VR-1
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VR-1 is a
virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), educ ...
amusement park attraction An amusement park is a park that features various attractions, such as rides and games, as well as other events for entertainment purposes. A theme park is a type of amusement park that bases its structures and attractions around a central ...
released by
Sega is a Japanese multinational corporation, multinational video game and entertainment company headquartered in Shinagawa, Tokyo. Its international branches, Sega of America and Sega Europe, are headquartered in Irvine, California and London, r ...
. Installed publicly for the first time in July 1994 at the opening of the original
Joypolis is a chain of indoor amusement parks created by Sega and run by CA Sega Joypolis. Beginning on July 20, 1994 with the original location sited in Yokohama, Japan, Joypolis centers have since opened in several cities in Japan and later China. Th ...
indoor theme park, Yokohama Joypolis, it represented the culmination of Sega's Japanese AM teams and the Virtuality Group's collaborative developments in the field of VR. In 1996 and 1997, respectively, it was also installed at
SegaWorld London SegaWorld London was an indoor theme park opened by Sega in the London Trocadero, London, in September 1996. At 110,000 square feet, it was claimed to be the largest indoor theme park in the world. It was Sega's flagship venue in Europe and the ...
and
Sega World Sydney Sega World Sydney was an indoor high-tech amusement park that operated for almost four years, in Sydney. The theme park was built as the flagship tenant of the Darling Walk complex in Darling Harbour, and was designed and themed by gaming compa ...
. Combining 4 eight seater motion base pods with 32 VR headsets and a 3 minute long first-person
rail shooter Shoot 'em ups (also known as shmups or STGs ) are a sub-genre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain types of chara ...
game, the attraction offered a virtual reality experience believed to be unparalleled in its time. The headset used in the attraction, officially dubbed the "Mega Visor Display", has been retrospectively credited as one of the most advanced
head-mounted display A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet (see Helmet-mounted display for aviation applications), that has a small display optic in front of one (monocular HMD) or each eye ( binocular HMD). An H ...
s of its generation, not fully matched in performance until the 2010s, and influencing newer attempts. VR-1 is not to be confused with the similarly titled
Sega VR The Sega VR is a unreleased virtual reality headset developed by Sega in the early 1990s. Planned as a add-on peripheral for the Sega Genesis and only publicly showcased at a number of trade shows and expositions, its release was postponed and l ...
, which, though developed under the same company, was a separate project and headset, ultimately seeing no permanent public use or release.


History


Background

The first commercial
virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), educ ...
craze across the world occurred around the time of the early 1990s. The
Virtuality Virtual reality (VR) is a Simulation, simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video g ...
products, developed by W. Industries' Virtuality Group under the leadership of Dr. Jonathan Waldern, were among the most well-known and high-profile examples. Installed at numerous events and entertainment centers, the systems and technology were an enticing concept for arcades, as well as the home console market, however the hardware available to consumers at that time was still very limited - headsets were often large, hulking objects, outputting low resolutions and low frame rate graphics. During the same time period, Japanese video game companies
Sega is a Japanese multinational corporation, multinational video game and entertainment company headquartered in Shinagawa, Tokyo. Its international branches, Sega of America and Sega Europe, are headquartered in Irvine, California and London, r ...
and
Namco was a Japanese multinational corporation, multinational video game and entertainment company, headquartered in Ōta, Tokyo. It held several international branches, including Namco America in Santa Clara, California, Namco Europe in London, Na ...
had developed a rivalry. Both were competitors as far back as the 1960s, however this relationship had grown through the rise of the "taikan" motion experience games such as ''
OutRun (also stylized as ''OutRun'') is an arcade driving video game released by Sega in September 1986. It is known for its pioneering hardware and graphics, nonlinear gameplay, a selectable soundtrack with music composed by Hiroshi Kawaguchi, and ...
''. In 1990, a year in which both made considerable advancements, Sega released the rotational
R360 The R360 is a motion simulator arcade cabinet produced by Sega. It was first released in Japan in 1990, and internationally a year later. Being short for "Rotate 360", the R360 is noteworthy for its ability to spin 360 degrees in any direction o ...
arcade cabinet, which was then significantly outclassed by Namco's ''
Galaxian 3 is a 3D rail shooter video game developed and published by Namco. It was originally a theme park attraction designed for the Expo '90, International Garden and Greenery Exposition (Expo '90) in Japan, and was later released as an arcade game in 1 ...
'' ride attraction, at that time only available at The International Garden and Greenery Exposition. Though a burden on research and development costs, the attractions received positive feedback from gamers. Additionally, the two companies were also competing with each other by opening increasingly bigger entertainment facilities in their native countries; Namco again led the way, launching the Plabo venue in
Osaka is a designated city in the Kansai region of Honshu in Japan. It is the capital of and most populous city in Osaka Prefecture, and the third most populous city in Japan, following Special wards of Tokyo and Yokohama. With a population of 2. ...
with a downsized version of ''Galaxian 3'' and Virtuality pods in late 1991, and the first theme park ran by a video game company,
Wonder Eggs was an amusement park located in the Niko Tamagawa Park in Tokyo, Japan. The park was constructed by Namco on February 29, 1992, and is the first amusement park operated by a video game company. The park was renovated in 1996 as Wonder Eggs 2 an ...
, at the start of the following year, where the original ''Galaxian 3'' installation was permanently relocated. Sega held their own, opening a large number of family-friendly
Sega World Sega World (Japanese: セガワールド, Hepburn: ''Segawārudo''), sometimes stylized as SegaWorld, is a formerly international chain of amusement arcades and entertainment centres created by Sega. Though not the first venues to be developed ...
amusement arcades and announcing plans for their own theme parks across the world. Sega had also shown more interest in creating their own VR hardware, initially with the
Sega VR The Sega VR is a unreleased virtual reality headset developed by Sega in the early 1990s. Planned as a add-on peripheral for the Sega Genesis and only publicly showcased at a number of trade shows and expositions, its release was postponed and l ...
project headed by Sega of America.


Development

While Sega of America developed the ultimately never released
Sega VR The Sega VR is a unreleased virtual reality headset developed by Sega in the early 1990s. Planned as a add-on peripheral for the Sega Genesis and only publicly showcased at a number of trade shows and expositions, its release was postponed and l ...
project, Sega of Japan sought outside help for their own separate virtual reality endeavours. By July 1993, W. Industries, owners of the Virtuality Group, had won a £3.5 million contract with Sega to work alongside company's "AM" arcade research and development divisions. Jonathan Waldern and
Hayao Nakayama is a Japanese businessman and was the former President and CEO of Sega Enterprises, Ltd from 1983 to 1999. Early life and career Nakayama was born into a family of doctors, and was expected to pursue medicine as a career. However, Nakayama de ...
were photographed together at the public announcement, making the front page of the Japanese ''Game Machine'' coin-op newspaper and marking a notable moment for VR's continued development. At this stage, it was not yet specified which headset would be utilized as part of the agreement. Virtuality and Sega worked together in the offices of the latter company's AM3 division in Japan, with two programmers (Andy Reece and Stephen Northcott) and two artists from the former relocating there. Whilst undertaking development on the original arcade project, the two teams shared unique optics designs and patented technology, in an attempt to work towards the creation of a headset that would set a benchmark for VR moving forward. Numerous new iterations and versions were developed under tight secrecy to work out which types would work best in terms of ergonomic and graphical quality, some of which based on the advanced Visette. Eventually, the designs were finalized, with the finished product christened the "Mega Visor Display". Eventually, Sega's official theme park attraction development division, AM5, joined AM3 and Virtuality to create a high-tech theme park attraction for one of the company's first venues in the sector. Developers on VR-1's team included head planner Masao Yoshimoto, sound designer Kazuhiko Nagai, and Shingo Yasumaru. Large amounts of the attraction's hardware relied on pre-existing or near complete concepts, including the Mega Visor Display and 4-axis hydraulic bases used in the earlier AS-1 motion simulator. However, difficulties were supposedly faced in synchronizing the hardware and software; at full capacity, 64 sets of boards were run to accommodate the two eyes of all 32 riders, also making for considerably large manufacturing costs.


Release

VR-1's first appearance was at Yokohama Joypolis, the first
Joypolis is a chain of indoor amusement parks created by Sega and run by CA Sega Joypolis. Beginning on July 20, 1994 with the original location sited in Yokohama, Japan, Joypolis centers have since opened in several cities in Japan and later China. Th ...
indoor theme park, in July 1994. Originally running the ''Space Mission'' experience, the ride was one of the premier features sited at the park on its opening day, debuting alongside two other new attractions and providing much of the basis for the park's main selling point of high-tech entertainment. It became one of the more well reviewed aspects; numerous critics noted the Mega Visor Display's slimmed-down size and weight of 640g in comparison to other, more uncomfortable headsets available for public use at that time. VR-1 was installed at a number of other indoor theme park venues opened by Sega in Japan during the following months. The first installation in Yokohama received an update in September 1995 to run new software under the name of ''Planet Adventure'', though this would be the last official support for it. However, the attraction was installed twice more during 1996 and 1997, with its ''Space Mission'' incarnation localized and installed outside of Japan at
SegaWorld London SegaWorld London was an indoor theme park opened by Sega in the London Trocadero, London, in September 1996. At 110,000 square feet, it was claimed to be the largest indoor theme park in the world. It was Sega's flagship venue in Europe and the ...
and
Sega World Sydney Sega World Sydney was an indoor high-tech amusement park that operated for almost four years, in Sydney. The theme park was built as the flagship tenant of the Darling Walk complex in Darling Harbour, and was designed and themed by gaming compa ...
. In spite of apparently being prone to breaking down frequently at the locations, it again received positive feedback in reviews. Sega's attempt at worldwide theme park entertainment had ultimately proven to be uneconomic by the early 2000s in the face of VR-1's acclaim and the satisfactory visitor numbers of some of their parks, with most of the Joypolis branches and two overseas Sega World parks either closed permanently or downsized in the midst of a restructuring in the company. As a result, no VR-1 units remain in operation today, and none are currently believed to exist in any form. At least one Mega Visor Display from the attraction remains at Sega, as well as a promotional booklet.


Legacy

Alongside the likes of the earlier
R360 The R360 is a motion simulator arcade cabinet produced by Sega. It was first released in Japan in 1990, and internationally a year later. Being short for "Rotate 360", the R360 is noteworthy for its ability to spin 360 degrees in any direction o ...
and AS-1, the VR-1 can be seen as one of Sega's greatest achievements in the field of high-technology entertainment. Despite being significantly less widely released and well-known than the former two examples, the attraction has ultimately made a tangible mark on the history of consumer virtual reality hardware, and stands to this day as the company's most successful and critically acclaimed attempt at it. The attraction's Mega Visor Display headset in particular has been often cited as VR-1's most significant aspect. Though the graphics it outputted were still somewhat rudimentary, the MVD stands alone as one of the most technologically advanced head-mounted displays of its generation. It was supposedly not fully matched in performance and design quality until the 2010s, and inspired a number of examples that followed. The Mega Visor Display was also eventually released a second time as part of the Sega Net Merc arcade system in 1995; public and critical reception to it was significantly more muted, and the MVD has not been utilized by Sega since. Rumors which state that an early version of the '' Virtual On: Cyber Troopers'' arcade game was planned to use the headset also circulate - though these are not confirmed, the MVD design is incorporated into the original "Virtuaroids" of the first game.


References


External links


1994 promotional film1995 footage of the attraction
{{Sega Amusement park attractions introduced in 1994 Sega hardware Virtual reality headsets