Virtual Boy - Wikipedia
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Some games, such as Xenoblade Chronicles 3Dare specifically optimized for the upgraded hardware, and exclusive to New Nintendo 3DS with no support for prior models. Game data can be transferred from a previous 3DS system to a new system, either manually or wireless, though data from new systems cannot be transferred to older systems.
The New Nintendo 3DS and 3DS LL were released in Japan on October 11, ; the regular-sized version was made available in black and white-colored versions, while the LL was made available in metallic blue and metallic black versions, with additional limited edition designs Over 38 different face plate designs were available on launch in Japan, which were showcased in a pre-launch television commercial that featured J-pop performer Kyary Pamyu Pamyu.
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Special The Legend of Zelda: Majora's Mask 3D and Monster Hunter 4 Ultimate -themed variants were also released at launch in both regions. Happy Home Designer -themed bundle including the console, game software, two faceplates, and an Amiibo card. The controller itself is shaped like an "M" similar to a Nintendo 64 controller.
In more traditional 2-dimensional games, the two directional pads are interchangeable. The symmetry of the controller also allows left-handed gamers to reverse the controls similar to the Atari Lynx. Although Waterworld and Faceball were intended to use the EXT port for multiplayer play, the multiplayer features in the former were removed  and the latter game was canceled.
Converted to anaglyphic red and blue format, this simulates the Virtual Boy's 3D display on a 2D display. It planned to release three titles at launch, and two or three per month thereafter. Of them, 19 games were released in the Japanese market, while 14 were released in North America.
According to Gunpei YokoiNintendo president Hiroshi Yamauchi had dictated that only a select few third party developers be shown the Virtual Boy hardware prior to its formal unveiling, in order to limit the risk of poor-quality software appearing on the system.
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He noted that, given his lack of familiarity, he would be hard-pressed to make the case for inclusion of the games on the Virtual Console. Reception[ edit ] A man using a Virtual Boy eyepiece The Virtual Boy was overwhelmingly panned by critics and was a commercial failure.
The Los Angeles Times described gameplay as being "at once familiar and strange.
A later column by the same reviewer found the system to be somewhat asocialalthough it held out hope for the console's future. They added that the software library was decent, but failed to capitalize on Nintendo's best-selling franchises Zelda and Metroid games were absent, and the Mario games were not in the same style as the series's most successful installments and lacked a system seller to compare with the Game Boy's Tetris.
Multiple critics   lamented the absence of head-tracking in the Virtual Boy hardware. Critics found that, as a result, players were unable to immerse themselves in the game worlds of Virtual Boy games.
Instead, they interacted with the fictional worlds in the manner of any traditional 2-dimensional game that is, via a controller. Boyer said the console "struggles to merge the two distinct media forms of home consoles and virtual reality devices.
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No feedback from the body was incorporated into gameplay. Bill Frischling, writing for The Washington Postexperienced "dizziness, nausea and headaches. Several prominent scientists concluded that the long-term side effects could be more serious, and articles published in magazines such as Electronic Engineering Times and CMP Media 's TechWeb speculated that using any immersive headset such as the Virtual Boy could cause sickness, flashbacksand even permanent brain damage.