Virtual Fishing

The game enters into the second segment once a fish has bitten, with the perspective changing from a first-person to a side-view, and the player has to reel it in carefully to avoid breaking the line.

[1] Virtual Fishing was developed by Locomotive Corporation, who previously collaborated with Nintendo to co-develop StarTropics and created V-Tetris under supervision of Bullet-Proof Software,[5][7] by most of the staff who would later work on SD Gundam Dimension War.

[1][8] Shinji Aoyama served as the sole programmer, while the artwork was handled by Chiho Tomita[1][8] Rie Ikeuti and Sayaka Takeda were responsible for the pixel art, while the music was composed by Akiko Hida[1][8] Like all other Virtual Boy games, Virtual Fishing sports a red-and-black color scheme and uses parallax to simulate 3D, and stereoscopic visuals to create the illusion of depth.

[5][14] In early 1996, Nintendo Power reported that the game would receive a North American localization by THQ, slated for a winter 1996 launch, but this iteration was never released.

[3] The Japanese book Virtual Boy Memorial Commemorative Guidebook gave it an average rating, stating that "it's rather nice to play in bed before falling asleep.

"[17] N64 Magazine's Jason Moore called it an "inactive game", questioning Nintendo for choosing to release the title on a system reliant on 3D hardware.

[6] Retro Gamer also criticized the title for its graphics, animations and stereoscopic 3D effect, while remarking that "its biggest problem is that it's just not exciting to play.

Screenshot of the first gameplay segment