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Its negative reception was unaffected by continued price drops.
3D technology in video game consoles re-emerged in later years to more success, including in Nintendo's own 3DS handheld console.
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One speaker per ear provides the player with audio.
Whereas most video games use monocular cues to achieve the illusion of three dimensions on a two-dimensional screen, the Virtual Boy creates an illusion of depth through the effect known as parallax.
Sales failed to meet targets, and by early 1996, Nintendo ceased distribution and game development after shipping 1.26 million units and releasing 22 games.
Development of the Virtual Boy lasted four years, and began originally under the project name of VR32.
The player uses the console in a manner similar to a head-mounted display, placing their head against the eyepiece to see a red monochrome display.
The games use a parallax effect to create the illusion of depth.
Seeking funding and partnerships by which to develop it into a commercial technology, RTI demonstrated Private Eye to the consumer electronics market, including Mattel and Hasbro.
Nintendo enthusiastically received the Private Eye, as led by Gunpei Yokoi, the general manager of Nintendo's R&D1 and the inventor of the Game & Watch and Game Boy handheld consoles.
The Virtual Boy was panned by critics and a commercial failure.
Its failure has been cited as due to its high price, monochrome display, unimpressive 3D effect, lack of true portability, health concerns, and low quality games.
According to David Sheff's book Game Over, the increasingly reticent Yokoi never actually intended for the increasingly downscaled console to be released in its final form.