Virtual Bowling

Last updated

Virtual Bowling
Virtual Boy Virtual Bowling cover art.jpg
Developer(s) Athena
Publisher(s) Athena
Producer(s) Sakae Nakamura
Composer(s) Ryoue Takagi
Platform(s) Virtual Boy
Release
  • JP: December 22, 1995
Genre(s) Sports
Mode(s) Single-player

Virtual Bowling [lower-alpha 1] is a 1995 sports video game developed and published by Athena in Japan for the Virtual Boy. In the game, the player participates in a series of bowling tournaments consisting of four 10-frame matches at various alleys against computer-controlled opponents, in order to obtain a high score and progress further. Its gameplay, featuring three modes of play, is viewed from a first-person perspective.

Contents

Virtual Bowling was created by Athena, a developer known for their bowling games, with producer Sakae Nakamura heading its development. The game was reportedly rushed to market amid Nintendo planning to cease support for the Virtual Boy, becoming one of the platform's last official Japanese titles alongside Bandai's SD Gundam Dimension War , and was produced under a very limited run. It is considered by gaming journalists as one of the rarest, most valuable and sought-after Virtual Boy titles.

Virtual Bowling garnered mixed reception from gaming publications since its release; criticism was geared toward the odd physics, lack of multiplayer and unbalanced scoring mechanics, but its sense of realism, playability and use of the Virtual Boy's hardware were commended. Retrospective commentary has been more positive, with some considering it one of the best games for the platform, being praised for its 3D visuals, controls, fast-paced tournament mode and use of the system's hardware.

Gameplay

Gameplay screenshot VB Virtual Bowling.png
Gameplay screenshot

Virtual Bowling is an arcade-style sports game similar to World Bowling on Game Boy and Nester's Funky Bowling , where the player participates in one of three modes of play available: Standard, Training and Tournament. [1] [2] [3] [4] [5] Standard is a quick match mode, where the player attempts to knock 10 pins under 10 frames. [3] [4] [5] Training, as the name implies, is a practice mode where the player can place pins at any position before making a shot. [3] [4] [5] In the Tournament mode, the player participates in a series of four matches consisting of 10 frames at various alleys against computer-controlled opponents, in order to obtain a high score and progress further. [3] [4] [5] Prior to starting, the player can input their name and adjust various settings such as the ball's weight, amount of wax to apply at the lane's surface or a dominant arm. [2] [3] [4] [5]

Gameplay is viewed from a first-person perspective; the player adjusts their position and aim using the left and right d-pads. [2] [5] Afterwards, the player is presented with spin and power gauges, which determines how the ball will go and how hard the ball is thrown. [1] [2] [4] [5] The power gauge is split into two phases, with the first part determining the ball's power, and the player must match a circle spot during the second part to pull off a shot. [2] [4] [5] However, the ball can veer off the lane if the player fails to match the spot during this second phase. [2] [5] Once the ball is released, the camera follows it through the lane before knocking the pins. [1] [2] [4]

Development and release

Virtual Bowling was developed by Athena, a game developer known for their experience with bowling titles such as World Bowling (1990) for Game Boy. [4] [6] Development was headed by producer Sakae Nakamura, while the music was co-composed by Ryoue Takagi and a member only known by the pseudonym of "Nicochimans". [7] The game was first previewed on June 1995, prior to the launch of the platform, in a Virtual Boy-dedicated supplement of Family Computer Magazine and later in July on the Japanese magazine The Super Famicom respectively. [6] [8] Like all other Virtual Boy games, the title sports a red-and-black color scheme and uses stereoscopic 3D visuals to create the illusion of depth. [2] [4] [9] It was first showcased to the video game press and attendees at the 1995 Consumer Soft Group (CSG) trade show and later at Shoshinkai 1995. [10] [11]

Following a final call issued by Nintendo regarding Virtual Boy releases before ceasing support for the system, Athena, alongside Bandai, J-Wing and Taito, reportedly rushed their titles to market in order to recoup investment. [12] Virtual Bowling was originally slated for a December 8 launch by Athena, [13] but was published on December 22 instead and was housed in an eight megabit cartridge. [14] [15] [16] It served as one of the last official Japanese Virtual Boy games published alongside SD Gundam Dimension War , also released on the same day. [17] [18] It is considered by gaming journalists as one of the rarest, most valuable and sought-after Virtual Boy titles; It became a rare collector's item that commands high prices on the secondary game collecting market, due to being produced under a very limited run of copies. [4] [16] [17] [18] [19] Though it was never released in North America, [17] all the in-game text is displayed in English. [1] [3] Some hobbyists load the ROM image onto actual Virtual Boy cartridges and sell reproduction copies online. [4]

Reception

Virtual Bowling received mixed reception from gaming publications since its release. Famitsu 's four reviewers criticized the game for its "odd" physics, lack of multiplayer and unbalanced scoring mechanics. However, they commended its sense of realism, playability and use of the Virtual Boy's qualities. [20] The Japanese book Virtual Boy Memorial Commemorative Guidebook gave the title an average rating, stating that "It's pretty good, as long as you don't think about why you should take the trouble to bowl with this hardware." [21] In contrast to the other publicacions, a writer for British magazine Retrogames was more positive towards the game, giving positive remarks to the visuals for making good use of the Virtual Boy's hardware, and the skittle sprites for their animations and realistic physics, while finding the sound to be "chirpy". The writer stated that the game was "a refreshing return to a simple yet addictive gaming format" and regarded it as one of the best Virtual Boy titles. [1]

Retrospective commentary for Virtual Bowling has been more positive, with some considering it one of the best games for the platform. Nintendo Life 's Dave Frear found the game to be a "very impressive bowling sim", praising the 3D visuals, atmospheric sound, responsive controls, tournament mode and catchy music but also criticized this latter aspect for being repetitive, as well as the default power metter setting for enabling easy strikes and lack of a saving system to keep high scores. [2] Retro Gamer also commended its number of customizable options, detailed graphics and simple bowling system, regarding it as one of the best titles for the Virtual Boy. [3] Retronauts writer Jeremy Parish called it one of the stronger titles for the Virtual Boy and found it to be better than Nester's Funky Bowling . Parish gave the game positive remarks for making subtle use of the system's hardware despite the premise, as well as its straightfoward mechanics, fast-paced tournament mode and controls. [4]

Notes

  1. Japanese: バーチャルボウリング, Hepburn: Bācharu Bōringu

Related Research Articles

<span class="mw-page-title-main">Virtual Boy</span> Video game console by Nintendo

The Virtual Boy is a 32-bit tabletop portable video game console developed and manufactured by Nintendo. Released in 1995, it was marketed as the first console capable of displaying stereoscopic "3D" graphics. The player uses the console like a head-mounted display, placing the head against the eyepiece to see a red monochrome display. The games use a parallax effect to create the illusion of depth. Sales failed to meet targets, and Nintendo ceased distribution and game development in 1996, having released only 22 games for the system.

<i>River City Ransom</i> 1989 video game

River City Ransom, known as Street Gangs in PAL regions, is an open world action role-playing beat 'em up video game originally for the Nintendo Entertainment System. It is an English localization of Downtown Nekketsu Monogatari for the Famicom. The game was developed by Technōs Japan and released in Japan on April 25, 1989.

<i>Marios Tennis</i> 1995 video game

Mario's Tennis is a 1995 sports game developed by Nintendo for the Virtual Boy video game console. The game was released at the launch of the Virtual Boy, and later as a pack-in game in North America.

<i>Recca</i> 1992 video game

Recca is a 1992 scrolling shooter video game developed by KID and published by Naxat Soft for the Family Computer. Controlling the titular space fighter craft, the player is sent to counterattack an invading alien armada while avoiding collision with their projectiles and other obstacles. The ship has a powerful bomb at its disposal that can be used as shield and clear the screen of enemies and bullets when fully charged.

<i>Famicom Wars</i> 1988 video game

Famicom Wars is a wargame developed by Nintendo and Intelligent Systems and published by Nintendo for the Famicom. It was released on August 12, 1988 in Japan. It was later re-released on Virtual Console. It is the first game in the Wars series.

<i>Game Boy Wars</i> 1991 video game

Game Boy Wars is a wargame developed by Nintendo and Intelligent Systems and published by Nintendo for the Game Boy in Japan only in 1991. It is a portable follow-up to the 1988 Family Computer wargame Famicom Wars, making it the second game in Nintendo's Wars series. A series of sequels to the original Game Boy Wars were produced by Hudson Soft.

<i>Innsmouth no Yakata</i> 1995 horror video game

Innsmouth no Yakata, also rendered as Insmouse no Yakata, is a 1995 first-person video game developed by Be Top and published by I'Max in Japan for the Virtual Boy. Assuming the role of a private detective in 1922, the player is tasked with escaping a monster-infested mansion with an artifact called the Necronomicon. The player navigates several mazelike levels that must be finished in a certain amount of time. It is loosely based on the H.P. Lovecraft novel The Shadow over Innsmouth, though the only similarity between the two is the presence of fishlike monsters. It received mixed reviews, with critics praising its Lovecraftian setting. Reception of the gameplay was mixed, with critical contemporary reviews from magazines Famitsu and VB Guide, though it was viewed positively for its ambition and uniqueness.

<i>Bomberman: Panic Bomber</i> 1994 video game

Bomberman: Panic Bomber is a 1994 puzzle video game developed and published by Hudson Soft for the PC Engine on December 22, 1994. It was later released for the Neo Geo, Super Famicom, Sharp X68000, FM Towns, NEC PC-9821, Virtual Boy, and PlayStation Portable. It saw a re-release for the Wii and Wii U's Virtual Console services. Panic Bomber is a falling block game with the players' goal being to clear matching blocks using bombs, ensuring that their screen does not fill and that their opponents' screens do. It received mixed to positive reception, identified as a decent game by multiple critics. It has been compared to the falling block puzzle game Tetris. The Virtual Boy version received a mixed reception for its handling of the platform's visual capabilities.

<i>Tetris</i> (Game Boy video game) 1989 video game

Tetris is a puzzle video game developed and published by Nintendo for the Game Boy in 1989. It is a portable version of Alexey Pajitnov's original Tetris and it was bundled with the North American and European releases of the Game Boy itself. It is the first game to have been compatible with the Game Link Cable, a pack-in accessory that allows two Game Boy consoles to link for multiplayer purposes. A colorized remaster of the game was released on the Game Boy Color titled Tetris DX. A Nintendo 3DS Virtual Console version of Tetris was released in December 2011, lacking multiplayer functionality. The game was released on the Nintendo Switch Online service in February 2023.

<i>SD Gundam Dimension War</i> 1995 tactical role-playing video game

SD Gundam Dimension War is a 1995 tactical role-playing video game published for the Virtual Boy in Japan by Bandai. Being the system's only licensed game in Japan, it is part of the SD Gundam series, a spin-off of the larger Gundam franchise by Sotsu and Sunrise. Players control a fleet of robots and vehicles as they set out to rid the galaxy of enemies, with gameplay involving moving robots towards opponents and engaging in combat sequences.

Athena Co. Ltd. was a Japanese video game developer, founded in July 1987.

<i>Space Invaders Virtual Collection</i> 1995 compilation video game

Space Invaders Virtual Collection is a 1995 compilation video game developed and published by Taito in Japan for the Virtual Boy. It includes direct ports of the arcade game Space Invaders (1978) and its direct sequel Space Invaders Part II (1979), alongside 3D remakes that take advantage of the Virtual Boy's hardware capabilities. Both games feature a number of alternative gameplay modes, such as score attack and time attack modes.

<i>Golf</i> (1995 video game) 1995 golf game for the Virtual Boy

Golf is a video game that was released within months of the Virtual Boy console's launch. It was developed and published by T&E Soft in Japan and published by Nintendo in North America. Golf uses standard golf rules and is set in the fictional 18-hole Papillion Golf & Country Club. Hazards include water, sand traps, trees, and deep rough grass. It is displayed in the Virtual Boy's standard red and black color scheme with 3D effects by use of a 3D processor. It was met with critical praise for its controls and physics and mixed reviews for its graphics. Nintendo Power called it the third best Virtual Boy release of its year.

<i>Space Invaders DX</i> 1993 fixed shooter arcade game

Space Invaders DX is a 1993 fixed shooter arcade game developed and published in Japan by Taito. It has been re-released for several consoles since, including the Super Nintendo Entertainment System, PC Engine CD, and Sega Saturn — several of these conversions use the name Space Invaders: The Original Game. The player assumes control of a laser base that must fend off waves of incoming enemies, who march down in formation towards the bottom of the screen. It is the fifth entry in the long-running Space Invaders series. DX contains four variations of the original Space Invaders, in addition to a multiplayer mode and a "Parody Mode" that replaces the characters with those from other Taito franchises. Home ports of DX received mixed reviews for their high price point and general lack of content.

<span class="mw-page-title-main">Famicom 3D System</span> Accessory for the Nintendo Family Computer

The Famicom 3D System is a Japan-exclusive accessory for the Nintendo Family Computer released in 1987.

<i>Bound High!</i> Unreleased action-puzzle video game

Bound High! is an unreleased action-puzzle video game that was in development by Japan System Supply and planned to be published by Nintendo on a scheduled 1996 release date exclusively for the Virtual Boy. In the game, players take control of a transforming robot named Chalvo through a series of levels riddled with hazardous obstacles to avoid across multiple worlds, while destroying or knocking out alien invaders off the area. The project was first conceptualized by designer and programmer Hideyuki Nakanishi, who wrote the idea on paper and placed it within a wall inside the offices of Japan System Supply, with his manager eventually greenlighting its development after seeing it.

<i>V-Tetris</i> 1995 video game

V-Tetris is a 1995 puzzle video game developed by Locomotive and published by Bullet-Proof Software in Japan for the Virtual Boy. Its gameplay involves the player clearing horizontal lines by moving pieces of different shapes that descend onto the playing field by filling empty spaces in order to make completed lines disappear and gain points across three modes of play.

<i>Space Squash</i> 1995 video game

Space Squash is a 1995 sports video game developed by Tomcat System and published by Coconuts Japan Entertainment in Japan for the Virtual Boy. The player assumes the role of a robot called Peatron to defeat a group of space pirates that have taken over the planet Animal Star on a intergalactic squash tournament. Its gameplay involves Peatron ricocheting a ball across a three-dimensional court and defeating the opponent on the other side in order to proceed further in the tournament.

<i>Virtual Lab</i> 1995 video game

Virtual Lab is a 1995 puzzle video game developed by Nacoty and published by J-Wing in Japan for the Virtual Boy. Its gameplay is reminiscent of Pipe Dream and the Game Boy title Chiki Chiki Tengoku, and involves the player moving worm pieces of different shapes that descend onto the playing field by linking or shutting their open orifices together to make them disappear and gain points across multiple levels.

<i>Virtual Fishing</i> 1995 video game

Virtual Fishing is a 1995 fishing video game developed by Locomotive Corporation and published by Pack-In-Video in Japan for the Virtual Boy. The player participates in a series of fishing tournaments at various different locations by catching a large number of fishes with a high average weight under a time limit. Its gameplay consists of two segments and features two additional modes of play.

References

  1. 1 2 3 4 5 "Virtual Reality — Virtual Bowling". Retrogames. No. 18. 1999. Archived from the original on 2019-05-29. Retrieved 2021-11-10.
  2. 1 2 3 4 5 6 7 8 9 10 Frear, Dave (August 6, 2009). "Virtual Bowling Review (VB) — More Virtual Boy bowling action!". Nintendo Life . Nlife Media. Archived from the original on 2020-11-28. Retrieved 2021-11-10.
  3. 1 2 3 4 5 6 7 "Virtual Boy: More Than Meets The Eye — Japan-Only Releases - The Virtual Boy's Home Territory Boasts Some Real Collector's Items: Virtual Bowling". Retro Gamer . No. 102. Imagine Publishing. April 26, 2012. p. 49.
  4. 1 2 3 4 5 6 7 8 9 10 11 12 13 Parish, Jeremy (2021). Virtual Bowling: 10 pins none the richer. Virtual Boy Works. Limited Run Games. pp. 138–143. ISBN   9781955183000 . Retrieved 2021-11-10.
  5. 1 2 3 4 5 6 7 8 9 Virtual Bowling 取扱説明書 (Virtual Boy, JP)
  6. 1 2 "バーチャルボーイソフトのすべて - バーチャル・ボウリング" [All Virtual Boy Software - Virtual Bowling]. The Super Famicom  [ ja ] (in Japanese). Vol. 6, no. 13. SoftBank Creative. July 21, 1995. p. 105.
  7. Athena (December 22, 1995). Virtual Bowling (Virtual Boy). Athena. Level/area: Staff.
  8. "VB Express - バーチャルボーイソフト最新情報をCHECK! - アテナ" [VB Express - Check out the latest information on Virtual Boy software! - Athena]. 3D バーチャルボーイ Magazine[3D Virtual Boy Magazine] (in Japanese). No. 1. Tokuma Shoten. June 16, 1995. p. 34. Archived from the original on 2019-05-30. Retrieved 2021-11-10.
  9. "Backwards Compatible: The Virtual Boy". Good Game . 2009-06-01. Archived from the original on July 12, 2015. Retrieved 2015-04-13.
  10. 40 > アテナ. CSG 新作発表会 - 出展ソフトリス卜 (in Japanese). Consumer Soft Group. September 17, 1995. pp. 1–20. Archived from the original on 2019-05-30. Retrieved 2021-11-10.
  11. "ファミコン スペースワールド'95: アテナ - バーチャルボウリング - VB". Famitsu (in Japanese). No. 363. ASCII Corporation. December 1, 1995. p. 103. Archived from the original on 2015-06-11. Retrieved 2021-11-10.
  12. Parish, Jeremy (2021). Virtual Lab: Scientific progress goes "boing". Virtual Boy Works. Limited Run Games. pp. 126–131. ISBN   9781955183000. Archived from the original on 2019-08-13. Retrieved 2021-11-10.
  13. "『バーチャルボウリング』". Dengeki Super Famicom (in Japanese). Vol. 3, no. 17. MediaWorks. October 27, 1995. p. 45. Archived from the original on 2019-05-30. Retrieved 2021-11-10.
  14. "NEW SOFT: VB - バーチャル・ボウリング". Famitsu (in Japanese). No. 344. ASCII Corporation. July 21, 1995. p. 199. Archived from the original on 2019-05-31. Retrieved 2021-11-10.
  15. Kuramoto, Kazuhiro (March 1996). "Super Soft Hot Information: バーチャルボーイ (Virtual Boy)". Micom BASIC Magazine  [ ja ] (in Japanese). No. 165. The Dempa Shimbunsha Corporation  [ ja ]. p. 208.
  16. 1 2 "Obsessive: The wish list - Rich pickings for the collector looking for that special little something — Virtual Bowling". Edge (Retro [supplement]). No. 1. Future Publishing. December 2002. p. 23.
  17. 1 2 3 Backel, Al (February 2003). "Collector's Closet - Collecting Virtual Boy". Tips & Tricks . No. 96. Larry Flynt Publications. p. 94. Archived from the original on 2019-05-29. Retrieved 2021-11-10.
  18. 1 2 Reichert, Nick (December 7, 2020). "The Rarest and Most Valuable Virtual Boy Games". Racketboy. Archived from the original on 2021-02-27. Retrieved 2021-11-10.
  19. Scullion, Chris (February 8, 2021). "11 rare Nintendo games that could make you rich". Red Bull. Archived from the original on 2021-11-15. Retrieved 2023-04-07.
  20. 1 2 "NEW GAMES CROSS REVIEW: バーチャルボウリング". Famitsu (in Japanese). No. 367. ASCII Corporation. December 29, 1995. p. 34. Archived from the original on 2019-05-30. Retrieved 2021-11-10.
  21. 世界の絶滅動物シリーズ - バーチャルボーイ 全ソフト一覧 (96年8月現在): バーチャルボウリング [World’s Extinct Species Series - Virtual Boy List of All Software (As of August 1996): Virtual Bowling]. バーチャルボーイ追悼記念ガイドブック[Virtual Boy Memorial Commemorative Guidebook] (in Japanese) (改訂第ニ版 [Revised Second Edition] ed.). Toyo Baphomet Council. January 31, 1998. p. 7. Archived from the original on 2019-05-30. Retrieved 2021-11-10.