VirtualBoy Recomp Gets Its First Title: Mario Tennis
As I've become more experienced in the ecosystem that is recompilations and achieved my milestones of my other recompilation projects finally hitting their milestone of their first commercial title – I wanted to experiment with a more obscure ecosystem that was going to be less traversed. In the end, I chose the VirtualBoy, both due to novelty, but also it's relative simplicity as a system.



Mario Tennis Recomp gameplay
The pros mostly outweighed the cons for VirtualBoy. The system had very few games, none of which come with disassemblies or annotations online, but a number of them were simpler and more approachable, like Mario Tennis.
Despite the being a fast commercial failure, its novelty has led it to being reasonably well documented itself. The system also had a much simpler runtime than say, the Super NES with its register widths and other complexities that required tracking during static analysis.
Even still, using my other projects as a reference, I was able to quickly scaffold out an ecosystem for the VirtualBoy and trial my way quickly into a successful playable loop for Mario Tennis.
VirtualBoy Next Steps
While I have some target titles and aspirations for other recomp ecosystems, the VirtualBoy was never a system that I owned growing up. There's novelty, but not nostalgia hidden in its short library of games. I don't anticipate I'll make an effort to bring the rest of the library along on my own time. Though, I am curious about someday exploring whether we can visually enrich some of these titles to be something other than the harsh red and blacks of the system, and give a second life to some of these titles.