Nintendo CEO reveals how company toiled for years on 3DS concept
VB: Tell us how Nintendo developed the 3DS.
SI: 3D is nothing new for Nintendo. We’ve been working on the challenges for a number of years. As you know, about 15 years ago, we tried 3D with the Virtual Boy handheld. It didn’t work that well.
About 10 years ago, when we were launching the Nintendo GameCube console, 3D technology was already available in the form of parallax barrier. We experimented to see what would happen if an LCD display could do 3D using the processing power of the GameCube. The GameCube had the ability to show images from the left eye and the right eye, shifted so that they could produce a 3D effect. The circuitry had been designed with the possibility of using a parallax barrier LCD. We experimented with Luigi’s Mansion, a launch title for the GameCube, to see if it would work. And the result was appealing. It showed depth in the view of the gaming world. But when we reviewed its marketability, we had to consider the problem of consumers having to purchase displays. Game hardware was already one purchase. And the TVs were not cheap at that time. So we thought it would not be practical.
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