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Atari Jaguar-Related VR Units Show Off Virtuality

Thanks to an anonymous reader for pointing out videogame auction site Bidiots has a pair of Virtuality SU2000 Atari Jaguar-related VR pods for sale. These 1995-era 'virtual reality' arcade machines originally cost "$33,000 - $35,000 per seat", and the machines come bundled with compatible software titles, including Dactyl Nightmare 2, a multiplayer networked shooter in which, if you're not careful, the "awesome [eponymous] beast will pick you up in its claws, and fly hundreds of feet above the playing arena before dropping you to certain death!" A set of specifications for the SU2000 reveals more information, including exciting action shots of the device, and elsewhere, Atari Explorer has pictures of the unreleased Jaguar VR system, an "ambitious plan for a home VR headset at under $300" which used similar technology to this device.

35 comments

  1. Hey! by acxr+is+wasted · · Score: 5, Funny

    Now I can pay thousands of dollars to look like a jackass, and I won't even have to look at the people laughing at me!

    --
    "Come on, let's go drink till we can't feel feelings anymore."
  2. Hackers by krymsin01 · · Score: 3, Interesting

    Made famouse by the movie Hackers. (In which steven fisher uses one)

    --
    stuff
    1. Re:Hackers by Anonymous Coward · · Score: 0

      His name is "The Plague".

      Or at least Fisher Stevens. Jeez, you're retarded; were you the kid licking the windows on the short bus?

  3. TV| Remember? | 'Net cafes by jago25_98 · · Score: 1

    The game linked to in the story was on British TV. Can't remember the name of the gameshow.

    Also, does anyone remember the virtual reality WW1 flying game featuring an italian mad man in the seat behind you shouting

    "He's a getting away!"

    ? What was the name of that thing ?

    There used to be one in Bournemouth Tower Park Bowling.

    I used to love those VR things, much what arcades should be about - hardware too expensive for the individual to buy.

    ps, seen the other odd inputs such as the sword, weight mat, skateboards, surfboards and other crazy stuff.

    Wish there was an arcade if knew of that had some nice VR. Maybe internet cafe's should do it?

    1. Re:TV| Remember? | 'Net cafes by Anonymous Coward · · Score: 0

      I think you're thinking of Cyberzone.

  4. Played it by SandSpider · · Score: 3, Interesting

    I played Dactyl Nightmare once when it was on tour and made it to my University. Usually people focused on the other player and did their best to avoid the Teradactyl. When I finally got my turn, I was unstoppable. The other opponent was easily dispatched time and again, but once the 'dactyl went for me. I said, "What the heck," and shot the thing out of the sky. It was reminiscent of that scene from the first Burton Batman film. Ah, good times.

    =Brian

    --
    There is nothing so good that someone, somewhere, will not hate it.
    1. Re:Played it by toyotaboy · · Score: 4, Insightful

      I was impressed when I played it way back then. Even though the graphics were crude, the immersion made you feel sort of like you were in another world. The steel cable attached to your back was clunky, and it fixated you so you couldn't turn 360. I do remember some corporate function that had some experimental software where it took you through a few worlds (a rat on a floor, hang gliding, etc.) I would love to see VR make a comeback. Looking at the type of graphics of today, if we had VR controls it would be so much fun.

    2. Re:Played it by KyolFrilander · · Score: 2

      I am kinda surprised that nobody has released an immersive HMD _yet_. I mean, I was always under the impression back inna day that the problem was pushing 2x the polygons, not the HMD. You can't tell me that modern video cards and computers can't push a reasonable frame rate at 800x600 times two. Or was that just that dude with dreadlocks' dream, and the HMD was equally distant? Or is it out there, hanging on to the fringe? (And I'm interested in tracking HMDs, not static or shuttered HMDs..)

      --
      Buddha says, "Shut your karma hole."
    3. Re:Played it by paradesign · · Score: 1
      theyre still arround, just a lil more expensive, GM has a good one.

      Its from SGI.

      --
      I want 2D games back.
    4. Re:Played it by ILL+Clinton · · Score: 1

      Sounds fun. Were the glasses stereo? Or was it the same 2D image in each eyepiece?

  5. Did anyone else play it? by quinkin · · Score: 2, Interesting
    I queued up and paid my $5 like all the other idiots...

    But the game was crap!

    I hope you can get the source and compiler, or at least get the specs. It really doesn't do the hardware justice.

    Q.

    --
    Insert Signature Here
    1. Re:Did anyone else play it? by Mighty+LoPan · · Score: 1

      Crap?!? Didn't you see the exciting action shot?

    2. Re:Did anyone else play it? by torpor · · Score: 1

      yeah ... i played it when they had that setup in the embarcadero center, way back when.

      in my opinion, all this VR crap is 'why' the 'bubble burst' - people doing totally gay things without having any idea how productive/anti-productive such gayity can wreak ...

      --
      ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
  6. I remember that... by gabe · · Score: 5, Funny

    I played that Dactyl game a long time ago. From what I remember, you could see the other guy's entire body, but if you looked down, all you saw was your left hand with the "gun" in it. It wasn't really a gun so much as it was a mushroom launcher. Damn thing took 5 seconds to reload too.

    --
    Gabriel Ricard
    1. Re:I remember that... by Hes+Nikke · · Score: 1

      not to mention people talking in your ears. i couldn't figure out if it was the other person run though some DSP or just a bunch of WAV files.

      i do remember being able to see my body, and i found it was quite anoying that you couldn't straif! (cource the 'mushrooms' took 20 seconds to get from the other gun to mine so i could turn and walk out of the way)

      i agree with the gripe a few posts up with the cable restricting you from turning 360 degrees. happily, i had a handler who would push me the other way when i tried to do that. lol

      if i had the cash, i'd do the buy it now in a heart beat!

      --
      Don't call me back. Give me a call back. Bye. So yeah. But bye our, well, but alright we are on a shirt this chill.
  7. The Virtuality pods weren't based on the Jaguar. by samdu · · Score: 5, Informative

    They were Amiga 3000s. An arcade here on the Isle of Palms had one. They were interesting, not so much for what they were, but what they portended for the future. Unfortunately, that future has not come to pass. Still cool stuff, though.

  8. I had these by Jjeff1 · · Score: 3, Interesting

    I worked at a place that leased 4 of these things for like 5 years. They were pretty rough. They broke all the time. Eventually the company we leased them from went out of business. We were left trying to get custom made cables to get them working again.

    The company I worked for was in a mall, they went out of business, probably for spending thousands of dollars and stupid stuff like this.

    As I recall, the system was basically a 486 with 2 big video cards, they had something like 4 40mm fans on each card.

    Eventually we had 4 machines, with 2 sitting never used because we scavenged them for parts.

    Personally I could never use the thing. The way the headset fit on me I could never get the proper 3D view.

    1. Re:I had these by samdu · · Score: 3, Informative

      If I recall correctly, the PCs were simply for network communication. The real engines of these beasts were the Amigas. Primative? By today's standards, yeah, but oh the promise they showed for the future. Alas, VR is dead on the vine. I still dig the idea of throwing on an immersive headset and completely abandoning the real world for a bit to blast away at baddies in a full 360 degree artificial reality. :(

    2. Re:I had these by Lord+Kano · · Score: 1

      I still dig the idea of throwing on an immersive headset and completely abandoning the real world for a bit to blast away at baddies in a full 360 degree artificial reality. :(

      I always wanted to watch a VR porno.

      LK

      --
      "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
  9. Why is Virtual Reality such vaporware? by Sodade · · Score: 5, Insightful

    Ah the heady days of the early 90's. VR was coming, and fast. Jaron Lanier (VPL) was in every issue of Mondo2000 (the precursor to Wired mag). The Dactyl-nightmare VR game (that was just one of the games) was just a taste of what was to come - they had one on the UC Berkeley campus and there was a long line all the time - soon after, I convinced the owner of the campus-side computer store I managed to lease one (me and my buds became the midnight VR crew). The $300 home VR gaming system was on its way. I had four different business plans based on this stuff. This was going to be the beggining of the transhuman revolution. I was going to learn how to juggle in VR - Jaron Lanier said so. Somehow, the whole thing just disappeared. VPL was sold to some French company, the gaming console never came, Mondo2000 gave way to Wired and the whole thing went poof. WHY??? I dunno. Maybe because VR makes people naseous? I remember being pretty sick after some 3am dactyl sessions, but I thought that it was just because the displays were laggy. Today's 3d shooters make me want to puke and always give me a headache, but I figured that is because I am looking at a 2d display. Maybe the military didn't want their tech going into the layman's hands? Conspiracy theorys anyone? Anybody out there know the rest of the story? Any links to current projects? With the advances in computing/graphics power, the stuff they were doing with 100k SGIs should be doable on 1k AMD boxen. Why isn't this stuff reality?

    1. Re:Why is Virtual Reality such vaporware? by samdu · · Score: 1

      Correction: Mondo2000 never had anything to do with Wired. Wired is a cheap, mainstream rip-off of Mondo2000. For a while there, they were on the stands at the same time. Mondo always beat out Wired for my geek magazine money because it was truly bleeding edge while Wired was more current events with a dash of the future thrown in to placate the true geeks. I was going to throw in a link to mondo2000.com, but apparantly the site is down, though DNS still resolves it, so the domain must still be registered with someone.

    2. Re:Why is Virtual Reality such vaporware? by Anonymous Coward · · Score: 0

      You get naseous from playing VR games because your brain is getting different feedbacks, from your inner-ear and eyes, say, you look at the world upside down and your inner-ear is up-right, that conflict can send you to the bathroom in a hurry...

    3. Re:Why is Virtual Reality such vaporware? by DigiShaman · · Score: 1

      The real problem with nausea and vertigo was due to the horrible refresh rate of the oscillating mirrors inside of the head unit. If I remember correctly, the view per eye alternated. So while the total frame rate was something like 20, it was devided between each eye for 10 frames a second...alternating between the eyes.

      For a good example, try out the Nintendo V-Boy. It provided the SAME EFFECT!.

      --
      Life is not for the lazy.
    4. Re:Why is Virtual Reality such vaporware? by Lord+Kano · · Score: 1

      Why isn't this stuff reality?

      I suspect that a big reason is that no one ever developed a headset with a high enough resolution/field of view/refresh rate to truly approximate "reality".

      I don't think that LCDs exist yet that can. VR was an idea that was ahead of its time. We couldn't produce affordable hardware that could push enough pixels, and we didn't have small displays with a high enough resolution.

      We have the pixels available now, thanks to 3DFX, NVIDIA and ATI, but we're still a few years away on those displays.

      LK

      --
      "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
  10. somewhat related by Anonymous Coward · · Score: 0

    I remember playing, about 10 years+ ago, in a multiplayer LAN Battletech simulator.

    Each player had to get into a closed realistic cockpit... the graphics were far superior to anything available at the time, but probably equivalent or slightly less good that what's possible on today's machines.

    Does anyone remember those and know what kind of hardware they had?

    1. Re:somewhat related by Anonymous Coward · · Score: 0

      I've never played one, but as far as the specs, this page has a little info, though it's not very thorough.

    2. Re:somewhat related by toyotaboy · · Score: 1

      The updated versions were PC based, but I believe the ORIGINAL battletech hardware was amiga based once again (specifically amiga 2000) because a PC couldn't render something like that back when it was released.

    3. Re:somewhat related by PhoenixOne · · Score: 1
      Virtual World! http://www.virtualworld.com/

      They've updated themselves many times since the old boxes. The game is less of a sim then a shoot-em-up now...but it still kicks butt (IMHO). :)

      --
      Spell cheek you've failed me four the last thyme!
  11. played it, didn't like it by British · · Score: 1

    It wasn't Dactyl nightmare that I played, but it was some other VR game at a local arcade.

    The game was very boring. It basically consisted of you standing on this conveyor belt, shooting at whatever you could in the sky. I accdientally shot my co-player a couple of times.

    It wasn't worth the money at all. The arcade that had it shut down(they only had 2 units). This was around 1996.

    As for Mondo 2000, I had several issues. in hindsight, it was a rather bland magazine. Too many Ana-Voog like things in it(she was in the mag), and was just too weird to take seriously. If you want stories on weird performance art, I guess that is the magazine to read.

  12. Bring back Virtual world and BattleTech! by cyrax777 · · Score: 2, Insightful

    Then Ill be happy BattleTech was one of the best "VR" games to bad it cost so damn much.

    1. Re:Bring back Virtual world and BattleTech! by PhoenixOne · · Score: 1
      Bring it back? It hasn't left. :)

      www.virtualworld.com

      I don't know how many BT Centers there are left (sadly the ones in San Diego and Seatle are both gone) but you can still find them at places like D&B.

      --
      Spell cheek you've failed me four the last thyme!
    2. Re:Bring back Virtual world and BattleTech! by Anonymous Coward · · Score: 0

      well there not as big as they used to be. They used to be all over.

    3. Re:Bring back Virtual world and BattleTech! by samdu · · Score: 1

      Holy crap there's one about 20 minutes from me. When did that happen?!?!? WOO HOO! Money/Time wasting galore!

  13. Arcades are dead by mrshowtime · · Score: 1

    I always wondered why the game manufacturers never tried more VR games, or at least high-end multi-player games, with experiences you simply could not get at home. The arcade manuf. simply gave up when they realized that the public was not buying into yet another Tekken/Mortal Kombat/Street Fighter sequel, which is sad. Arcades should be a place where you go to have fun that you simply cannot have at home. At worst I had hoped that the arcades would have the same situation that movies do now. Essentially movies have become long trailers for the dvd release. I wish someone would realize that the arcade model is very viable, but needs to be "reinvented" per-ce.... sigh...

    --
    "Jeremy, you need to get to an internet cafe and cut and paste some appropriate sentiments about me from the world wide
  14. I think... by cr0sh · · Score: 1
    ...that the VR scene has lost it's history.

    First off, the Virtuality units were originally made by W Industries, Ltd (or LLC?), who later became Virtuality, Inc, now they are called something else (if they are still around - last I checked was a year or so ago). The original Virtuality pod, the SU1000 (for Stand Up - there was a sit-down racer style pod, as well) - was powered by an Amiga 3000 with a custom CD-ROM drive (I assume SCSI based), and custom graphic boards. This pod was released by W Industries. The HMD was heavy, the system lagged, but it worked, and had a very large FOV, though resolution was not great (but once you "looked past the pixels", your mind interpolated and everything became pretty nice). Dactyl Nightmare was the original game.

    When W Industries became Virtuality, Inc - they released the second-generation pods (in both stand-up and sit-down models) - the 2000 series. From what I recall, these were based on PC components (though the graphics boards were still custom), not the Amiga. The HMDs still had a nice FOV, but the resolution was much, much better, and there were more colors, plus they were lighter. There was less lag, as well, and tracking was improved (not that the original's tracking was that bad). Dactyl Nightmare 2 was OK - but it wasn't as fun as the original - there was other games, too (Zone Runner or something, where you were a cyborg cop or such - plus a boxing game of sorts).

    When they changed their name the third time (why all the name changes - who knows? - tax evasion?) - they continued to sell the 2000 series - but they also sold the Visette for the 2000 seperately as a research/development HMD. I must admit, I would love to get my hands on one of those HMDs - they were sweet (at least 60-70 degrees horizontal FOV, with probably 640x480 res or better - close to full immersion with good res).

    Ok, enough about Virtuality pods. On to the whys of where is VR today.

    VR today isn't known as VR. At one time, it was called "Virtual Environments" - now I think it has dropped down and is just a tool used in simulation and data visualization (where it has always had use). There are still companies providing HMDs and immersive environments, plus all the assorted hardware - but they market to researchers and game development companies (tracking systems mostly to the latter - for modeling movement via motion capture hardware - aka 3D tracking). DOD is another big user (look up the Dismounted Soldier project if you are curious). The Big Three auto makers, and large oil companies, also use the tech for simulation and data vis.

    What does that leave the home VR enthusiast? Not much. Current hardware is fairly expensive, at the pro-level. Look for costs anywhere from $2500-25000 and up for HMDs (though there are some really sweet ones out there - mostly for wearable type systems - things that are close to the size of sunglasses - imagine the bulky grandma sunglasses, but they are VR goggles, and weigh about same). Tracking systems are still pretty expensive (Polhemus and Ascension still make their systems - but they haven't drop in price - a two sensor system will probably set you back a few grand). Gloves are still made, and the variety is better today, though the sweet VPL data glove isn't made anymore (Thompson of France had the patents at one time - I haven't seen any product like it, though). Software is still sketchy, some of the big packages still exist, but most of the time the stuff is home-rolled or otherwise cobbled together, or it is custom-controlled vis or simulation software. There are also companies out there supplying special models and modeling software for simulation use.

    The market isn't for the home user, to put it simply. The home user, if he wants his own VR system, is going to have to build it himself. Indeed, in the early 90's this was a given: With Rend386 for DOS (or VR386, or Avril), a powerglove, and an HMD hacked from plans from PCVR (using LCD TVs) and arm-based trackers - one could have an interesting and useful VR rig, and a

    --
    Reason is the Path to God - Anon