Friday, January 7, 2011

4 - Can you make it jump out?

Iwata: With 3D graphics up until now, you [only] felt a sense of depth when the camera swung around.
Itoi: In other words, the movement makes it feel three-dimensional. But this is three-dimensional the moment you see it.  
Iwata Asks: Nintendo 3DS 
In the interview, they discuss the Virtual Boy, and how it was really the last 'toy' Nintendo produced. A toy, in the sense of the spirit of the their past products, like Love Tester and Ultra Hand. The gaming world thinking of it as a failure is the result of thinking of it as a console and comparing it to Nintendo's recent products, rather than the toy it was. That's all insightful, but what they aren't telling you is that the VB was rushed to market - an unfinished stop-gap product to bide time until the release of the Ultra 64.

They also talk about how they had 3D screens on GBA prototypes. The GameCube also actually has 3D capability built in, but Nintendo never sold the product which allowed this. Luigi's Mansion was originally built to work with this 3D system. They even released a 3D game for the Famicom Disk System, with special goggles. A racing game titled, Famicom Grand Prix II: 3D Hot Rally.


They also mention how Yamauchi was the person who first pushed for both 3D and dual screens. It's interesting to note that the GBA SP was a sort of preview for the upcoming DS, with it's clamshell design. While I'm here and on the subject of early GBA and GCN designs:

Another GameCube prototype - the first incarnation of the Wii and Wii Remote.
A prototype VB controller which has the GCN colour scheme!

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