Publisher: Nintendo (1995)
This game is a true showcase of Virtual Boy's 3D technology. Not only is Mario Clash loads of fun, but its unique gameplay really couldn't be duplicated on any other system. This addictive platform title plays like a 3D version of Mario Brothers. We're talking about the original
Mario Bros. here - the 1983 arcade game where Mario and Luigi kick turtles and crabs off platforms. In Clash, there's a set of platforms in the foreground and background. The goal of each stage is to eliminate all the creatures on the platforms using turtle shells. Mario not only can move between both sets of platforms via pipes, but can even throw shells between the two to knock off targets in the distance. Once you get a feel for it, Mario Clash is a satisfying mix of strategy and arcade action. The early levels are fairly straightforward, but the advanced levels require some thought. The controls are responsive, and the crisp graphics make it easy to tell on what plane objects are located. With 99 levels in all, this is a must-have for Virtual Boy owners. © Copyright 2003 The Video Game Critic.
Publisher: Nintendo (1995)
Mario Tennis served as the "pack-in game" for the Virtual Boy system, and it's good one. With its close-up perspective and simple mechanics, Mario Tennis nicely shows off the Virtual Boy's 3D technology. When this was released in 1995, it was easily the best tennis game on the market. The gameplay is similar to the excellent Nintendo 64 version that was released years later. Viewing the action from behind your player, the court conveys amazing depth. The black background makes it look like you're playing at night, although you can see some scenery in the background. The ball is large and easy to follow, and you simply press A for normal shots and B for lobs. Overhead smashes are executed automatically when the ball is returned soft and high near the net. Many of your favorite Nintendo characters are playable, including Mario, Luigi, Koopa, Toad, Donkey Kong Jr., Yoshi, and Princess Toadstool. You can play single matches, tournaments, and even doubles! The only drawback to doubles is how you can't always see what your partner is doing due to the close camera angle, but it's still a nice option to have. To excel at Mario Tennis, you really need to learn how to play the net, since overhead smashes and drop shots are key to beating the game on the hard level. Mario Tennis is a quality title that set the standard quite high for Virtual Boy games. © Copyright 2003 The Video Game Critic.
Nester's Funky Bowling
Publisher: Nintendo (1996)
I wouldn't necessarily call it "funky" per se, but Nester's Funky Bowling is a heck
of a lot of fun. Unlike other Virtual Boy games that emphasize elaborate 3D effects, Nester's Bowling is so basic that you'll barely even notice the graphics. That's okay, because its fast pace, simple control scheme, and addictive gameplay will have you hooked from the start. After lining up your bowler, you engage simple spin and power meters to initiate your roll, and together they provide a remarkable degree of control. Like most bowling games, your initial point of view is from behind your player, but after the ball is thrown you get a close-up of the pins. The pins look decidedly flat but at least they ricochet around realistically - making it possible to pick up some tough splits. Nester's soundtrack is very good, and there are some amusing animations when you throw a split, spare, or strike. In addition to normal bowling, there's also an addictive "challenge" mode that presents you with various pin combinations to knock down. Nester's Funky Bowling is a pleasant surprise, and quite possibly the most entertaining bowling game I've ever played. © Copyright 2004 The Video Game Critic.
Publisher: Hudson Soft (1995)
Panic Bomber is a Tetris-style puzzle game with a Bomberman theme. As with Tetris, this game really has no business being on the Virtual Boy. Its 3D effects are meager at best and have zero bearing on the gameplay. Oh well, at least Panic Bomber has a nice pick-up-and-play quality that V-Tetris lacks. The playing field is split in half as you go head-to-head against a series of animated opponents. The object is to manipulate falling groups of shapes, lining up three or more identical shapes to make them disappear. These shapes assume a lot of cute forms including cat faces, Bomberman heads, and dancing Hershey Kisses. Unlike V-Tetris, the shapes are large and quickly fill the playing field. So what's the twist? Well, bombs are created whenever you eliminate a set of shapes. You can either detonate these bombs with other falling bombs, or let them accumulate. It's a cool risk-reward dynamic, daring you to let your side stack up to dangerous heights. The rounds are relatively short and passwords are provided on a regular basis. I enjoyed Panic Bomber's soundtrack, which borrows a number of rollicking, catchy tunes from its parent Bomberman series. Panic Bomber would probably be more fun on a television set, but it's hard to dislike a game like this. © Copyright 2009 The Video Game Critic.
Publisher: T&E Soft (1995)
Ugh - I don't like this one at all. I kind of expected the Virtual Boy to have a 3D shooter like this, but never expected it to be this bad
. In Red Alarm you guide a spaceship through 3D underground caverns while blasting wire-frame enemies. The A and B buttons let you speed up or slow down, and R is used to fire. In addition to your main cannon, there's a confusing lock-on system that lets you fire homing missiles. The L button initiates sharp turns needed to navigate some of the more tricky corridors. Red Alarm makes you fly under barriers and between posts a lot, bringing to mind the original Star Wars arcade game. Thank goodness you don't incur damage for scraping against walls! You'll encounter some cool enemies, like a wall that transforms into a face, but Red Alarm may have been too ambitious for its own good. There are so many enemies and explosions on the screen that you often can't tell what's going on. Changing to a third-person view helps, but there are other problems. The screen is cluttered with far too many gauges and indicators, and it's hard to maintain control while using the L button due to the choppy frame rate. The boss stages are almost unbearable because they take place in enclosed arenas, forcing you to constantly turn around. Upon losing your ship, you're sent all the way back to the beginning of the stage - talk about demoralizing! Red Alarm could have been a decent game, but it tries to do too much and collapses under its own weight. © Copyright 2003 The Video Game Critic.
Space Squash (Japan)
Publisher: Coconuts Japan (1995)
When I hear the word "squash" I think back to something I played on my cousin's Pong console way back in the 1970s Space Squash is similar in concept and not a whole lot more exciting. It's a simple paddle game with a futuristic twist. You play an ant-like alien, competing against metallic opponents that vaguely resemble birds, rabbits, and elephants. The action takes place in a floating checkered hallway in space. You freely move your jetpack-equipped alien around the near end, and your opponent can be seen at the far end. A metal ball bounces between you, and the idea is to swat it past your opponent in a best-of-five contest. Like most Virtual Boy games, the graphics are pleasing to the eye... at first. The sense of depth is good and objects are sharply defined. The first few matches are simple back-and-forth contests, but eventually the game adds obstacles like blocks, spinners, and moving columns. Power-ups appear periodically, but much like my life bar, they don't have much impact on the gameplay. One problem with Space Squash is how your character tends to obstruct your view of the ball! The collision detection is peculiar, as you can strike the ball without actually touching it. In fact, the further away you are when you "hit" it, the sharper the angle it's returned. The first few rounds move along at a steady pace but once you reach the snake-like boss, things grind to a halt. Hitting that thing on the head is really hard, and hitting it ten times takes forever. Space Squash is more time-consuming than challenging. First it becomes tiresome, and then just plain boring. And once it wears out its welcome, this isn't the kind of game you're going to want to play again any time soon. © Copyright 2017 The Video Game Critic.
Our high score: 1,754,360
Publisher: Amsterdam Software (1996)
It's a shame Nintendo's Virtual Boy was discontinued before it had a chance to develop a quality line of adult titles. Fortunately one of its previously unreleased games was recently unearthed. Strip Poker II is similar to its 8-bit predecessor, only rendered in glorious red and black! I know what you're thinking - and yes
- the cards are
rendered in 3D! They look like they're floating above the screen! As was the case with the original version, Strip Poker II teaches valuable life lessons. Mainly, it's hard to get a woman to take off her clothes and a great deal of luck is required. Those familiar with the Virtual Boy know the system is famous for its excessive warnings against looking at its screen for more that 15 minutes at the risk of eye damage. Being the diligent critic however I played this thing for seven hours straight!
There were side effects however. First, the image of that half-dressed hottie is now forever burned into my retinas. I see her wherever I look! That's the good news. The bad news is I seemed to have developed an annoying crick in my neck. On the whole I think it was worth it. My Virtual Boy is finally a Virtual Man
. Madly addictive and only moderately detrimental to your health, Strip Poker II is indisputable proof that chicks from the 90's were hot - red
hot! © Copyright 2017 The Video Game Critic.
Publisher: T&E Soft (1995)
This innovative boxing game is the most intense title I've played on my Virtual Boy, and without a doubt the most visually compelling. Sporting a first-person point-of-view, Teleroboxer challenges you to box a series of fearsome robot warriors. Most of the fighters seem inspired by animals like an ape or kangaroo, and each has some kind of special ability that will alter your strategy. Telero's graphics are stunning - I'd give them an A+. Your opponents bob and weave fluidly, and their fists move toward you in 3D. Your punches are effectively rendered by floating fists, and you can throw jabs, hooks, and uppercuts. The clever control scheme takes advantage of the symmetrical design of the Virtual Boy controller, letting you easily dodge, guard, and duck. Teleroboxer is a perfect fit for the Virtual Boy, but it's very challenging. After the first opponent, the difficulty ramp is steep, which kind of turned me off. Advanced opponents require more of a defensive approach, so you'll need to block their punches before getting a chance to connect. The cartridge saves up to three records, so you don't have to go back and fight old opponents. Hards as nails but visually stunning, Teleroboxer is a game any Virtual Boy fan should own. © Copyright 2003 The Video Game Critic.
Publisher: Bulletproof Software (1995)
Tetris is one of the greatest video games of all time, but shoe-horning it into a Virtual Boy cartridge was ill-conceived. Tetris, by its very nature, is a mesmerizing puzzle game that people tend to play for days on end in a zombie-like trance. It's hardly a good fit for a system that inflicts permanent eye damage
when played for more than 15 minutes straight! I'm not sure what kind
of eye damage it causes, but I suspect it's the one where your eyes become crossed and stay that way.
Didn't your mother warn you about that? The blocks in V-Tetris are really small, so the games tend to run even longer than normal
Tetris games (what's forever times two?). The system's 3D capabilities have nothing to offer a game like Tetris. Of the three variations, the first two are just "classic" 2D modes you'd be better off playing on a normal console or computer. The third variation introduces the concept of "shifting the playfield" left or right, cycling the blocks around the back of the board (where they can be seen through a "fence" pattern). This little twist only serves to make the games ever longer!
It certainly doesn't justify this cartridge. You can select from a wide range of difficulties, but there are too many
choices, so you'll struggle to find an ideal skill level. The soundtrack is pretty bad, and one of the tunes was so ear-splitting I had to turn the volume down! Tetris is so wrong
for the Virtual Boy, and I don't think this was a very good version to begin with. © Copyright 2009 The Video Game Critic.
Publisher: Nintendo (1995)
Every system needs a good shooter, and Vertical Force tries to fill that niche for the Virtual Boy. The Video Game Critic loves shooters more than anything else in the whole wide world, but I just couldn't get into this one, no matter how hard I tried. Despite some cool ideas, Vertical Force's gameplay is woefully uneven. This vertically-scrolling shooter is played on two planes (the foreground and background) and in some ways, it's like playing two shooters at the same time! The game makes fine use of the Virtual Boy's 3D capabilities, but it's simply not that much fun. You can move between planes using the A button, which is not only necessary to reach all enemies, and also to dodge enemy fire and avoid crashing into structures. Instead of lives, you have one damage meter that decreases whenever you run into something, which makes the game a lot easier. Another unique element is the "drones" you can collect. These well-armed remote devices can attack independently, and often do most of your work for you! They zip around the screen and between the two planes, destroying enemies like heat-seeking missiles. Three types of drones can be swapped in and out on the fly, which sounds cool but gets confusing in the heat of battle. Vertical Force's layered graphics do the job but aren't particularly impressive. The game isn't very easy on the eyes, with many large, overlapping, red platforms in the later stages. Some bosses are innovative (like the elevator boss in the screenshot), but they tend to repeat. A few sound effects, like the laser fire, are so high pitched that I wanted to turn the volume down. Another annoyance is how the game doesn't bother displaying your score when it's over. What's the point of even keeping score if you can't see it?? Shooter fans might enjoy the novelty value of Vertical Force, but once that wears off, you're stuck with a very mediocre game. © Copyright 2003 The Video Game Critic.
Virtual Fishing (Japan)
Publisher: THQ (1995)
If you've ever fantasized about fishing at night using infrared binoculars, this game is for you. Virtual Fishing is a peculiar game that could have been better designed. I can't understand the Japanese text but I did eventually figure out how to navigate the menus (at least as far as I know). The game is broken up into a series of competitions. Upon selecting a location you're told how much fish you need to catch (example: 220cm). The contests are limited to eight minutes, and that's one thing Virtual Fishing does right. Eight minutes gives you enough time to pull in a few juicy fish without causing your eyes to hemorrhage. You view a strip of water with scenic backdrops like forests, mountains, and waterfalls. The 3D is hardly integral to the game, but the water surface looks great with its shifting currents that move in different directions. Your controls are extremely limited. When casting you can aim slightly
left or right, but you can't control the distance. While waiting for a bite, you stare at a small window showing your rod in the upper left corner. Couldn't they have placed that in the center
instead?! All you can do is reel or pull your line in. When your rod bends, tap the right shoulder button to set the hook. The timing is weird and tends to vary between locations. If you miss, you're forced to recast. Once the hook is set, you view the ensuing battle from an underwater side view, and it's not impressive. The fish will sometimes dart away from the camera, making it look smaller. You'll want to reel when the fish is not running or risk breaking the line. I love that clicking sound of the reel and also enjoy the pleasant music that plays throughout the game. Eight minutes passes quickly and I never really mounted a serious challenge to my CPU competitors. My friend Scott fared much better, so it's possible I just suck at this game. Virtual Fishing is a marginal title, but like most fishing games, it has an addictive quality. So if you're desperate for a new Virtual Boy title, this import might be worth considering. © Copyright 2014 The Video Game Critic.
Our high score: SDZ biggest:29.8,total:327
Virtual League Baseball
Publisher: Kemco (1995)
I've read several negative reviews of this game, but Virtual League Baseball has an old-school vibe that I find appealing. The game's behind-the-batter perspective gives you a perfect view of incoming pitches, and you easily position your batter or pitcher. I much
prefer this game's simple pitching meter over the tedious "pitching cursors" employed by most modern baseball games. Once the ball is hit, the screen shows the entire field with tiny fielders and one large, easy-to-follow ball. Despite the size of the players, the graphics aren't bad and the stadium looks terrific, with a bridge and mountains in the background that suggest San Francisco. That moon looks funny though - as if it's hanging directly over the center field fence! I also really dig the catchy music that loops over and over. The controls are quite intuitive, letting you dive for grounders, bunt, and steal bases with no problem. You can even juggle your roster, pinch-hit, and pick off runners trying to steal. So what's wrong with this game? Well, it's never easy to position those tiny fielders, and they all move in unison. You move your second baseman over to catch a grounder, and now your first basemen is near the dugout! Even lazy fly balls can be an adventure. Runners move too fast, and there are far too many homeruns. The teams aren't of the major league variety, but foreign countries. Typical of Japanese baseball games, when one team gets ahead by ten runs they automatically win "by domination". It's odd, but not necessarily a bad thing! The game offers a "versus computer" mode, an all-star game, and a "pennant race" mode that challenges you to beat all of the other teams (a password is provided). I enjoyed Virtual League Baseball, although a nine inning game can run pretty long for a Virtual Boy session. If the fielding were a little more forgiving, this would be a must-have game. © Copyright 2003 The Video Game Critic.
Publisher: Nintendo (1995)
Wario Land combines the timeless fun of Super Mario Bros. with amazing 3D visuals that only the Virtual Boy is capable of. You play the role of Wario, Mario's grumpy alter ego. Like a typical side-scroller, you hop on platforms, jump on creatures, and bump blocks to expose hidden items. Wario can also throw overturned adversaries and perform a "rush" attack. Power-ups allow him to double in size or bestow him with special powers. It all seems very familiar at first, but soon you discover nifty 3D elements that not only look impressive, but play an integral role in the game. Special springs allow you to vault to platforms in the distant background, and thanks to the Virtual Boy's sharp graphics, controlling you Wario from afar is no problem at all. Adversaries can move back and forth between the foreground and background, and you'll need good timing to elude them. These enemies are an imaginative bunch, including charging knights and fish with chainsaw noses. Wario Land is a quality game through and through. The sprites are huge, and the multi-layered backgrounds compensate for the lack of color. There are a few mini-games that let you bet coins, and an nice auto-save feature tells you exactly how far you've made it through the game. I know the Virtual Boy is only capable of stereo sound, but Wario Land's audio sounds like it's surrounding you
- it's that good! Wario Land probably never got the attention it deserved, but it's an outstanding platform game that no Virtual Boy fan should miss out on. © Copyright 2004 The Video Game Critic.
Publisher: Ocean (1995)
To my knowledge, there are only two people on the entire planet who will openly admit to being a fan of the infamous "Waterworld" movie: Myself and my friend Ken. We suspect there are other "closet" Waterworld fans out there as well. Ken was once accused of having a "man crush" on Kevin Costner (by me), but he has vehemently denied the allegations. Anyway, the timing for this review is pretty good, as I just picked up the DVD for six bucks and watched it the other night. I'm telling you - it's awesome! But like the movie itself, most critics summarily dismissed this game without even giving it a chance. Personally, I think this is a perfectly respectable shooter. Each round begins with a group of people waving their arms in the ocean, surrounded by a few metal structures. Evil "Smokers" riding jet skis converge from the outer edges and begin to kidnap the people. By simply steering your boat and firing with the shoulder buttons, you can send those Smoker bastards to a watery grave. You view the action from behind your vessel, and the 3D effect is convincing. I love the rapid-fire shooting action, and the polygon explosions aren't bad either. The end-of-round score tally offers ample eye candy, including villain Dennis Hopper shaking his disembodied head at you in disapproval. While certainly shallow, Waterworld's gameplay somewhat reminded me of Defender. The graphics are sharp, although they do become choppy in later stages. The beautiful but desolate musical score perfectly matches the original soundtrack of the film. Perhaps the game's most glaring flaw is its single difficulty level. It's not as challenging as one would like, so the games tend to run a bit long. That's not good for a system that advises you to "rest" your eyes every fifteen minutes! Overall I had a pretty good time playing this. Like the movie, Waterworld is no classic but if you're in the mood for some action it delivers the goods. © Copyright 2006 The Video Game Critic.
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