In Haskell, there's a lot of desire to be able to write effectful code as you normally would, but with different types to do things like restrict the available actions (algebraic effects) or do optimizations like batching. The approaches generally used for this (Free Monads) do this by producing a data structure kind of like an AST; Haskell's "do" notation transforms the sequential code into Monadic "bind" calls for your AST's type (like turning .then() into .flatMap() calls, if you're from Javascript), and then the AST can be manipulated before being interpreted/executed. This works, but it's fundamentally limited by the fact that the "bind" operation takes a callback to decide what to do next - a callback is arbitrary code - your "bind" implementation can't look into it to see what it might do, so there's no room to "look ahead" to do runtime optimization.
Another approach is to slide back to something less powerful than Moands, Applicative Functors, where the structure of the computation is known in advance, but the whole point of using Monads is that they can decide what to do next based on the runtime results of the previous operation - that they accept a callback - so by switching to Applicatives, by definition you're giving up the ability to make runtime choices like deciding not to run a query if the last one got no results.
Selective Functors were introduced as a middle ground - solidifying the possible decisions ahead of time, while still allowing decisions based on runtime information - for example, choosing from a set of pre-defined SQL queries, rather than just running a function that generates an arbitrary one.
I picked one up cheap with some birthday money. It was fun for awhile, but I never developed the emotional attachment to it that I got to other tech like my NES, SNES, or Game Boy.
The Virtual Boy flopped for a very good reason: Not only were the games ugly because they were not in color, but it was very uncomfortable to play, and there was no "spectator" aspect to the games. The games also weren't very original, nor memorable.
(I do remember trying to strap mine to my head with my belt. That lasted about 3 minutes before I gave up and got bored of the games.) Honestly, I would have enjoyed the games more on a TV with red-green glasses, like shown in the article. (When I was a kid I loved everything and anything 3d.)
Did anyone fall in love with theirs? Is anyone really nostalgic for these games? Or is this something like CED, where the lore, because it's rare, makes it interesting even though it flopped for a very good reason?
The appeal is definitely somewhere between intrinsic and from the rarity - there's not just been no official way to play these games for the last 30 years, they've barely even gotten a passing mention, and even emualators have been few and far between. It was sad that Teleroboxer, Wario Land, and Mario Clash were basically lost to time.
The games definitely weren't up to to NES/SNES quality, but they were at least up to par with the average portable game at the time, which I think is what they were meant to be compared against. I see the Virtual Boy games as Game Boy games that suffered from the mechanics of the platform the platform they were released on. In that light, I think they compare pretty favorably to similar lesser-known games of the time; most WonderSwan games I've played, hell even a lot of Game Gear and Game Boy games, had much more serious gameplay issues, even though they were on hardware that was arguably less... challenging.