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How2Linux: A beginner’s guide to Ubuntu 9.04
Posted in: frontpage, technology by famicommander on August 31, 2009
More and more of you are jumping to Linux, so I thought I’d help you all hit the ground running.
The first thing I recommend is NOT installing 64 bit. 64 bit Linux is usable, but there are sometimes quirks that it would take an experienced user to get around. And if you’re an experienced user, you don’t need this guide in the first place. So go away. Install the 32 bit version of the OS.
This guide assumes you know how to install the OS (either via Wubi, a LiveCD, or an alternate install disc) and that you already know which flavor of Ubuntu (Ubuntu, Kubuntu, Xubuntu, etc) is right for you. If you don’t know how to install or what version you want, make a topic about it on the forums and we’ll help you out.
So, after you get it installed you’re going to want to run the updates first. You’ll find an orange or red icon towards the top right of your screen. Click it and tell it to install the updates. It will ask for your password. Type it in there and wait for it to finish. It is probably going to take awhile, so sit back and relax.
After it finishes, it’s going to ask you to restart. Tell it to restart later, because we’re going to do some other stuff that requires a restart and we want to get that all over with at once.
The rest of the guide is going to require use of the terminal. You can access the terminal by going to
Applications->Accessories->Terminal
It may periodically ask you for a password after you input a command. Just type it in and hit enter, then proceed. The cursor will not move, so don’t expect it to when you’re typing your password. Just copy and paste any listed command that applies to you. I’ll mark which command applies to which users as I go along. A new command is indicated by a double spaced line, so they’re essentially separated by paragraphs.
Part One: Enabling your 32 Bit OS to use more than 4 GB of RAM[/u]
This only applies to 32 bit users that have more than 4 GB of RAM
Here are your commands. Enter them one by one, copying and pasting (using the right-click method) and hitting enter after each one.
sudo apt-get update
sudo apt-get install linux-headers-server linux-image-server linux-server
Part Two: Multimedia[/u]
This applies to everyone. It will install VLC, flash player 10, a PDF reader, all the codecs you need, DVD playback, a program to open zipped files and .rar files, and all sorts of other good stuff. If anyone wants to do any audio and video conversion or get their iPods working in Ubuntu, make a forum topic and I’ll help you.
Here are the commands. You’re going to eventually have to agree to a Java license. Just arrow over to “yes” and hit enter, then keep going.
sudo wget http://www.medibuntu.org/sources.list.d/`lsb_release -cs`.list –output-document=/etc/apt/sources.list.d/medibuntu.list; sudo apt-get -q update; sudo apt-get –yes -q –allow-unauthenticated install medibuntu-keyring; sudo apt-get -q update
sudo apt-get install vlc
sudo apt-get remove gnash gnash-common libflashsupport mozilla-plugin-gnash swfdec-mozilla && sudo apt-get install alsa-oss faac faad flashplugin-nonfree gstreamer0.10-ffmpeg gstreamer0.10-plugins-bad gstreamer0.10-plugins-bad-multiverse gstreamer0.10-plugins-ugly gstreamer0.10-plugins-ugly-multiverse gstreamer0.10-pitfdll libmp3lame0 non-free-codecs sun-java6-fonts sun-java6-jre sun-java6-plugin unrar
sudo apt-get remove kaffeine-mozilla mozilla-helix-player mozilla-mplayer mozilla-plugin-vlc totem-mozilla xine-plugin
sudo apt-get install gnome-mplayer gecko-mediaplayer
sudo apt-get install libdvdcss2 libdvdread4 libdvdnav4 vlc
There you go. VLC will play most any file, and I recommend it. Totem will open by default when you stick a DVD in the drive, but I advise closing it and opening VLC. And I covered all of the browser plugins for both Firefox and Opera.
Part 3: Opera and Pidgin type stuff[/u]
The Opera browser is much more efficient than Firefox on Linux. Pidgin is a chat client that will let you use IRC, AIM, YIM, xfire, Facebook chat, and some others all at the same time.
By the time you read his guide, the final version of Opera 10 should be out. To install it, go to www.opera.com and download it. It should detect your OS. Save the file to the desktop. It will be in the form of a .deb file, which is the Ubuntu/Debian equivalent to a .exe in Windows. Just double-click on it and follow the prompts on screen. Easy enough?
Now for Pidgin. Almost everything is installed by default, but you need external plugins for things like xfire and Facebook Chat. Since Pidgin is pretty easy to figure out, I’ll assume you know how to set up your accounts (inputting username and password, selecting which chat client you want from the drop-down menu). If you need help, make a topic on the forums. Here we go.
For xfire, download this file:
http://sourceforge.net/projects/gfire/files/gfire/pidgin-gfire_0.8.3-1_i386.deb
Again, it’s a .deb file so it works just like an .exe in Windows.
Now for Facebook:
sudo apt-get install pidgin-facebookchat
Then restart Pidgin. You should be ready to go.
That’s about all I’ve got for right now. If you have any questions, take them to the forums. You can find literally thousands of free programs in the Add/Remove section of your menu (top left). It’s a graphical installer, and it’s easy. Just make sure to set it to “all available applications” and you’re good to go.
For the fancy visual effects, you’re going to want to install Emerald and the Compiz Fusion settings manager. I’d tell you how to do this, but if you’re going this far you need to learn how to start doing things yourself. If you want a Dock, I recommend Cairo-dock. Google it.
If you want to do fancy 3D stuff, you’re going to need the Nvidia or ATI drivers for your card. Since it’s different for different cards, make a topic about it on the forums or look it up yourself.
Here are some great resources to check out if you need additional help:
ubuntuforums.org
ubuntuguide.org
The people on the Ubuntu forums are way smarter than I am when it comes to Linux.
So, that’s it for now. Restart and you’re ready to go.
Shadow Complex Review
Posted in: frontpage, games by FoxhoundFox on August 28, 2009
~ Preamble ~
It all began about nine days ago when I came back from the cabin, a very relaxing trip, and heard some things about a new game on the 360 called “Shadow Complex.” The name didn’t strike me as very familiar at all, despite remembering seeing it in the forums for a few weeks before it came out. I at first, after reading the threads giving it mild praise and commenting on its 8.5/10 from Gamespot, was looking into the game on Wikipedia when I noticed it was a XBLA game.
This struck me as odd, since the screenshots I saw of the game, in its UE3 glory, made me think it was a retail game. Those thoughts were quickly dashed when I found out it was 1200 MS points (around $18 CAD) and there (obviously) was a trial. So I downloaded the trail and set off exploring the game. I played through the Prologue with the black guy and the helicopter and was not very impressed; given that I was reading this was a homage to Super Metroid and Symphony of the Night.
As soon as I got my hands on Jason and began exploring the first small complex, I knew why these posters were giving the game praise. It was Super Metroid. At this point, I knew I had to buy the game. So I exited the trial, added another 1000 MS points to my remaining 320, and bought the game. I started playing Proving Grounds first, to get a taste of everything the game had to offer (Friction Dampener, Hook Shot, Foam, etc.). I almost made it through two of the three challenge packs when I knew that this was going to be an amazing game.
I immediately gave up on Proving Grounds and went straight into the campaign, on Hardcore. Throughout this playthrough, I noticed something. The 2D side-scrolling, non-linear, platformer/action-adventure genre, that has been made so famous by Super Metroid and its subsequent sequel and prequels, was not dead, and that someone out there loved the game so much, they wanted to make another in the spiritual shadow of the master of 2D. However, in the process of bringing the genre into a new generation (long since its apparent demise after the release of Metroid: Zero Mission), they took the very successful formula and improved upon it. Adding in new elements that make for a much more solid, and rewarding experience.
Sure, there isn’t crazy, nearly game-breaking glitches that allow for serious speed running, but the game was designed with those people like myself, who have spent countless hours speed running Super Metroid, in mind.
~ Positives ~
The game is really one big “+” for me, but the negatives that are there will be detailed later. However, what is worth mentioning, is that the game breaks the meaning of “downloadable title.” For $15 USD, you get a game that gives $40-60 games a run for their money in terms of inherent value. I have already spent at least 30 hours playing the game, including Proving Grounds, and foresee many more play-throughs to come.
The overall design of the game is astounding, it is basically Super Metroid, except better. The addition of the extra “plane” of depth to the shooting makes for a lot more challenging set pieces. The world map layout and level design is very easy on the eyes and makes for some challenges throughout (especially on Insane difficulty). The weapon and item design is also quite excellent. They took a lot of ideas from Super Metroid, but made them better. Such as the Friction Dampener.
In Super Metroid, the Speed Booster gave you the ability to run very fast and run through walls and enemies. In Shadow Complex, you are given the ability to run along the floor, up walls and across ceilings. Adding a whole new level of depth to the level design (and even more depth for speed runners). However, unlike Super Metroid, there is no Shine Sparking. Now obviously, this was not included due to the fact you get the Friction Dampener early on and having the ability to Shine Spark would make getting places you aren’t supposed to be so much easier (more on this later).
Overall, the game is absolutely amazing. Very much worth the 1200 MS points to anyone who is a fan of the 2D side-scrolling, non-linear, platforming/action-adventure genre and games like Super Metroid, Mega Man X, Castlevania and others.
~ Negatives ~
To begin, I must note that these are incredibly nit-picky points and none of them really detract from the experience. They are just notes on how the game could have been even better.
1) Its in 3D on a 2.5D plane. As great as the UE3 engine looks, and as great as the art design is… hand drawn 2D sprites in the styIe of Odin Sphere would have been very welcome and helpful way in maintaining the genres styIe.
2) Despite being non-linear, there is not as many sequence breaks as I would like. In Super Metroid, you can skip most of the mini-bosses and key items entirely. In Shadow Complex, the Minimalist run still requires you to get most of the required items.
3) There are not as many “expert maneuvers” as there are in Super Metroid. There is wall-jumping (wall-to-wall), wall-climbing (same wall), foam-bridging and foam-climbing… but there is nothing on the level of the mochball and bomb-jumping.
4) The shooting is kind of wonky at lower levels. I understand the design choice, by adding the XP element and upgrading aiming and precision along the way gives more depth to the game and more replay value. But this can give a lot of people a bad taste from the start and make them think its poor game design, not knowing that once you reach level 35-40, you are able to headshot almost every enemy almost effortlessly.
5) There isn’t 1000 points worth of achievements. The game has more to it than some $60 games, and there is only 200 points worth of achievements to unlock. Granted, I’m not in it for the points, no, I unlock achievements merely for the sake of added replay value (had it not been for achievements, I probably wouldn’t have played Dead Rising as much as I did). But having a 150 point achievement for “The Insurgent” Master Challenge would show that I did something not many other people did.
~ Conclusion ~
For $15 USD, this game is one that anyone with any sort of interest in the “Super Metroid” genre should give a whirl. My first play-through was over 11 hours long, longer than I spent in the campaign with Gears of War 2. It is most definitely the best downloadable title of the year and for me at least, is the best overall game of the year. It scratches an itch I’ve been suffering since I started into Metroid (and now Castlevania) speed running three years ago.
Battlefield 1943 Review
Posted in: frontpage, games by Cube_of_MooN on August 22, 2009
Just a note- This is the first review I’ve written in 13 months, and the first real writing I’ve done in months, so it may be a tad rough. This is also posted to my Gamespot account, so if you see it there too, it isn’t plagiarized or anything.
Score- 7.5/10
Battlefield 1943 is the latest game in the long running Battlefield series, and it is a title that lives up to the expectations the franchise’s name brings. For 1200 Microsoft points or for around $15 on the Playstation 3, you can experience this downloadable multiplayer-only title, a price that is well worth the content received. Though it probably goes without saying, unless you have online capabilities, stay away from this title, as it will be of no use to you.
Battlefield 1943’s biggest strength lies in the well-known core battlefield gameplay. Each game starts off with the two teams, the Japanese Imperial Navy and the American Marines (as the game is set in the WWII Pacific theatre) starting off at separate bases on opposite sides of the map. From there, the goal is to capture and hold as many of the five flags stationed around the map as possible, because doing so will deplete your opponent’s reinforcement bar more quickly (respawning reduces the bar). When one team’s reinforcement bar runs out, the game ends. The average game lasts around 15-20 minutes or so, a length which seems appropriate.
The way you go about capturing and holding these checkpoints is about what you would expect. You’ll spend most of your time on foot, running between the checkpoints, killing the enemy soldiers you see along the way, working together with your teammates to clear out enemy checkpoints, pretty standard FPS gameplay. Capturing the checkpoints is pretty simple, when you stand near it the enemy’s flag will begin to lower, and after enough time passes yours will rise to the top, giving you control of the base, really standard Battlefield gameplay. To assist you in this are vehicles like cars, for fast transport; tanks, for a protected assault; boats, for crossing the water on the maps (the maps are all islands, so there’s plenty of opportunities to use the boats); and airplanes, for aerial attacks on vehicles, infantry, bases, and of course, other planes. All the vehicles control pretty well, though the airplane can be a bit tough to use sometimes. The vehicles are also balanced pretty well, and each feels about as powerful as it should—the tank can easily blow up the jeeps, but have a hard time taking out the planes, etc. The main check to airplanes is the AA guns which are scattered throughout the map, which can make quick work of an unsuspecting airman.
The most powerful vehicle of sorts is the air raid, a group of three bombers which can lay waste to an entire base. The air raid must be activated and controlled from a small building usually contained at one of the bases, and is something that can really change the tide of battle. A well-placed air raid can take out upwards of half the enemy team, so it is definitely worth going after. The air raid bombers can be destroyed by enemy planes, but this rarely happens, so in terms of vehicles, the air aid bombers are by far the most powerful. The air raid does have a cooling off time after use, but once it is ready again, every player will be notified, and the rush to use it begins again.
But, as I said, most of the time you will be playing as a foot soldier, of which there are three classes to choose from. The infantry class works well at close range, as it has a machine gun which devastates enemy soldiers at close range, but is useless at mid-to-long range. The infantry is also the main anti-vehicle class, as it features a rocket launcher which does a great amount of damage to vehicles. This class also features a wrench to repair vehicles with, making it an important class to use when driving vehicles. The second class is the rifleman class. It, in terms of class to class combat, is clearly the most powerful. The rifle is deadly at mid-to-long range, and is still pretty powerful at close range. The rifleman class also features rifle grenades which can kill groups of soldiers with ease. The class’s main weakness is that it has to real weapon against vehicles, so it is not all-powerful, but if you have skill, you can dominate the game as a rifleman. The sniper class is about what you’d expect it to be; it features a scoped bolt-action rifle with pistol for close combat. The sniper rifle is a little tough to use, and the pistol is pretty weak, but this class has perhaps the most powerful defensive weapon in the satchel charge, which can be thrown and detonated. The resulting explosion can destroy pretty much any vehicle within a close range of it, including the armored tank. Each class has its use, and you’ll see a good mix on the battlefield. Using the classes in conjunction to one another is one of the many keys to victory, something you will learn quickly.
The combat during the games is very satisfying. Large firefights will often break out on roads between bases, and prevailing in these requires great skill and a good plan. A well-planned attack can easily overwhelm greater forces, but a poor planned attack can be wiped out by even just a few defenders. The best battles happen at the bases, where sometimes your attack will run into a large enemy force staging its own attack, and the firefights that ensue are probably the best part of the game. It is also possible for a stealthily led force of foot soldiers to succeed in attacks, and sneaking around the enemy and taking out a greater force can also lead to some of the game’s best moments. The only time the game gets really frustrating is when the other team holds all the flags, forcing your team to spawn far away from the action at the main base, but this usually only occurs when your team really deserves it.
The game’s graphics are pretty good. Everything, from the player models, to the guns, to the vehicles is nice and detailed. There are occasional graphical glitches, like how on one of the game’s three maps a destructible bridge will sometimes float in the air after having most of its supports destroyed, and sometimes the vehicles and objects won’t get along, but these issues are very minor. The buildings are all destructible, and by the end of battle, the map usually is full of ruined buildings, which seems appropriate given the circumstances.
The game sounds decent. The explosions sound good, as do the weapons, though the sound will never blow you away with realism. It is not quite a problem, but it is rather unspectacular. Hope you don’t get stuck in the menus, as the title music loops endlessly, and quickly grows irritating. The game’s main issues, at least early on, were in connectivity. For a week after its release it was difficult to join games, though this issue seems to have been resolved for the most part. Annoying issues still pop up now and again, like how you will often be separated from your friends after joining as a party after a new game starts. This usually requires everyone to quit out and remake the party, an annoyance which detracts from the experience of the game.
Another issue is the squad system. The system is supposed to provide the battle with a sort of organizational system, with different squads of four players working on individual objectives, much as a battle may work in real life, and the system largely accomplishes what it sets out to do. Squad coordination is easy, especially when you can spawn on your other squadmates, and a well-run squad can be deadly. The big issue with this system is that you are only able to communicate with your other three squadmates, so coordinating a larger assault with the rest of your team is near impossible, especially when the game has a full 12 people on each team. This makes the game feel more focused on individual efforts than it should, especially when you can’t find a squad to join, or when you cannot communicate with your squad, which makes the system feel like it fails somewhat.
One other flaw is that there is not enough incentive to play defense. The game uses a scoring system, where for certain actions players gain points, and through these points new ranks are gained (which have no effect on gameplay) and players ranked in game and on the leaderboards. Far more points can be gained through attacking than on defense, so too often the game will be spent exchanging undefended bases, as most players will opt to attack rather than to defend. Most defense comes in the form of players spawning at the base you are trying to capture, and if you are ready for it, it’s not hard to dispatch the other team as they spawn. As long as your team is able to keep capturing bases and not be held without a base to spawn at other than the main one, you’ll usually be ok. There is also no incentive for winning or losing, so most players will try to get as many points as they can before the game is up, whether it means winning or losing, so that means everyone will be on offense, save for a few snipers. Defense certainly does help your team win, but with little incentive to try to win, it’s hard to justify sacrificing potential points for a victory. It really is shame, because if there were more incentives for defense, it would add more depth to the gameplay.
As this is an arcade game, the amount of content is limited. There are three main maps, and one map for a game involving only airplanes. The main maps are recreations of Guadalcanal, Iwo Jima, and Wake Island, and each is well designed and fun to play on. The main issue is that after a few days you really do get tired of these maps, as with only three to cycle the maps get old rather quickly. The fourth map, the Coral Sea, is used for a separate gametype called Air Superiority, where players spawn on aircraft carriers and take to the skies, vying for control of the airways. It’s a fun diversion, but unless you really know how to control a plane you will die quite a bit and get very few kills, so it can end up being a bit frustrating as well. It is a nice thing to have, but not for everyone, and is certainly not as good as the main game.
Battlefield 1943 definitely has its issues. But for a mere $15, these issues seem small when compared to what the game has to offer, from great graphics to solid gameplay mechanics, so for any Xbox Live Gold member or PS3 owner, it certainly should be considered. If you can get a few friends to play with you, great times can be had on this game the first day you own it. Though there may be better multiplayer options out there, from Battlefield Bad Company to games like Halo 3, few come as cheap and as convenient as Battlefield 1943.
Platform Review: Nokia N-Gage QD
Posted in: editorials, frontpage, games by famicommander on August 19, 2009
When the Nokia N-Gage was announced, a lot of people were very impressed with it. It was supposed to eliminate the need to carry multiple devices in your pocket, it was going to have the best graphics ever seen on a handheld, it was going to have a cohesive online multiplayer system, and it was going to play all sorts of multimedia.
Then it was actually released, and people were thoroughly unimpressed. The complaints were numerous, and most were completely legitimate and well-founded. The system was large, the controls were bad for games, the speaker and talking piece of the phone were on its side rather than the face (leading many people to jest that they were talking into a “taco”), and you actually had to physically remove the battery in order to change games. And even if you looked past all that, many gamers complained that it was simply a hassle to dig through the menus long enough to actually start a game. It was clear that Nokia was a rookie in the gaming market. As a result of its many flaws, the system became the target of many jokes and it received a lukewarm reception overall.
But Nokia, unwilling to give up so easily, released the QD. And the QD makes it apparent that Nokia had been listening to criticism and trying hard to make gamers happy. Here is a picture of the QD and original N-Gage, along with other common handheld devices for size comparison:

N-Gage is bottom-left, QD is middle-left. Picture courtesy of Kotaku.
Some changes are obvious, while others are more subtle. First and foremost, the unit is a lot smaller and more ergonomic. You’ll also notice the more tradition directional pad and smaller spread on the keypad. These changes make the system a hell of a lot more comfortable for gaming. The phone is also now more suited to talking, as the speaker and mic are on the face instead of the side. But probably best among the changes is the cartridge slot, which is now on the bottom of the system rather than inside the battery cover. You can change games easily and while the phone is running. Also worth noting is the button right under the d-pad, which will automatically start a game when pressed.
The N-Gage QD makes the jump from “phone that can play games” to “game console that can make calls”. The QD is a legitimate gaming platform, which thus far cannot be said about any phone coming before or after it (including the original N-Gage and the iPhone).
Something to note is that the system will NOT boot without a SIM-card. It doesn’t gave to be active, meaning that you don’t actually have to use it as a phone, but you will need a card for the carrier the phone was locked to (in my case, Cingular).
Hardware-wise, the N-Gage was very advanced for its time. It came out in 2003, placing it in the sixth generation and in competition with handhelds like the Game Boy Advance, Neo Geo Pocket Color, and Wonderswan Color. Considering that, it’s quite impressive to think that the N-Gage can render true 3D graphics. The system is more or less on par with the Playstation, meaning it is less powerful than but comparable to the Nintendo DS.
Holding the system, it feels like a handheld gaming device should. The directional pad and buttons are all responsive and well-placed and the system as a whole is pretty ergonomic. The only game I’ve ever had any discomfort with so far is Tony Hawk’s Pro Skater, because you’re essentially holding the “5″ key throughout the whole game. But the discomfort was pretty minor, and I was playing for quite some time.
Let’s move on to the other features of the system. Obviously it can make calls, and also texts and media messages. It has no camera, which is lame, but I don’t really miss it. It has a web browser, it can play video, and it can play MP3s (Nokia officially removed this capability from the QD, but the homebrew community has since restored it). The system is also quite capable of running emulators for systems like NES, Game Boy, and Genesis among others. Don’t ask me where to get them or how to install them.
And now for the games. There were less than 60 titles ever released, which puts it at a distinct disadvantage. Also working against the system is the fact that it has very few worthwhile original games. Its handful of great originals include Pocket Kingdom, Pathway to Glory, Glimmerati, ONE, Mile High Pinball, and Snakes (which is free). Most of the rest of the good games are either ports, remakes, or simply very similar versions of games you’ve played before. Sonic Advance, Rayman 3, Tomb Raider, Red Faction, Colin McRae, Bomberman, Spider-Man 2, Tony Hawk, Colin McRae, Splinter Cell, The King of Fighters, Puyo Pop, Puzzle Bobble, Asphalt, Atari collections, Call of Duty, Crash Nitro Kart, The Sims, SEGA Rally, SSX, Ghost Recon, Virtua Tennis, Worms, etc. Those are all good games, but you’ve probably played them before. If you like the idea of having that list of games available to take with you when you’re out and about, then you should buy an N-Gage QD. If you don’t, then you shouldn’t buy one. That’s what it really comes down to. I’m an old-school gamer, so that list really appeals to me.
The system gets great battery life, boasting 10 hours of consecutive play time. You can just leave it on all day and stick in a game when you want to play and not worry about it. As a phone, it offers 5 hours of talk time. Most of the N-Gage Arena multiplayer features are shut down, but there are plenty of games that offer local multiplayer (assuming you know someone else with a system). Most of the games are very, very cheap and there are not many of them, meaning it wouldn’t be hard at all to build a sizable collection. And although the system is solidly built, the rubber strip that runs around the outside of it is likely to bubble up and come off. It’s easily replaceable and cheap, but it’s still a pain in the ass. And some systems fall victim to the “White Screen of Death”, which requires professional assistance to fix. But most of those issues occurred early on in the system’s lifespan, so odds are if you find one in the wild you’ll be just fine.
The breakdown:
Build quality: C+
Controls and ergonomics: C+
Battery life: A
Library size: F
Library quality: B-
Other features: A
Community: C+
Collectibility: B-
Overall: C+ if you don’t use it as a phone, A- if you do.
Platform Review: Virtual Boy
Posted in: editorials, frontpage, games by famicommander on August 9, 2009
I told you I’d get around to this eventually.
I think everyone knows the story behind the Virtual Boy, as it has become a bit infamous, so I’ll skip the history lesson and images this time around. Let’s just get right down to the nitty-gritty.
The Virtual Boy is a largely misunderstood platform, because media outlets ragged on it and not enough people owned one to effectively combat misconceptions about it.
First and foremost, I’ve NEVER met anyone who had eye strain or a head ache while playing my Virtual Boy. I’ve put marathon sessions of up to five hours on mine before, and the only problem I encountered was adjusting my eyes back to the normal light in the room. There was no strain or pain involved. I think the reason people think it causes so many problems is the warning attached to the box and in the games (they’ll tell you to take a break every now and again, akin to Wii Sports). Just like the DS warns you about seizures, the Virtual Boy warns you about head aches and eye strains.
And I’m sure there are SOME people who get head aches and eye strain when playing the system. It CAN happen, which is why Nintendo decided to warn everyone and cover their asses. But just because something is possible doesn’t mean it’s prevalent or likely to happen.
But there is one issue that the system is famous for that can actually be a problem: comfort level. The Virtual Boy is a hard system to get comfortable while playing due to the nature of its stand. A lot of people have neck stiffness and the like. But if you take steps to protect against this problem, it’s really not an issue. I recommend using a high-sitting table that you can slide your legs under (a TV tray does the trick perfectly).
The Virtual Boy has a pretty nice controller:

It has two responsive d-pads, a comfortable button layout, and good shoulder buttons (hidden on the bottom of the handles). It really is one of my favorite controllers of all time.
The Virtual Boy is capable of some very, very cool 3D effects that you really still can’t find in games today. Menus pop, things jump out at you, and it gives off the illusion of depth much better than any traditional monitor or television screen can. The graphics are all various shades of red, but the sprites are detailed and well-animated and everything looks awesome.
I honestly think that if the Virtual Boy were marketed right, it could have created a fifth pillar in the gaming industry (the other four being arcades, PCs, consoles, and handhelds). Nintendo marketed it as a portable, which was retarded because the system is heavy and you can’t play it while moving. If it were marketed as what it is, a TABLETOP CONSOLE, it could have really taken off. The idea of a tabletop console is appealing in my mind. It has a self-contained monitor and a head phone jack, so you don’t have to bother other people in the room if they don’t want to hear you play. But unlike handhelds, it’s capable of pumping out impressive visuals and relies on a traditional controller. It could have also been appealing from a multiplayer and social perspective in the same way that LAN parties are. It’s easy to take around with you and you could link it up to your friend’s system, but you’d have your own screen to watch.
Another marketing gaffe was calling it a “virtual reality” console, because it clearly isn’t one. It’s a true 3D experience, and if it were marketed as such people would have been very impressed by it rather than underwhelmed by the fact that it didn’t meet the hype.
The Virtual Boy is attractive from a collector’s standpoint due to its small library (see below) and extreme novelty factor. Most games are cheap (but some are very expensive) and there aren’t many to find, so it isn’t hard at all to build a very nice collection. But also consider that the systems commonly have a display problem that can lead to distortion of the images. It isn’t hard to fix from a monetary standpoint, but it can be a real pain in the ass if you don’t know what you’re doing.
One thing about the Virtual Boy I really, really loved was the way every cartridge came with a detachable dust cover, to keep games in great working order when not in use.

Notice the black things on the bottom of the carts.
And now we get to the games. The Virtual Boy only has 24 of them, which is an insanely small amount. Luckily, most of them are very, very good. Virtual Boy Wario Land is hands down one of the best games ever made, and anyone who has ever enjoyed a 2D platformer would do well to pick it up. Mario’s Tennis and Mario Clash are well made and worthy of their namesake. You also have two Tetris games, a Bomberman puzzler, a boxing game reminiscent of Punch Out, Space Invaders, and the best pinball game ever made (Galactic Pinball). And there are lots of prototypes and homebrew games floating around, which is cool.
The breakdown:
Build quality: C-
Controller: A
Library size: F
Library quality: A-
Innovation and novelty: A+
Community: C+
Collectibility: A+
Overall: B+ (coincidence that I keep coming up with the same score).