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Another week, another Virtual Boy game that reaches for the moon but stalls out around the Lagrange point. (I don't know if that's a good metaphor.) Red Alarm offers lots of little details to love, but it needed a bit more time in the oven... or maybe just a more potent piece of hardware to run on. 

I may go back and revise this episode. Benj Edwards is supposed to be delivering a dual-stick Virtual Boy controller soon, and this seems like a game that could really benefit from such a thing. Then again, it's not like most people would be playing Red Alarm that way, so maybe it's just a thing for me to enjoy personally and not introduce into a general critique. I don't know! I do know, however, that I would greatly enjoy playing a version of Red Alarm that smooths over some of the graphical issues that make it hard to play, because it's pretty rad otherwise.

Files

Red Alarm retrospective: Fear of a black and red planet | Virtual Boy Works #04

The first third-party Virtual Boy title (sort of) and the final launch-day release (in the U.S.) attempts to give players a (technically) portable free-roaming 3D space-shooting experience. Developer T&E Soft had big aspirations with this one, but in practice it didn't quite pan out the way they evidently hoped. The result is an interesting game with a lot of promise and a control interface years ahead of its time... but the Virtual Boy hardware simply wasn't up to the task set before it.

Comments

Robert Butler

It's kind of sad that Nintendo's first venture into the realm of 32-bit had to have been with the VIrtual Boy. I remember being a kid when this came out. One of my classmates had this, and I was so curious about it, until I took a look at it.. I was quickly glad I didn't have this for myself.

Robert Butler

This would have been super fascinating though, as compromise, a portable home console you could go on camping trips with that had like an RF adapter output, e.g. the Super NES.