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More Details From Nintendo On The Labo VR Kit For Nintendo Switch

Experience a new dimension of Nintendo Labo with the launch of the Nintendo Labo: VR Kit for Nintendo Switch on 12th April, which combines the innovative physical and digital gameplay of Nintendo Labo with basic VR technology to create a simple and shareable virtual reality experience for kids and families.

Nintendo Labo: VR Kit is the fourth kit in the Nintendo Labo series, providing the tools to make DIY cardboard creations called Toy-Con; play a variety of games with these creations; and discover how Nintendo Switch technology brings it all to life. Nintendo Labo: VR Kit offers six new Toy-Con creations to build, including the Toy-Con VR Goggles, which combine with the other creations, encouraging players to use natural movements and gestures to interact with the gaming world and elevating the Nintendo Labo gameplay experience. Fend off an alien invasion with the Toy-Con Blaster, visit a colourful in-game ocean and snap photos of the sea life with the Toy-Con Camera, and so much more.

Nintendo Labo: VR Kit encourages passing around Toy-Con creations among a group of people so everyone in the room can easily join in on the fun. To help encourage this social gameplay, players simply slip the Nintendo Switch console into the Toy-Con VR Goggles and hold it up to their eyes to explore numerous games and experiences – no head-strap needed.

Nintendo Labo: VR Kit will launch with two primary configurations: one that includes all Toy-Con creations, and one that includes a smaller selection of projects to get started:

  • Nintendo Labo: VR Kit: The complete Nintendo Labo: VR Kit includes the Nintendo Switch software and materials to build all six Toy-Con projects – the Toy-Con VR Goggles, Toy-Con Blaster, Toy-Con Camera, Toy-Con Bird, Toy-Con Wind Pedal and Toy-Con Elephant – as well as a Screen Holder and Safety Cap*. It’s a good option for kids and families who want to dive in to the full experience.
  • Nintendo Labo: VR Kit – Starter Set + Blaster: The Starter Set includes the Nintendo Switch software, plus all the components to build the Toy-Con VR Goggles and Toy-Con Blaster, as well as the Screen Holder and Safety Cap. The Starter Set is a great entry point into the world of Nintendo Labo VR.

Players that own the Starter Set can purchase the following optional expansion sets to expand their experience:

  • Nintendo Labo: VR Kit – Expansion Set 1**: Expansion Set 1 includes the Toy-Con Elephant and Toy-Con Camera.
  • Nintendo Labo: VR Kit – Expansion Set 2**: Expansion Set 2 includes the Toy-Con Wind Pedal and Toy-Con Bird.

The inventive Toy-Con Garage mode – included as part of all Nintendo Labo software – returns with Nintendo Labo: VR Kit, offering basic programming tools for players to experiment with. More information about the experiences offered by Nintendo Labo: VR Kit will be revealed in the future. The Nintendo Labo: VR Kit – Starter Set + Blaster and complete Nintendo Labo: VR Kit will be available in stores on 12th April. For more information about Nintendo Labo: VR Kit, visit

Prepare to make, play and discover in a whole new way when Nintendo Labo: VR Kit for Nintendo Switch launches on 12th April. Nintendo Labo: VR Kit will launch with two primary configurations – the Nintendo Labo: VR Kit and the Nintendo Labo: VR Kit – Starter Set + Blaster – while owners of the Starter Set looking to expand their Labo VR experience can purchase two optional expansion sets.

Source: Nintendo UK

23 thoughts on “More Details From Nintendo On The Labo VR Kit For Nintendo Switch”

    1. Obviously it is not competing with oculus or vive, or even with ps vr.
      The screen is adept for the task it is performing.

    2. It is not a professional tool to do remote surgery with. it’s basically for kids that might have never done anything like this before. Like Nintendoland wasn’t the same thing as Red Dead Redemption 2. The Google Cardboard things were also more going for a very casual audience to introduce them to VR with simplicity. 720p surely isn’t a lot but enough for the Labo-software to enfold everything it needs to tell which usually isn’t more than a casual experience.
      I’m gonna think about buying one for my kids.

  1. It’ll be interesting to see how the screen will work inside VR because of the lower resolution.
    Also, I’m excited to see what 3rd Party devs might do with some of theses, maybe like a VR Shooting Gallery Game for the Switch

    1. It will work fine because the software it will be using will have a very simple Mii graphical style and be cartoony. We’re not talking about highly detailed realistic graphics or even being used in the same way as other standalone VR headsets. They will be short bursts of fun like all the other Labo stuff.

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    1. And worse. I REALLY don’t want to be holding the Switch up to my face the whole time, but that’s what it’s looking like.

      1. I just kind of wish they had waited for the Switch Pro or 2.0 or New Nintendo Switch or whatever they decide to come out before they released this.

      1. Did you read my comments below? I know. It’s really disappointing to get a VR experience for kids when that’s not what anybody wants. Why didn’t they just wait for the new model of Switch and make something groundbreaking like Super Mario VR?

        1. Oh I know. I just didn’t understand why you first said it was better.

          Personally I don’t see Mario as compatible with VR but something more like Punch Out or Pikmin would be a great fit.

          Though I also don’t think the Switch concept is compatible with proper VR. It’s kind of one of the many, many compromises it makes. Basically, the Switch would have to do what’s called inside-out tracking which is done by using a camera or cameras and an inertial measurement unit (accelerometer, gyroscope, and magnetometer) to track the user’s position and orientation in 3D space. Inside-out tracking is generally way more computation than outside-in, to the point that any attempts to do it in a dedicated gaming handheld should probably have a AI Accelerator with it’s own memory on-board to keep those tasks from interfering with game performance and to keep things more power efficient. Even then, inside-out doesn’t have any amazing way to track the player’s controllers. I think the only method that has been experimented with was by using two more wide angle cameras attached to the sides of the headset to track the controllers but that methods still has a very large blind spot where the controllers can’t be tracked, and it of course adds that much more computational complexity.

          Outside-in on the other hand, can work kind of like how the Wii Remote and sensor bar worked. In fact, since the Wii Remotes could track up to 5 points, people have been able to use one to do head tracking albeit with a very limited range of motion because of the narrow field of view of the Wii Remote’s IR camera.

          1. …To be honest I don’t know why I said that either XD. Maybe I was trying to convince myself? I agree that it’s not quite going to be a desirable VR experience, but I can see how it would be fun for kids for like 5 minutes. I think I’ll just pass.

            1. Yea, I definitely appreciate their experimentation with VR. There are some Wii U mini games that would work well for this style of VR but they can get a little whip-pan-y and without that magnetometer, I’d worry about that gyro drift.

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