Virtual Boy主機

人氣指數:
日文名稱:バーチャルボーイ本体 VUE-S-RA-JPN
英文名稱:Virtual Boy Console
類別:懷舊遊戲
定價:16,500円
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遊戲內容

Virtual Boy是在1995年推出,以其獨特的虛擬實境(VR)技術而聞名,但也因種種原因成為任天堂歷史上的一次失敗嘗試。由著名工程師橫井軍平設計,是全球首款試圖引入3D虛擬實境體驗的商用遊戲主機。

基本設計非常特殊,主機本體是一個帶有目鏡的裝置,需要將頭靠在目鏡上來觀看畫面。內部使用兩個LED顯示屏來產生紅色的單色3D效果,配合鏡片和反射技術,讓玩家能夠體驗到簡單的深度感。操控則是透過連接的控制器來進行,類似於當時的家用遊戲手把,但加入雙D-pad的設計,以便於3D空間中的操作。

在規格方面,使用32位的RISC處理器,運行頻率為20MHz,內建2MB的RAM和1MB的顯示記憶體。顯示屏的解析度為384x224像素,但由於技術限制,畫面只能顯示紅黑兩色。系統支持立體聲音效,並有耳機插孔以增強沉浸感。然而,這些規格並未能充分發揮虛擬實境的潛力,反而成為其局限性的一部分。

Virtual Boy的優點在於其創新的嘗試,是當時市場上唯一商業化的3D虛擬實境遊戲機。部分遊戲如《瑪利歐網球》(Mario's Tennis)和《紅色警戒》(Red Alarm)等,能夠有效利用3D效果,提供與傳統2D遊戲不同的遊玩體驗。然而,主機的缺點非常明顯且致命。首先,長時間使用會導致眼睛疲勞甚至頭痛,這是由於紅黑單色顯示和畫面閃爍引起的。其次,設備的設計導致在遊玩時必須保持固定的姿勢,這不僅不舒適,還限制遊戲的靈活性。最重要的是,畫面色彩單調,嚴重影響視覺吸引力和可玩性。此外,相關的遊戲陣容相當貧乏,全球僅推出22款遊戲,缺乏能夠吸引大量玩家的重磅作品。

在銷售方面,市場表現非常不理想。該主機於1995年8月16日在北美上市,定價179.95美元,但僅售出約77萬台,遠遠低於任天堂的預期。由於銷售不佳,在1996年就結束這款主機的生產和維修,成為任天堂歷史上最短命的主機。最終,失敗原因主要歸結於其技術限制和市場定位不明。儘管具備創新性,但未能有效解決3D顯示的技術問題,加之使用體驗不佳,使其難以吸引廣大消費者。此外,當時的市場並未對虛擬實境有足夠的認識和需求,導致在推出後便迅速陷入困境。這次失敗也促使任天堂重新思考其產品策略,之後更多地專注於家用主機和攜帶式設備的開發。

儘管失敗,但它在遊戲史上仍具有一定的意義,作為早期虛擬實境技術的重要突破,為後來的任天堂虛擬現實設備提供寶貴經驗。今天,Virtual Boy被視為具有收藏價值的主機,並在遊戲歷史中留下獨特的印記。

The Virtual Boy, released in 1995, is known for its unique attempt at virtual reality (VR) technology, but it also became one of Nintendo's notable failures. Designed by the renowned engineer Gunpei Yokoi, it was the world's first commercial game console to attempt to introduce a 3D virtual reality experience.

The design of the Virtual Boy was highly distinctive. The main unit consisted of a device with an eyepiece that users had to press their faces against to view the screen. Inside, two LED displays generated a red, monochromatic 3D effect, which, combined with lenses and reflection technology, allowed players to experience a basic sense of depth. The controls were handled through a connected controller, similar to a traditional home console gamepad but with dual D-pads to facilitate navigation in the 3D space.

In terms of specifications, the Virtual Boy utilized a 32-bit RISC processor running at 20 MHz, with 2 MB of RAM and 1 MB of video memory. The display had a resolution of 384x224 pixels, but due to technical limitations, it could only display images in red and black. The system supported stereo sound and included a headphone jack to enhance the immersive experience. However, these specs did not fully realize the potential of virtual reality and instead highlighted some of its limitations.

The Virtual Boy's strength lay in its innovative approach—it was the only commercial 3D virtual reality gaming system available at the time. Some games, like Mario's Tennis and Red Alarm, effectively utilized the 3D effects, offering a different experience from traditional 2D games.

 

However, the Virtual Boy had several significant and ultimately fatal flaws. First, prolonged use could cause eye strain and even headaches, due to the red-and-black monochrome display and screen flicker. Additionally, the design required players to maintain a fixed posture during gameplay, which was uncomfortable and restricted gameplay flexibility. The limited color palette severely affected visual appeal and gameplay enjoyment. Moreover, the game library was sparse, with only 22 titles released worldwide, lacking the blockbuster titles needed to attract a large audience.

In terms of sales, the Virtual Boy performed poorly. It was launched in North America on August 16, 1995, at a price of $179.95, but it sold only around 770,000 units, far below Nintendo's expectations. Due to disappointing sales, production and support for the console were discontinued in 1996, making it the shortest-lived console in Nintendo's history.

The failure of the Virtual Boy can be attributed to its technical limitations and unclear market positioning. Despite its innovation, the system failed to adequately address the technical challenges of 3D display, and the overall user experience was poor, making it difficult to attract consumers. Additionally, the market at the time was not ready for virtual reality, leading to its rapid decline after launch. This failure prompted Nintendo to rethink its product strategy, focusing more on home consoles and portable devices in the future.

Despite its shortcomings, the Virtual Boy holds a certain significance in gaming history as an early attempt at virtual reality technology. It provided valuable lessons for future Nintendo VR endeavors. Today, the Virtual Boy is considered a collectible item and remains a unique chapter in the history of video gaming.

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