expensive. This, plus the other drawbacks, influenced the decision for monochrome. ===Controller=== [[File:Virtual-Boy-Controller.jpg|thumb|The Virtual Boy controller, and battery pack instead of AC adaptor]] The Virtual Boy is meant for the player to be seated at a table,<ref name="NYT Nintendo counts" /><ref>{{cite magazine|date=March 1995|title=Virtual Places in Small Spaces|page=24|magazine=[[GamePro]]|issue=68|url=https://retrocdn.net/images/0/07/GamePro_US_068.pdf|access-date=September 12, 2020|archive-date=January 13, 2020|archive-url=https://web.archive.org/web/20200113193151/https://retrocdn.net/images/0/07/GamePro_US_068.pdf|url-status=live}}</ref> and Nintendo promised but did not release a harness to wear while standing.<ref name="Guardian Super Mario">{{cite news|first=Kevin|last=Rafferty|title=Super Mario Takes Leap into Three Dimensional Space|newspaper=The Guardian|page=0|date=November 16, 1994|via=ProQuest|url=https://www.proquest.com/docview/294877556/4C825E3013B347F4PQ|access-date=August 25, 2020|archive-date=February 7, 2023|archive-url=https://web.archive.org/web/20230207095416/https://www.proquest.com/docview/294877556/4C825E3013B347F4PQ|url-status=live}}</ref> The Virtual Boy's heavy emphasis on three-dimensional movement requires the controller to operate along a Z-axis. Its controller is an attempt to implement dual digital [[D-pad]]s to control elements in the 3D environment. The controller is M-shaped, reminiscent of the [[Nintendo 64 controller]].<ref>{{cite web |url=http://mynintendonews.com/2013/11/30/digital-foundry-vita-remote-play-isnt-quite-as-good-as-the-wii-u-gamepad/ |title=Digital Foundry: Vita Remote Play Isn't Quite As Good As The Wii U GamePad |publisher=My Nintendo News |date=November 30, 2013 |access-date=June 20, 2014 |archive-url=https://web.archive.org/web/20140714204236/http://mynintendonews.com/2013/11/30/digital-foundry-vita-remote-play-isnt-quite-as-good-as-the-wii-u-gamepad/ |archive-date=July 14, 2014 |url-status=live }}</ref> The player holds onto either side of the controller which has a unique extendable power supply that slides onto the back, housing the system's six [[AA batteries]]. The batteries can be substituted with a wall adapter, via a "slide-on" attachment for constant power. In more traditional two-dimensional games, the two directional pads are interchangeable.<ref>{{cite web |url=http://www.nintendolife.com/news/2010/03/feature_the_making_of_the_nintendo_virtual_boy |title=Feature: The Making of the Nintendo Virtual Boy β Retro News @ Nintendo Life |date=March 26, 2010 |publisher=Nintendolife.com |access-date=June 20, 2014 |archive-url=https://web.archive.org/web/20140116051432/http://www.nintendolife.com/news/2010/03/feature_the_making_of_the_nintendo_virtual_boy |archive-date=January 16, 2014 |url-status=live }}</ref> For others with a more 3D environment, like ''[[Red Alarm]]'', ''[[3D Tetris]]'', or ''[[Teleroboxer]]'', each pad controls a different feature. The symmetry of the controller also allows left-handed gamers to reverse the controls, as does the [[Atari Lynx]].<ref>{{cite book |url=https://books.google.com/books?id=HaP1LUYyvT4C&q=%22atari+lynx%22+interchangeable+pads&pg=PT137 |title=The Official GameSalad Guide to Game Development |via=Google Books |date=April 12, 2013 |access-date=June 20, 2014 |isbn=978-1133605645 |publisher=Gamesalad |last1=Novak |first1=Jeannie |archive-date=February 7, 2023 |archive-url=https://web.archive.org/web/20230207095409/https://books.google.com/books?id=HaP1LUYyvT4C&q=%22atari+lynx%22+interchangeable+pads&pg=PT137 |url-status=live }}</ref> ===Connectivity=== During development, Nintendo promised the ability to link systems for competitive play.<ref name="Guardian Super Mario"/> A Virtual Boy link cable was being worked on at Nintendo as late as the third quarter of 1996.<ref name="EGM86"/> The system's EXT (extension) port, located on the underside of the system below the controller port, was never officially supported because no "official" multiplayer games were ever published. Two games were intended to use the EXT port for multiplayer play, but the multiplayer features were removed from ''Waterworld''<ref>{{cite web|url=http://www.vr32.de/modules/interviews/?3 |title=Steve Woita Β« Interviews Β« Planet Virtual Boy |publisher=Vr32.de |archive-url=https://web.archive.org/web/20071109190056/http://www.vr32.de/modules/interviews/?3|archive-date=November 9, 2007 |date=November 23, 1993 |access-date=October 17, 2013}}</ref> and ''Faceball'' was canceled.<ref>{{cite web |url=http://www.planetvb.com/modules/games/?u005g |title=Faceball Β« Games Β« Planet Virtual Boy |publisher=Planetvb.com |access-date=June 20, 2014 |archive-url=https://web.archive.org/web/20140703233012/http://www.planetvb.com/modules/games/?u005g |archive-date=July 3, 2014 |url-status=live }}</ref> <!-- ===Hardware specifications=== {| class="wikitable" style="font-size:90%;" |+ Hardware specifications |- ! Processor | Customized NEC V810 (NVC, P/N uPD70732)<br/>32-bit RISC processor @ 20 MHz (18{{nbsp}}MIPS), 1{{nbsp}}KiB instruction cache |- ! Memory | 128{{nbsp}}KiB dual-port VRAM<br/>128{{nbsp}}KiB of DRAM<br/>64{{nbsp}}KiB [[dynamic random access memory#Window DRAM (WRAM)|WRAM]] ([[dynamic random access memory#Pseudostatic RAM (PSRAM)|PSRAM]]) |- ! Display <br/>Γ 2 | Reflection Technologies Inc. SLA Model P4, monochromatic red, LED display<br/>384 Γ 224 pixel resolution (produced by mechanically scanning each 1 Γ 224 LED array)<br/>Four simultaneous shades per 4-pixel column (black + 3 red, of approximately 128 levels of intensity)<br/>50 Hz<ref name="Tech Scroll"> {{cite web |url=http://www.planetvb.com/content/downloads/documents/stsvb.html#vipoverview |title=Virtual Boy Sacred Tech Scroll β Virtual Boy Specifications |access-date=January 21, 2013 |author=Guy Perfect |date=January 4, 2013 }}</ref> double-buffered frame rate [[File:Spectrum_of_Virtual_Boy.png|thumb|A color mapping of the true spectrum of colors on the Virtual Boy before the LED shading.]] This "color spectrum" has no basis in reality, whatsoever. Source: I've been a VB developer for over a decade. |- ! Power | 6 Γ AA batteries or 10{{nbsp}}V DC at 350{{nbsp}}mA AC adapter/tap<br/>(third-party performance adaptor DC 9{{nbsp}}V 500{{nbsp}}mA) |- ! Sound | Custom "Virtual Sound Unit",<ref name="Virtual Sound"> {{cite web |url=http://www.planetvb.com/content/downloads/documents/stsvb.html#virtualsoundunitvsu |title=Virtual Boy Sacred Tech Scroll β Virtual Boy Specifications |access-date=March 14, 2017 |author=Guy Perfect |date=March 14, 2017 }}</ref> 5 Γ wave channels, 1 Γ noise channel, 10-bit stereo output |- ! Controller | 6 buttons and 2 D-pads, using [[Nintendo Entertainment System|NES]] controller protocol |- ! Serial port | 8-pin cable with 8-bit serial transfer |- ! Hardware <br/>part <br/>numbers | {{unbulleted list | VUE-001 Virtual Boy Unit | VUE-003 Stand | VUE-005 Controller | VUE-006 Game Pak | VUE-007 Battery Pack | VUE-010 Eyeshade | VUE-011 AC Adapter Tap ("Use With Super NES AC Adapter No. SNS-002 Only") | VUE-012 Eyeshade Holder | VUE-014 Red & Black Stereo Headphones }} |- ! Weight | 750 grams |- ! Dimensions <br/>(H Γ W Γ D) | {{convert|8.5|in|abbr=on}} Γ {{convert|10|in|abbr=on}} Γ {{convert|4.3|in|abbr=on}} |} ===Cartridge specifications=== {| class="wikitable" style="font-size:90%" |+'''Cartridge specifications''' |128 [[Mbit|megabit]] addressable ROM space (4β16 [[Mbit|megabit]] ROM used in released games)<br/> 128 [[Mbit|megabit]] addressable RAM space (0β8 [[kilobyte]] Battery Backed RAM in released games)<br/>128 [[Mbit|megabit]] addressable expansion space (unused in any released games)<br/> CPU interrupt available from the cartridge<br/>Left and right audio signals pass through cartridge<br/> 60-pin connector |} {{clear}}-->
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