Platform: Virtual Boy
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The Virtual Boy came to be through an exclusive agreement between Nintendo and the Massachusetts-based company Reflection Technology, Inc., who had developed a monochrome red LED eyepiece display called Scanned Linear Array. General manager Gunpei Yokoi kept the red LEDs while developing the console instead of using a full-color LCD display for several reasons. Both companies claimed color LCDs would have been prohibitively more expensive, retailing at $500 ($1000 when adjusted for inflation in 2023), and tests of the displays were said to have caused visual glitches such as "jumpy images" and players "[seeing] double" instead of seeing depth. Yokoi preferred red LEDs as they were the cheapest option and used a more recognizable color, and unlike a backlit color LCD, he believed the contrasting black color could add a more immersive sense of depth.
It should be noted that a full-color LED Virtual Boy was impossible to release in 1995 due to the fact that high-efficiency blue and green LEDs only became available in 1996. The Virtual Boy, which uses an oscillating mirror to transform a 1-D line of dots to a 2-D field of dots, requires high-performance LEDs in order to function correctly. Without the high-efficiency blue and green LEDs, the Virtual Boy was limited to the red LED display.
It should be noted that a full-color LED Virtual Boy was impossible to release in 1995 due to the fact that high-efficiency blue and green LEDs only became available in 1996. The Virtual Boy, which uses an oscillating mirror to transform a 1-D line of dots to a 2-D field of dots, requires high-performance LEDs in order to function correctly. Without the high-efficiency blue and green LEDs, the Virtual Boy was limited to the red LED display.
GamePro Issue #67 (February 1995) (Page 162 in the magazine):
https://retrocdn.net/images/c/c7/GamePro_US_067.pdf
Steven Boyter - A Virtual Failure: Evaluating the Success of Nintendo's Virtual Boy (article from "The Velvet Light Trap" volume 64, issue #64, pages 23-33 in the journal):
https://archive.org/details/VirtualFailure/mode/2up
Steven L. Kent - "The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World" (Page 514 in the book):
https://books.google.com/books?id=PTrcTeAqeaEC
Fast Company article:
https://www.fastcompany.com/3050016/unraveling-the-enigma-of-nintendos-virtual-boy-20-years-later
Kevin Rafferty - Super Mario takes leap into three dimensional space ("The Guardian" newspaper article, November 16, 1994):
https://www.proquest.com/docview/294877556/4C825E3013B347F4PQ?sourcetype=Newspapers
Planet Virtual Boy Hardware Database:
http://www.planetvb.com/modules/hardware/?type=vb
https://retrocdn.net/images/c/c7/GamePro_US_067.pdf
Steven Boyter - A Virtual Failure: Evaluating the Success of Nintendo's Virtual Boy (article from "The Velvet Light Trap" volume 64, issue #64, pages 23-33 in the journal):
https://archive.org/details/VirtualFailure/mode/2up
Steven L. Kent - "The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World" (Page 514 in the book):
https://books.google.com/books?id=PTrcTeAqeaEC
Fast Company article:
https://www.fastcompany.com/3050016/unraveling-the-enigma-of-nintendos-virtual-boy-20-years-later
Kevin Rafferty - Super Mario takes leap into three dimensional space ("The Guardian" newspaper article, November 16, 1994):
https://www.proquest.com/docview/294877556/4C825E3013B347F4PQ?sourcetype=Newspapers
Planet Virtual Boy Hardware Database:
http://www.planetvb.com/modules/hardware/?type=vb
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