
Virtual Fishing
Virtual Fishing — frequently asked questions
- Is Virtual Fishing on Steam?
- No. Virtual Fishing is not distributed on Steam, so there is no Steam Charts or SteamDB player count for it. Its live popularity is tracked here via Twitch viewership instead.
- What platforms is Virtual Fishing on?
- Virtual Fishing is available on Virtual Boy.
- When did Virtual Fishing release?
- Virtual Fishing was first released on November 6, 1995.
About Virtual Fishing
Virtual Fishing is a Sports game, developed by Locomotive Corporation and published by Pack-In-Video, which was released in Japan in 1995.
Summary via IGDB.
Virtual Fishing on Wikipedia
Virtual Fishing is a 1995 fishing video game developed by Locomotive Corporation and published by Pack-In-Video in Japan for the Virtual Boy. The player participates in a series of fishing tournaments at various different locations by catching a large number of fishes with a high average weight under a time limit. Its gameplay consists of two segments and features two additional modes of play.
Source: Wikipedia (text under CC BY-SA 4.0).
Game details
- Platforms
- Virtual Boy
- Developer
- Locomotive Corporation
- Publisher
- Pack-In-Video
- Game modes
- Single player
- Themes
- Non-fiction
- Official site
- Visit
Details via IGDB.
Collector value & authenticity
Virtual Boy · PriceCharting sold data · Verified 2026-08-22
Release record
| Territory | Date | Serial | Barcode | MSRP |
|---|---|---|---|---|
| Japan Pack-In-Video Co., Ltd | 6 Oct 1995 | VUE-VVFJ-JPN | 4988110700019 | ¥5,800 |
| North Americacancelled THQ Inc. | Fall 1996 (planned) | — | — | — |
- North America (cancelled): THQ had this scheduled for autumn 1996 — the same window as Bound High!, Zero Racers and Dragon Hopper, and the quarter Nintendo discontinued the platform in North America.
- Community score
- 48/100
- Region
- JP
- Released
- 1995
- Authenticity
- Med
A fishing game you experience through a headset that tires your eyes in twenty minutes. On Nintendo Classics in Japan only, so for a Western player the cartridge is still it.
It rates among the lowest on the platform, and the score is defensible: a fishing sim is long stretches of nothing punctuated by a reeling minigame, experienced through a device actively hostile to long sessions. The genre and the hardware fight each other. It sits in the middle tier of Japan-exclusive prices: a required purchase for a complete set that will not hurt too much.
It stopped being a holdout on 14 May 2026 — but only in one hemisphere. Nintendo added it to the Japanese Nintendo Classics lineup in the same update that brought Jack Bros., V-Tetris, Space Invaders, Virtual Bowling and Vertical Force to both regions, and left this one off the Western service. Whether that is a rights question or a translation question, Nintendo has not said. The practical consequence for a North American or European buyer is unchanged: short of a Japanese account, the cartridge is still the only way to play it, and it is the only Virtual Boy title where that is true because of a regional decision rather than a licensing dead end.
How it was made
Developed by Locomotive for Pack-In-Video, by most of the staff who had just finished V-Tetris. Locomotive — Kyoto, founded May 1987, headed by Hiroshi Okamoto — made three of the Virtual Boy’s twenty-two games: V-Tetris, this, and SD Gundam: Dimension War, plus an unreleased Virtual Gunman for Victor. That makes it the most prolific third-party developer on the platform, ahead of T&E Soft’s two (Red Alarm and Golf).
All three Locomotive titles share a display-palette behaviour distinctive enough that Virtual Boy emulator projects track it as one bug class, filed against “Locomotive games” by name — a studio fingerprint visible thirty years later in how the games render.
What the press said at the time
| Weekly Famicom Tsūshin #356 | 1995 | 19/40 |
| VB Memorial Guidebook | 1997 | 67.5/100 |
Famitsu's 19/40 is 47.5 on a 100-point scale, so the two Japanese sources sit 20 points apart. A real split, though not the library's widest — V-Tetris's 21/40 (52.5) against 12.5/100 is a 40-point gap.
Cartridge & preservation record
Cartridge ROM capacity 8 megabit (1 MB), measured from the preserved cartridge image.
Cartridge data from the No-Intro preservation database (metadata only — names, sizes and checksums, no game data).
Worth knowing
- THQ had this scheduled for America. A North American release was planned for autumn 1996 and cancelled — the same window as Bound High!, Zero Racers and Dragon Hopper, and the season Nintendo discontinued the platform in North America.
Before you buy
Medium risk — priced high enough to be worth faking, obscure enough that few buyers know the reference. Check the label against Planet Virtual Boy's scans. This cart saves to battery-backed SRAM on a soldered CR1616 cell that is now over thirty years old; if saves vanish at power-off that is the battery, not the game.
Virtual Fishing screenshots
Watch on YouTube
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