Recording Virtual Boy games has been one of the greatest puzzles in retro gaming; even the Angry Video Game Nerd struggled to capture footage for his review! This VGA fix is an interesting solution to the problem and I'd like to see how it works in a Let's Play or Long Play.
My family rented a Virtual Boy unit from Blockbuster in the 1990s. We weren't particularly impressed with it, nor was my mom entirely comfortable with the the accompanying disclaimer that warned of potential headaches and eye strain. For the record, I never experienced discomfort while playing the Virtual Boy. That said, the console wasn't able to arrest my attention for more than a few minutes at a time. Overall, it was a disappointment and failed to deliver on its promises of total 3D immersion. To be fair, I missed out on some of the better games; Teleroboxer, Wario Land, and Vertical Force, for instance, are some games that I'd like to play. So, maybe one day, I'll give the Virtual Boy the second chance it never got. Until then, it occupies a rather unspectacular memory from my childhood.
Last Edit: Jun 18, 2013 2:33:44 GMT -5 by wyldephang
Interesting bit of history, Wyldephang. Never knew that Blockbuster rented the Virtual Boy. It was such an obscure system and never seemed very popular.
That's true. Many customers who rented the Virtual Boy felt Nintendo defaulted on their promises of virtual reality. The console was marketed well, but it couldn't perform up to its wildly unrealistic expectations, and consumer interest quickly waned. It didn't help that the game library was lacking in star titles, or "killer apps." Sure, there were a handful of Mario titles, but only two or three games could be considered virtual reality. One of those games, a survival horror game called Innsmouth no Yakata, was published in Japan and never received a stateside release. Without more virtual reality games, the console had no real purpose; it was a Game Boy with goggles.