Virtual boy dating games
If the risk of migraines and eye strain wasn't enough to deter gamers, the Virtual Boy came with a host of ergonomic problems too.
It was difficult to operate the console while sitting comfortably, even when it was mounted on a tabletop as intended.
But it failed because it was ugly, uncomfortable, and could only produce various shades of the color red.
Nintendo even built a timer into every game that would pause the action ever 15 minutes, because otherwise you could end up with a headache or a crooked neck.
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In early 1995, I remember reading a letter in a video game magazine that talked about how much momentum Nintendo had with the upcoming Ultra 64 console and the futuristic Virtual Boy.
But that changed in recent years with the launch of the fan-made VBjin emulator that enables Virtual Boy games to work with the Oculus Rift headset.
It was poor design choices that condemned the Virtual Boy to the scrap heap from day one, so there's no reason to suggest the fate of the Wii U is out of Nintendo's hands.
Other titles such as 2D puzzler - none of which are likely to have single-handedly saved the Virtual Boy from its early grave.
Nintendo released the device in Japan and the US in the summer of 1995, originally forecasting sales of 3 million consoles and 14 million games, but managed to shift just 350,000 units by December of that year.
Monochrome visuals didn't do the original Game Boy any harm, but Nintendo's decision to render Virtual Boy imagery in a jarring red made it harsh on the eyes.
Each game came with the option to automatically pause every 15 to 30 minutes, and came plastered with warnings that extended play sessions could cause headaches and even seizures in rare cases.