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Virtual Reality (VR) Trillion Dollar Industry Belief
in Gaming | Wednesday, September 15, 2021 | 19:24

In this section I will tell you my story regarding my experience from 3D imagery (stereoscopic, Anaglyph 3D style) to Virtual Reality of today, and the not-so-long into the future to be. Let's put it this way: VR is finally here and the concept I lay out here may very well become the golden mine for everybody with secrets revealed and forthcoming luxury for those who want to bet on it.


I strongly suggest that you scroll first all the way down to the pictures to read my story of how 3D started off for me personally. Then, once you are done with the "Eye Candy", head back up to the story below to read some revealing and possibly never-before-heard-of concepts and rants regarding Virtual Reality (VR) and how we ended up where we are now, and where to go from thereon after. The future is "VRight" as in Bright!

Why didn't Virtual Reality kick off as we hoped/expected in the early 90's?

After thinking back and living in those days at the age of 15 years and beyond, I do suspect something happend to VR development and it is not of the reasons we all thought of, which is useally one of these options of why it failed:

1: Public lost interrest in the technology.
2: The technology was not ready or sustainable to be mass-developed in factories.
3: The few machines made where bat-shit expensive and there was not enough money to invest in it further.

Let's be honest to ourselves, take a god damn look at these 3 points. You have probably read or heard it all before, but have you ever answered these questions of how these reasons caused VR to eventually die towards end of the 90's, after giving us 10 years of promises?

I have, and have some very new theories and explanations below. My answers to the 3 points are:

1: The public never lost interrest in this technology, we all wanted it. Nobody got tired of it, since you didn't give us time to adapt to it, or even get our hands on cheap prototypes. So, this kind of statement are created and invented by the very same people who wanted to suppress the technology.

2: The technology was in early stages yes, but that it could not be mass produced and become sustainable is a complete joke! Look at the sales of VCR and Boomboxes at the same time period and back a decade before that. That business grew fast and hard. There where massive production and techniques to manufacture them cheaper and faster, naturally factory robots can help in these situations. Production on mass scale was HIGHLY available in the early 90's. Pretty much anything electronics could be made fast, cheap and yet keep a very good quality. Personal headsets (which would not contain the computer hardware) are just plastic and lenses, all available in mass scale decades before early 90's already!

3: Yes, it take guts to create a couple of Arcade-sized VR headset and consoles, but that isn't any excuse to create them, market them and know how to proceed from those into a sustainable production flow of personal headset, keeping those Arcade monsters in the Arcade where all the other already manufactured millions of Arcade Cabinets was already present (these too took money to produce, but that was the business that time, regarding computer, games and hardware those days where golden age and anybody would invest in the technology and buy it too - they all got payed big bucks for decades by US, the users!)

So, based on the those standard statements created back in the 90's why Virtual Reailty failed, its very easy to see that money, production, parts where easily accessible, as well as the public belief wanting to spend that kind of money on a half-finished, or even finished product ANY DAY of the WEEK through 1990 > 1997.

Claims were made about the performance and tracking of headset and player

Naturally, we are back in 1990, so computing power and graphics performance would ONLY be lower because we compare it of todays technology. That is utterly wrong and we have to remember that Commodore 64, for example, could do quite crazy stuff on a 1MHz computer with 320x200, 16 colors even 10 years before. In 1994, whatever graphics and performance that was available to us, impressed the general public, and it has always been like this. Just compare the oh-so amazing Playstation 1 from 1994 against PlayStation 5 of 2020 and beyond. They both got their "wow, best graphics ever, nothing is never gonna beat it". So, that is all relative to the decade or year one live in.

So, don't tell me that there were NO other CPU and Graphics Chips already in the works or even chips that companies where working on that could be FINETUNED quite easily to meet the demand of virtual reality graphics to quickly evolve that much faster. The 80-90s where at ALL TIME high regarding computer chips, graphic chips and even other medical, military and research projects that had technology we would only hear or see many years later. So, indeed the chips and performance was all there, but somebody did not want the VR technology out in the open. Why?

So, what about lenses or the display device in a VR headset then? For sure lens technology in the 90's where old news, so ANY lens could be made easily, so that is not even something to discuss, it was NO PROBLEM to get good lenses as well as the display or even CRT device to show the graphics. There were mini CRT TV's created 10-20 years before that, even home camera's for the general public had their own viewfinders in both color for years already. And yes, we used to stick our eye into a 3-10cm long capsule and it would fill our ENTIRE eye view, encapsulated inside a black compartment. It was CRISP as HELL!

The last bit of technology needed was of course trackers, IR and any other way of "knowing" where the player moved, as well as Gyroscope technology to keep track of everything feeding it back into the main computer, which in turn would update the graphics. All of that technology existed in some form, in the 90's all of those trackers where available in some form that could have been easily be adopted from military technology, medical technology, maritime technology, rocket technology, aviation technology and so fourth. Don't fool us with that "amazing" gyroscope technology that exists in Smart Phones today as it almost believed to be invented ONLY when Smart Phones first started to be available 1+ decade ago. Gyroscope are several 100 years old concept for christ sakes - as an direct example :-)

So, who supressed the VR development during the 90's?

If you read everything above, you can see that technology, manufacturing, money or general interrest was NOT the key reason why it just suddenly dropped in popularity or had its development stopped (or manipulated) for some reason.

As you may see, I had mentioned several BIG BUCKS industries in my story above, like military, medical, maritime, space related technology and aviation related technology. Only 1 of these has the direct capability to influence the goverment and key people in the law and order which is the MILITARY, but also combined with groups from the Space technology department. Well, naturally, not directly these two groups of industrial based companies, but rather third-party inventors and researchers that ONLY report back to Military and Space related firms. They call it compartilization.

You see the Military and Space related industries are the most suspectable for aquiring Virtual Reality technology and supress it, as it directly involves in the research into world control and "be a step ahead of that other nation at all cost". The VR technology can be further developed and finetuned to create advanced technology that can be used for Defense, direct War Tactics but also to keep a "lid" on the planet and be sure to protect ourselves from Space Wars eventualities. You could call it "Star Wars", but we're not quite there yet :-)

The VR technology would be highly benefictional to personell training for not just ground wars, but also into aviation simulator war related matters, bombing etc yes, the Drone technology only "came" out to us after Military ended their research and "left the scraps" for the good people in the streets to play around with.

We can also see the same thing happening RIGHT NOW with the current boost in VR headsets that have been released during the past 5-6 years already. It means that the Miilitary and Space related companies already are "done" with their version of it, leaving us with the "safe" and "left the scraps" again to the general public to play around with. You can see stories years ago how the Military suddenly revealed that they had used that technology (or even said they started now) for training. Haha, laughable, you got it all ways back in the early 90's and naturally experimented even before that with headsets and simulations. You see, it just fit the story that the Military "adopted" the popular VR technology as it was something they did "after" us. Yeah, right. And carrots are blue, are they not?.

You have to be aware that all of this is quite understandable, as the Military and Space, Aviation, but also Maritime have a common goal, and that is to be "one step ahead", so its natural that they would aquire amazing technology that are invented on the streets, capture it, nurture it, grow it, develop it until they are themselves happy. But, they do also the good thing, let US THE PEOPLE enjoy the fruits of their hard work of "getting there".

So, there you have it. Remember the Military didn't "steal" something from us, they just borrowed it for a couple of years and created a "serious" and "playful" version of the same thing. I'm sure you thought I would go completely bonkers and get into an Alex Jones mode, but I did not. You have to remember that a lot of technology used in other areas are often developed in a different setting, then adjusted to fit another area due to the genious of humans really.

So, whatever they did back in the 90's to "kill" off the Virtual Reality craze was to limit the stories written, either financially disrupt the technology by direct or indirect sabotage even (sounds crazy, but shit like this do happen). They (3rd party-actors not publicly or directly linked to Miitary or Space) could also "invest" in buying up technology and parts from smaller VR related companies to give a false impression of "deals being made" all in public. Only to months later either just fade away, or a sudden change in management causing the technology and assets to "get buried and lost" like if it was a natural thing that occured. Mix some lawyers onto the entire ordeal, and we're all done with that as far as the public is concerned.

So, naturally by doing only small things over a period of years in a very controlled matter, the public would eventually "see" less development and stories written, and as predictable as we all are, forget everything about it and get hypnotized by other non-related stories or technology. I'm pretty sure you understand that side of yourselves and the general public how these things turn out.

So, bottom line is that they can control such things, and naturally is most cases nothing that was done was directly illegal really, as the things that was done happened in such a controlled and slow manner, that by preditable human nature we just allow it to happen. "They" would know, as it's been done before, you know :-)

It should be noted that everything above is my interpretation only of "how" it could had happen and I can confirm I have no direct input from anybody or anything for that matter, this is pure mind creativity just looking at this VR situation from the 90's the way that I see it. It may be not true, partly true or absolutely very close to the truth. It's up to you how much you want to swallow of my story, but I guess that you got something to wonder about - which right about now is most likely 100% true, no? :-)

Maybe not surpressed intentionally, but I really do wonder!

If we look way back in the early 80's, its documented that a dude called Jaron Lanier with a company called VPL Research is more or less regarded as the "father" of headset VR. The story also goes to say that "Bankruptcy & Patent Acquisition: VPL Research, however, filed for bankruptcy in 1990 and in 1999, all of its patents were bought by Sun Microsystems, another company active in virtual reality research and development. Sun Microsystems was not known to have sold any virtual reality products and, due in part to Oracle's acquisition, it is unknown whether anything will come of the VPL patents."

I have added some interresting links:
VPL Research Jaron Lanier - Virtual Reality Society
Sun Snaps Up Original VR Patents
Sun Microsystems Virtual Workspace Demo

So, based on these things, Sun Microsystems aquired all patents from Jaron, and then actually started working on VR things (check my PDF "Virtual Reality - Sun Microsystems Computer Corp - February 1993" uploaded and screenshots below), but at some point Sun Microsystems was bought up by Oracle. Oracle has therefore the originals patents, but has just buried them, ignored them (out of incompentence) or simply supressed the VR patents for some wierd unbelieveable reason. To be honest, it is very suspicious.

The story goes: "On January 27, 2010, Oracle announced it had completed its acquisition of Sun Microsystems-valued at more than $7 billion-a move that transformed Oracle from solely a software company to a manufacturer of both software and hardware. The acquisition was delayed for several months by the European Commission because of concerns about MySQL, but was unconditionally approved in the end. This acquisition was important to some for the free software users and also to some other companies, as some of them feared Oracle might end Sun's traditional support of free projects. Since the acquisition, Oracle has discontinued OpenSolaris and StarOffice, and sued Google over their newly acquired Java patents from Sun. In September 2011, U.S. State Department Embassy cables were leaked to WikiLeaks. One cable revealed that the U.S. pressured the E.U. to allow Oracle to acquire Sun."

Oracle has in 2020 135000 employees and US$115.44 billion in assets, they are for sure a pretty solid and rich company. That they have completely neglected some of the most promising hardware and software such as VR and its patents goes to show that Oracle is completely out of expierence to even call themselves a business. What a complete failure to see potentional where its obvious, even a 15 year old from the 90's could tell them that. Oh well, the VR journey for Oracle never began and never will as they are too late to the "party". Oculus and other VR HW manufacturers will surpass Oracle by 100x in company earnings within the next 10 years, hah!

Funny enough, Sun Microsystems wrote this in 1993: "Within 20 years, the dominant computer interface could be the goggles of a VR system. In the 21st century, office workers, machinists, architects, doctors, factory workers, engineers and professionals in dozens of other fields will go about their business wearing a lightweight cordless headset that supplements their view of the "real world" with virtual reality -- 3-D or holographic images superimposed over or even substituting for physical objects.".

It's very clear to see it was never meant for you and me, the public, but rather industry which kind of aligns with my first story on how it seemed to be supressed by companies. So, 1993+20 years = 2013 was their prediction of that VR was well implemented in the industry. Well, it kind of is true, just that Oculus Rift in 2012 started a KickStarter campaign and thus the history was born. You could say that only thanks to KickStarter and the number of NORMAL regular people that believed in it (and not stupid companies with no competence) where able to push this to the commercial market. Kind of gives you an indication of how companies worldwide supress technology and keeps it for themselves as its money involved. We, the people, are stronger together THAN ANY OF these incompetent companies, so there!

So, what's gonna happen now. Facebook just annouced a couple of days ago they're gonna release and invest into their VR MetaVerse and change name of FaceBook or something. Well, who do you think is gonna SUE MetaVerse when it becomes very popular, you guessed it, the incompentent money hungry trollls over at Oracle that holds the original VR patents, along with Sun Microsystems "Virtual Worlds" which looks very alot like Facebook/Oculus HORIZON, that some may believe is the early start of MetaVerse. Just, watch the news and remember where you read this theory first, right here that is!

Right now, I believe I have written enough ramblings about what the fuck happend to VR back in the 90's and why I could only enjoy this 30 years later, so fuck that history and middle finger to those who where responsible for keeping it away from us, shame on you!

Now, back to that Trillion Dollar Belief I have!

I will here simply put some bullet points on how VR will become a Trillion Dollar industry and ramble about them one-by-one

1: VR HW and SW sales and money circulation will SURPASS the entire oil and gas industry earnings within the next 10 years.
Before you start jabbing about Climate Change and how that is gonna kill the Oil and Gas industry (wrong), you might say I cheated my way of saying that. But, lets just face it. Think back since the first video game was released to the public, see that timeline and money that industry produced out of basically nothing, creating content as it went along.

Then came the computer industry boom, think back on that for a while and see where we are at that today.

Now, remember when Internet came and "shopping online" was a complete and utter pipe-dream of it will never get any traction. Just think about EBAY and AMAZON where they got their money from.

All these factors together, produces a massive amount of money, so put the VR universe into that factor and you get yourself a very realistic future understanding why that industry will surpass Oil and Gas industry. It is a sure bet.

So, my belief is that if you are able to invest into VR, or stocks for VR companies just go ahead and do that, it will for sure kickstart them and you, in which end you yourself can start earning money on VR, even creating a VR company, earn millions and end up in the stock market yourself with other people chipping in on stock just as you once did. It's very easy to see the future how that will end up, its basically a big money machine that will just go on and on and on.

Remember VR can be used in EVERY industry, there is no LIMIT of what it can do. Just think of all the different people doing things in real life, you can do that all over inside Virtual Reality to, as its basically "LIFE V2.0" for everybody with no stop of imagination of what can be pulled off.

Stats (USD,$):
Oil & Gas: $2.1 trillion in 2021
Gaming: 173.70 billion in 2020
Internet: $2.1 trillion in 2021
Computer HW: $944.09 billion in 2021
VR: 4.42 Billion in 2020

So, just to point out, VR needs Gaming, Internet, Computer HW to be of any use, which means if you bring all that money together, you can already see that it has already passed the Oil & Gas industry just in 2021. See? Told you that it would happen, in fact, I was surprised it already has when I starting writing this article back in September 2021.

You could also bring in e-Commerce of a couple of trillions already, which again, can very easily become part of futuristic online shops all presented in Virtual Reality with real folks all around you while you check out the shelves and goods.

Just think about in a couple of years that going to EBAY will add a whole new dimension, since people can 3D-scan their objects for sale and you can virtually rotate them around to see if it fits your need. Poor old 2D will suffer in the future, really :-)

2: Any game that was EVER made can be re-released.
Yes, you are reading correctly. Any game that was EVER made in 2D bitmap graphics and 3D (like Commodore 64, Amiga, Nintendo) etc. can all be SOLD all over again. Not as emulated fullscreen VR content, but completely revamped/reprogrammed/redesigned versions of the original 2D games, but presented in a VR environment instead for an more immersive take on it.

Just imagine if the old gaming companies could just rise again AS THEY WORE back in the 80's and 90's? Because, someone out there do still hold the copyrights to these games, but what good does that when OCEAN is defunct ages ago?

A new law should be passed, that any game studio in the 80's or 90's is given 1 chance to claim their right to the original games they produced, released or coded otherwise it goes out to the public just for historic reasons alone!. If they have no intent of bringing the game into the future, we the people should be allowed to honor that company, their logo, original authors and just get that fucking game out in a new VR wrapping out to the people - just out of nostalgic memories and immense respect to its originals creators. That should really be a very nice gesture I would believe for both parties?

Naturally, one could always try to get hold of the original copyright holders and ask them if they want their legacy from to 80's and 90's to continue in a new VR universe. To be honest, that might be very hard to pull of, so my concept it plain and straight put "fuck that, you abandond it" and I'm just gonna create my own VR version of it using the title, assets and re-ignite the game all by my own, earning well deserved money for "keeping the torch alive"!

Just take a good look at these known Amiga Game Developing Houses of the 90's, such as (year in brackets indicate founding date):

Accolade (1984), Activision (1979), Argonaut Software (1982), Bitmap Brothers (1987), Bullfrog Entertainment (1987), Core Design Ltd. (1988), Cryo Interactive (1992), Delphine Software International (1988), Digital Illusions CE (1988), Digital Image Design (1989), Eidos Interactive (1990), Electronic Arts, Inc. (1982), ERE Informatique (1981), Factor 5, LLC. (1987), Firebird (1984), Graftgold (1983), Gremlin Graphics Software Ltd. (1984), Hewson Consultants (1982), Housemarque (1995), Image Works (1988), Interplay Productions Inc. (1983), KAIKO (1990), Kingsoft (1983), Loriciel (1983), Microdeal Electronic Publishing (198?), MicroProse Software Inc. (1982), Mirrorsoft (1983), Ocean Software (1984), Psygnosis (1984), Rainbird (1986), Rainbow Arts (1986), Reflections (1989), reLINE Software (1987), Spectrum Holobyte (1983), Team 17 Software Ltd. (1990), Thalamus Ltd. (1986), Titus Software (1985), Ubisoft Entertainment (1986) and U.S.Gold (1984).

How many are still alive? How many still maintain their legacy of the games they where involved in?

You already guessed, way to far and way to less. Basically, at this point I would call it dishonest to just keep a copyright for the games in question locked away in some 80's year old grandpa's loft just for the cause of it. Their games should be allowed to be used by we the people to invest into them and bring them all back for the current and next generations to come! Let our kids and future kids not yet born expierence one of the most crazy times ever in human history and let them on a virtual time machine to honor this great earth!

3: All ages will be able to use VR in the future.
Without even considering any doubt at all, its very clear that Kids at school, youth all over the world, and every old person CAN and WILL enjoy VR for whatever content that they desire or dream about the most. This equals a first-time ever hardware that can be bought by ALL AGES, and not limited to like "smart phones" ever could or what Internet once did for us all. There have never been any hardware on planet earth that can and has already accomplished this. So that is something to really think about, VR is the future - mark my words as of November 2021!

4: You are ALL guaranteed lots of money and hobby/business for an eternity.
Yes, whatever you create or sell by creating content for VR, there will be an audience for whatever you created. If you are multi-skilled, even more reach you get and more money earned. It can be anything for presenting a new book, music, live concert, art, programming, video editing, tv-shows or whatever fancy content you are able to get out - you are destined to earn some kind of money, and potentionally step it up as your everyday job. Just think about that dream, go for it and remember who guided you on that path, that would be me, Stone Oakvalley.

At this point, I shall end this bigger article of my introduction, understanding and Trillion Dollar belief.

One of my first introduction to 2D in real life to 3D stereo images was with those well known Anaglyph 3D RED/GREEN glasses back in the 80's. These particular glasses I own today still and was a extra gift with at least the Norwegian Donald Duck magazine from 1994 but first introduced in 1986 via the Spirit magazine that was an extra magazine to the Fantomet (The Phantom).

When I first saw them I was utterly amazed how this was even possible, the cartoon came out of the paper in front of me and trying to grab them was impossible, yet my brain said I should.

From that point on I was mesmerized by this effect at the age of 12 at that point.

The actual magazine from 1994 where the glasses was given away as an extra gift in 1994. I don't have this magazine so I cannot scan the 3D contents of it.

I do believe it was Donald Duck based, and just imagine that was the first time we could ever "feel" Donald in a almost real physical form.

This extra magazine called "Spirit" that followed the Fantomet (The Phantom) magazine all the way back in 1986.

I do not have that magazine, but did own it back in the days. It might still be present in my child home but I have not checked.

Then we have the classic 3D View-Master that has always been popular. I must admit I cannot remember when I got this for christmas the first time, but I do remember very specifically I had slides with "The Black Hole" from Disney.

This was probably the closest we ever could get into a "almost" Virtual World since our eyes was pretty much engulfed with a 180 degree view (I cant remember), but that was so incredibly impressive I still remember the lack of breathing because I wanted to stay 100% still while gazing at the amaze of 3D images and dream of Virtual Reality before I even knew about the god damn thing!

I do not have my old 3D View-Master anymore, so the image is an random one from internet.

This was the one I did own and remember specifically, this image is also not from my collection, just a random image from internet.

Anyway, the movie "The Black Hole" was relased in 1979, as also these View-Master slides was. Thinking this was back in the days, stuff released in US would not reach Europe and Norway probably until some years later.

I can not remember the age or year I got this for Christmas, but it could be as early as 1982 or up to 1985 max.

At that time period I was only 8-11 years old.

As I was researching the post, I came over some old Norwegian Toy Catalogs I had collected myself since 1990.

Even at that time period, these 3D View-Master devices and slides where still a toy that was popular. Given the previous picture and my memory, it seems that 3D View-Master was active in Norway from very early 80's and even survived 10 years in Toy Catalogs and shops.

These days that would be laughable, as kids get tired of toys just after 3 months.

Back then it seems Toys where timeless and nobody cared if it was introduced 10 years ago, ahh, the good old times :-)

Years passed from the early 80's, going through those, going into the 90's which eventually we were finally promised and introduced to real deal I had been waiting for 10 years prior.

The Virtual Reality was everywhere in the early 90's and my first memories of noticing these incredible unbelieveable devices where through Amiga based computer magazines which I bought several of every month for many many years, until the Amiga died in the mid 90's more or less here in Norway.

I knew at once that this type of technology was the right fit for me, as I had those fantastic memories of beeing hypnotized by 3D Anaglyph glasses just 10 years or so earlier.

So, we read and fantasized about these devices for weeks, months and years...when was it supposed to be released to the public as a device we could afford?

And yet, back then Arcades in the Norway was still going strong, so when do we get the chance to try out one of these babies??

At least, now we could even see screenshots of how the graphics where and just imagine the 3D feeling of Virtual Reality by staring endlessly on 2D images in a printed magazine.

The horror....

They continued to post and tease us with more devices, headsets and promises of "its coming"....

When then????

Then: Finally something related of a complete movie covering the world of Virtual Reality, The Lawnmower Man in 1992.

This movie came at the right moment of VR hungry people like myself and it felt our cries was heard, it was not anymore a non-animated, 2D screenshot in a printed magazine, we HAD an movie about it!

I love this movie to the death, it is a milestone in storytelling, suspense, technology along with the quite still impressive CGI and 3D animated character of Jobe still haunts my mind. This movie would kick ass any other movie that ever followed. This is _THE_ movie regarding Virtual Reality. Period. Forget Ready Player One and the TRON movies, they are nowhere CLOSE to this fantastic movie.

Both main actors perform prefectly, along with a very good story but best of all, we get to see more VR hardware, animation and could almost feel the rush of how the VR would feel.

Jobe wearing a typical VR headset, and let us remind us this was imagination of 1992 which pretty much looks like Oculus Quest 1 or RIFT of today.

Seriously, this device we really needed. I thought how lucky the actor must be, most likely its just an empty plastic prop, but hey, my imagination always went wild with VR related matters back in the 90's.

The magazine industry kept pumping out these images and stories and empty promises yet again.

And yes, these things existed and was useable by the public at shows and probably some amusements parks of course.

But, something was missing. What about the at-home consumer device?

Stop teasing us and take my money, god dammit, 1992 style.

Naturally, even Scandinavian magazines picked up the VR craze, but it was always just a repeat of previous promises from US, UK and so on.

I can't remember fully the story of early VR in Norway, but found at least a statement that Denmark had officially introduced "Virtual Reality" in Denmark.

So close now, just come to Norway at once.

Yet another story and we kept seeing the same images used again and again. Where we all fooled by now?

The thing in magazine just went on and on and on.

This is just yet again a random page from a random magazine, but take notice of the bottom picture where the Red shirt guy sits in a bluish VR chair with headset.

In the previous page and picture, that same Red shirt guy is sitting what looks like now a grey chair?

So, clearly they were out of news at some point and had to paintbrush the same images so the public thought something was still going on with VR development to the general public.

Even the image before here shows the same dude now in a black painted VR-Chair. His shirt is still RED though. How and why?

At this point, I do suspect something happend to VR development and it is not of the reasons we all thought which is useally one of these options of why it failed:

1: Public lost interrest in the technology.
2: The technology was not ready or sustainable to be mass-developed in factories.
3: The few machines made where bat-shit expensive and there was not enough money to invest in it further.

Please review these related article links:
Click to open urlList of most classic Amiga Game Development companies/houses
Click to open pdfScan from older computer magazine (VR related) - 1
Click to open pdfScan from older computer magazine (VR related) - 2
Click to open pdfScan from older computer magazine (VR related) - 3
Click to open pdfScan from older computer magazine (VR related) - 4
Click to open pdfScan from older computer magazine (VR related) - 5
Click to open pdfScan from older computer magazine (VR related) - 6
Click to open pdfScan from older computer magazine (VR related) - 7
Click to open pdfScan from older computer magazine (VR related) - 8
Click to open pdfScan from older computer magazine (VR related) - 9
Click to open pdfScan from older computer magazine (VR related) - 10
Click to open pdfScan from older computer magazine (VR related) - 11
Click to open pdfScan from older computer magazine (VR related) - 12
Click to open pdfScan from older computer magazine (VR related) - 13
Click to open pdfVirtual Reality - Sun Microsystems Computer Corp - February 1993

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