1 00:00:00,320 --> 00:00:02,960 Speaker 1: Brought to you by the reinvented two thousand twelve Camray. 2 00:00:03,200 --> 00:00:09,000 Speaker 1: It's ready. Are you get in touch with technology with 3 00:00:09,080 --> 00:00:17,760 Speaker 1: tech Stuff from how stuff works dot com. Hello again, everyone, 4 00:00:17,840 --> 00:00:20,520 Speaker 1: Welcome to tech stuff. My name is Chris Poette and 5 00:00:20,520 --> 00:00:22,800 Speaker 1: I am an editor at how stuff works dot Com. 6 00:00:22,840 --> 00:00:27,400 Speaker 1: Sitting across from me, as always, his senior writer Jonathan Strickland. Great, Yes, 7 00:00:27,520 --> 00:00:33,320 Speaker 1: shot the Invisible Swordsman reverted to movies. That was a quote. 8 00:00:33,360 --> 00:00:34,880 Speaker 1: That was a quote switch up. I had a different 9 00:00:34,960 --> 00:00:37,519 Speaker 1: quote lined up, but then Mr Pellette made a reference 10 00:00:37,520 --> 00:00:40,080 Speaker 1: to a certain movie and I had to follow suit. 11 00:00:40,720 --> 00:00:43,920 Speaker 1: I like silly movies. I love that movie. Man. I 12 00:00:43,960 --> 00:00:48,160 Speaker 1: saw that film at least three times in the theater. Really, yeah, 13 00:00:48,280 --> 00:00:51,840 Speaker 1: well one for each, you know, amigo. And it wasn't 14 00:00:51,880 --> 00:00:55,960 Speaker 1: drown love this time. So, but today we wanted to 15 00:00:56,000 --> 00:00:58,960 Speaker 1: talk about a device that I actually got some hands 16 00:00:59,000 --> 00:01:03,280 Speaker 1: on time with some pretty in depth hands on time 17 00:01:03,320 --> 00:01:07,680 Speaker 1: with the Nintendo three D S. Yes, funny you would say, 18 00:01:07,840 --> 00:01:10,880 Speaker 1: in depth. Yes, let me put it this way. I'm 19 00:01:10,880 --> 00:01:13,920 Speaker 1: not gonna have any more time with that particular device. No, no, 20 00:01:14,200 --> 00:01:16,440 Speaker 1: And uh, you know I actually had a little time 21 00:01:16,440 --> 00:01:19,319 Speaker 1: with that device too. And you said give me that. Yeah, okay, 22 00:01:19,360 --> 00:01:23,560 Speaker 1: so the first time I after that, I'm bitter. Yeah, well, 23 00:01:23,600 --> 00:01:25,880 Speaker 1: I mean, like I said, I'm not playing with it 24 00:01:25,880 --> 00:01:29,319 Speaker 1: anymore either. Um. The first time I laid eyes upon 25 00:01:29,480 --> 00:01:31,959 Speaker 1: the Nintendo three D S was at the two thousand 26 00:01:32,000 --> 00:01:37,679 Speaker 1: and ten E three conference the Electronic Entertainment Expo was 27 00:01:37,720 --> 00:01:39,440 Speaker 1: at the time that when you laid eyes on it, 28 00:01:39,480 --> 00:01:41,720 Speaker 1: where the shaft of light came down from the ceiling 29 00:01:41,720 --> 00:01:45,039 Speaker 1: and the Angel Chorus started singing, except that the angel 30 00:01:45,080 --> 00:01:48,240 Speaker 1: course instead of going oh said it's to me, I'm 31 00:01:48,240 --> 00:01:52,280 Speaker 1: not and yeah, I know the It was a big 32 00:01:52,320 --> 00:01:55,040 Speaker 1: deal at E three. I mean, Nintendo had revealed this 33 00:01:55,160 --> 00:01:58,000 Speaker 1: new hardware. It had been years since Nintendo had done 34 00:01:58,040 --> 00:02:01,080 Speaker 1: something besides the D S light right, it was. It 35 00:02:01,160 --> 00:02:04,280 Speaker 1: wasn't just a simple tweak of the DS. It was 36 00:02:04,520 --> 00:02:09,080 Speaker 1: a pretty major leap forward. Yes, and uh and so 37 00:02:09,280 --> 00:02:11,120 Speaker 1: you can actually see the forward because it's in three 38 00:02:11,200 --> 00:02:14,280 Speaker 1: D exactly. That was the big deal, was glasses free 39 00:02:14,560 --> 00:02:19,040 Speaker 1: three D in this device? Yep. Now, uh yeah, we 40 00:02:19,320 --> 00:02:21,799 Speaker 1: usually say this at the beginning of the podcast such 41 00:02:21,800 --> 00:02:23,600 Speaker 1: as this, but there was so much hype in this 42 00:02:23,639 --> 00:02:25,880 Speaker 1: case that we've had several people asked us to do 43 00:02:25,919 --> 00:02:27,440 Speaker 1: a show in the three D S, so we're happy 44 00:02:27,480 --> 00:02:31,120 Speaker 1: to oblige, so happy in fact that how stuff works 45 00:02:31,120 --> 00:02:33,320 Speaker 1: dot Com actually bought a three D S for us 46 00:02:33,360 --> 00:02:37,320 Speaker 1: to try out because I wasn't at the show, so 47 00:02:37,360 --> 00:02:38,800 Speaker 1: I didn't get to see it for myself. Well, and 48 00:02:38,840 --> 00:02:40,480 Speaker 1: I only got a chance to see it for about 49 00:02:40,520 --> 00:02:44,320 Speaker 1: three minutes because you stood in line for around minutes 50 00:02:44,360 --> 00:02:46,200 Speaker 1: to an hour unless you had a v I P pass. 51 00:02:46,360 --> 00:02:49,480 Speaker 1: So people like seeing that's Brian Tong jumped right to 52 00:02:49,480 --> 00:02:52,640 Speaker 1: the front and people like shlubby old me got in 53 00:02:52,680 --> 00:02:54,440 Speaker 1: line with all the rest of the peons and we 54 00:02:54,480 --> 00:02:56,680 Speaker 1: waited and waited and waited. Dude, why didn't you get 55 00:02:56,760 --> 00:02:59,760 Speaker 1: a fast pass? I don't I know. I know I 56 00:02:59,800 --> 00:03:01,560 Speaker 1: know better by now clearly. I mean I know the 57 00:03:01,639 --> 00:03:04,720 Speaker 1: right people, right, I just apparently I didn't leverage those 58 00:03:04,760 --> 00:03:08,040 Speaker 1: relationships the way I should. My networking skills are are poor. 59 00:03:08,480 --> 00:03:11,280 Speaker 1: So anyway, yeah, we've got a few minutes to look at. 60 00:03:11,400 --> 00:03:13,600 Speaker 1: And it was very impressive that when one of the 61 00:03:13,639 --> 00:03:17,080 Speaker 1: games they showed off was this Mario platform game Go 62 00:03:17,280 --> 00:03:20,520 Speaker 1: Figure U that know, that used the three D in 63 00:03:20,520 --> 00:03:23,240 Speaker 1: a very effective way, and that the three D actually 64 00:03:23,240 --> 00:03:26,000 Speaker 1: was adjustable. There's a slider on the right side of 65 00:03:26,040 --> 00:03:28,919 Speaker 1: the screen. The three D screen, the DS, by the way, 66 00:03:28,919 --> 00:03:32,240 Speaker 1: in case you have not seen one, is a handheld 67 00:03:32,240 --> 00:03:35,480 Speaker 1: gaming device that has two screens. There's the screen that 68 00:03:35,520 --> 00:03:38,040 Speaker 1: you're actually watching for the game and where the game 69 00:03:38,080 --> 00:03:40,840 Speaker 1: action is happening, and then there is a touch screen 70 00:03:40,920 --> 00:03:44,720 Speaker 1: interface system that you may use in the while playing 71 00:03:44,720 --> 00:03:46,800 Speaker 1: a game, or you know, it may just be there 72 00:03:46,920 --> 00:03:49,840 Speaker 1: is a decoration because you may be using the basic 73 00:03:49,880 --> 00:03:53,680 Speaker 1: controls like the game pad and the buttons. Right, and 74 00:03:53,720 --> 00:03:55,640 Speaker 1: it looks a lot like the the D S light, 75 00:03:56,160 --> 00:03:59,640 Speaker 1: which of which I have one um, except that there 76 00:03:59,640 --> 00:04:02,440 Speaker 1: are some some pretty different features. I'm used to the 77 00:04:02,560 --> 00:04:06,960 Speaker 1: typical Nintendo uh four direction D pad, Yes, and it 78 00:04:07,040 --> 00:04:09,600 Speaker 1: has one of those, and yeah, but it also has 79 00:04:09,600 --> 00:04:13,120 Speaker 1: a circular pad, an analog circular pad, so it's like 80 00:04:13,160 --> 00:04:16,359 Speaker 1: a little joystick that your thumb sits on. Yeah, kind of, 81 00:04:16,440 --> 00:04:19,320 Speaker 1: So the three D S kind of up the anti 82 00:04:19,400 --> 00:04:21,839 Speaker 1: with that. But yeah. The the cool thing was that 83 00:04:21,920 --> 00:04:23,320 Speaker 1: the whole idea was that there was going to be 84 00:04:23,360 --> 00:04:27,719 Speaker 1: this this glasses free three D experience And you might 85 00:04:27,800 --> 00:04:32,400 Speaker 1: ask yourself, hey, how does that work? Well, I'll tell you. 86 00:04:33,160 --> 00:04:38,440 Speaker 1: It's based upon a principle called parallax barrier. Now, in 87 00:04:38,560 --> 00:04:39,880 Speaker 1: order for this to make sense, we got to talk 88 00:04:39,880 --> 00:04:41,960 Speaker 1: about a few different concepts. First of all, let's talk 89 00:04:42,000 --> 00:04:45,000 Speaker 1: about parallax. We've talked about this before in other three 90 00:04:45,120 --> 00:04:48,880 Speaker 1: D podcasts as podcast about three D not podcasts, but 91 00:04:48,920 --> 00:04:51,120 Speaker 1: we're in three D. Well they were, but you had 92 00:04:51,120 --> 00:04:53,920 Speaker 1: to have a special kind of earphones to listen to you. 93 00:04:53,920 --> 00:04:55,599 Speaker 1: You kind of had to be here in the studio 94 00:04:55,640 --> 00:04:57,760 Speaker 1: while we recorded it to be at all three dimensional. 95 00:04:57,800 --> 00:04:59,760 Speaker 1: And even then that's stretching it for us. Let's be 96 00:04:59,800 --> 00:05:04,120 Speaker 1: on us. So parallax is based upon the whole idea 97 00:05:04,200 --> 00:05:07,360 Speaker 1: that well, there are different things about parallax, right, but 98 00:05:07,480 --> 00:05:10,120 Speaker 1: as far as three D vision goes, stereoscopic vision goes, 99 00:05:10,440 --> 00:05:13,320 Speaker 1: parallax is based upon the fact that our eyes are 100 00:05:13,360 --> 00:05:19,680 Speaker 1: not located in the same exact spot. Yeah, we would 101 00:05:19,720 --> 00:05:22,239 Speaker 1: be a cyclops. So if if you are a human 102 00:05:22,240 --> 00:05:27,000 Speaker 1: being with two healthy, regular working eyes, then you can 103 00:05:27,080 --> 00:05:29,919 Speaker 1: use parallax to determine how far away an object is 104 00:05:30,000 --> 00:05:33,120 Speaker 1: and part and that's kind of based upon, uh, the 105 00:05:33,120 --> 00:05:35,240 Speaker 1: the distance that the picture that you're getting out of 106 00:05:35,240 --> 00:05:37,600 Speaker 1: your left eye versus the picture you're getting out of 107 00:05:37,640 --> 00:05:40,560 Speaker 1: your right eye. And your brain puts these two pictures 108 00:05:40,600 --> 00:05:45,719 Speaker 1: together into a h an integrated picture. So you know, 109 00:05:45,760 --> 00:05:48,360 Speaker 1: instead of getting instead of you sitting there and perceiving 110 00:05:48,440 --> 00:05:51,799 Speaker 1: two different images, you actually perceive a single image based 111 00:05:51,839 --> 00:05:54,680 Speaker 1: upon these two inputs, these two data inputs that are 112 00:05:54,720 --> 00:05:57,120 Speaker 1: coming in at the same time. And so this is 113 00:05:57,160 --> 00:06:00,240 Speaker 1: part of what helps you with your depth perception. It's 114 00:06:00,240 --> 00:06:02,440 Speaker 1: not the only thing, but it definitely helps. And that 115 00:06:02,600 --> 00:06:05,880 Speaker 1: you know, your brain kind of takes in that information, says, 116 00:06:05,920 --> 00:06:11,600 Speaker 1: based upon this information, that person is so many feet away, right, 117 00:06:11,880 --> 00:06:14,760 Speaker 1: And so three D what three D does because that 118 00:06:14,920 --> 00:06:18,479 Speaker 1: presents you two sets of images. Each eye only receives 119 00:06:18,640 --> 00:06:22,480 Speaker 1: one of those images, one set, and then your brain 120 00:06:22,560 --> 00:06:26,719 Speaker 1: puts those two sets together and that creates this what 121 00:06:26,839 --> 00:06:30,000 Speaker 1: appears to be a three dimensional image, which is pretty cool. 122 00:06:30,040 --> 00:06:33,160 Speaker 1: You're you're tricking your brain into thinking that you're perceiving 123 00:06:33,200 --> 00:06:36,800 Speaker 1: something that actually has depth as opposed to just heighten 124 00:06:36,880 --> 00:06:41,279 Speaker 1: with right, groovy, right, Yes, you were looking at me 125 00:06:41,400 --> 00:06:43,680 Speaker 1: like I wasn't sure whether you're gonna say something. Yeah. 126 00:06:44,200 --> 00:06:48,320 Speaker 1: In our three D Cameras podcast, we talked about the 127 00:06:48,440 --> 00:06:53,560 Speaker 1: ways in which you have to uh use technology to 128 00:06:54,200 --> 00:06:56,760 Speaker 1: achieve this effect on the front end, you have to 129 00:06:56,839 --> 00:07:00,520 Speaker 1: create the technology. And uh, in order to do that 130 00:07:00,600 --> 00:07:03,360 Speaker 1: with with a movie or a TV show, Um, they 131 00:07:03,360 --> 00:07:07,520 Speaker 1: will often use two cameras spaced with with lenses spaced 132 00:07:07,560 --> 00:07:10,600 Speaker 1: about as far apart as your eyes, because they have 133 00:07:10,680 --> 00:07:13,880 Speaker 1: to use these two different pictures and combine them in 134 00:07:13,920 --> 00:07:17,320 Speaker 1: a way that will allow you to see them in 135 00:07:18,760 --> 00:07:21,400 Speaker 1: phoe three D. Yeah, exactly, and in the way that 136 00:07:21,440 --> 00:07:24,920 Speaker 1: your brain interprets as being three dimensions right now. Uh, 137 00:07:25,120 --> 00:07:28,320 Speaker 1: the three DS has on its case on the outside 138 00:07:28,640 --> 00:07:31,280 Speaker 1: two little cameras that are about that far apart, which 139 00:07:31,320 --> 00:07:34,280 Speaker 1: aid and but that's not all of it. And I, 140 00:07:34,520 --> 00:07:37,880 Speaker 1: you know, sort of sort of interrupted the glasses thing 141 00:07:38,120 --> 00:07:40,000 Speaker 1: just because I wanted to give you an idea that yes, 142 00:07:40,040 --> 00:07:42,440 Speaker 1: this this plays into the creation of the games because 143 00:07:42,440 --> 00:07:45,160 Speaker 1: there have to be more than one image and there 144 00:07:45,160 --> 00:07:48,280 Speaker 1: has to be some way to make it fool your 145 00:07:48,280 --> 00:07:53,600 Speaker 1: brain into thinking, uh that it's that distance apart. And 146 00:07:53,640 --> 00:07:55,440 Speaker 1: that's one of the ways in which they create the 147 00:07:55,480 --> 00:07:56,920 Speaker 1: game in order to do that. But then you have 148 00:07:57,000 --> 00:08:00,680 Speaker 1: to see it. Now for TV or a movie, Uh, 149 00:08:00,840 --> 00:08:03,840 Speaker 1: we usually think about having to wear the glasses and 150 00:08:04,040 --> 00:08:06,120 Speaker 1: a couple of different ways to actually more than a 151 00:08:06,120 --> 00:08:08,240 Speaker 1: couple there three or four different ways, right, But but 152 00:08:08,360 --> 00:08:11,160 Speaker 1: basically the basic way is that you overlay these two 153 00:08:11,240 --> 00:08:13,520 Speaker 1: sets of images on top of one another, and then 154 00:08:13,560 --> 00:08:16,280 Speaker 1: you find some way to filter them out. Filter one 155 00:08:16,280 --> 00:08:19,640 Speaker 1: set of images out per eye now, might be through 156 00:08:19,680 --> 00:08:23,800 Speaker 1: color or or polarity of the light. Um, there are 157 00:08:23,840 --> 00:08:27,360 Speaker 1: a lot of different ways, but that that requires glasses. Now, 158 00:08:27,520 --> 00:08:29,840 Speaker 1: glasses free. This is something that Chris Knight got to 159 00:08:29,840 --> 00:08:32,840 Speaker 1: see in person. We actually took a field trip a 160 00:08:32,840 --> 00:08:35,839 Speaker 1: couple of years ago out to a company that does 161 00:08:36,040 --> 00:08:41,960 Speaker 1: glasses free lenticular displays, yes, which was interesting and also 162 00:08:42,040 --> 00:08:44,800 Speaker 1: kind of disorienting. Yeah. Yeah, Plus I was a little 163 00:08:44,800 --> 00:08:46,880 Speaker 1: worried because I had to forge my mom's signature on 164 00:08:46,920 --> 00:08:49,160 Speaker 1: the permission slip from the field trip because he had 165 00:08:49,200 --> 00:08:52,600 Speaker 1: been a bad boy up to that I was distracting 166 00:08:52,600 --> 00:08:56,560 Speaker 1: others in class. But um, yeah, on on on a 167 00:08:56,600 --> 00:09:01,320 Speaker 1: big screen TV. Uh, you can use lenticular displays to 168 00:09:01,840 --> 00:09:04,840 Speaker 1: achieve the three D effect without having to wear glasses. Now, 169 00:09:05,040 --> 00:09:07,959 Speaker 1: if you've ever had one of those little poster sorry 170 00:09:08,000 --> 00:09:12,520 Speaker 1: postcards or uh, I remember actually when I had a 171 00:09:12,600 --> 00:09:14,760 Speaker 1: drink that I got back in the days of atari 172 00:09:14,840 --> 00:09:18,480 Speaker 1: pac Man For I actually have a pac Man sticker 173 00:09:18,880 --> 00:09:22,040 Speaker 1: and it uses a lenticular film. Yeah, there's a lenticular 174 00:09:22,080 --> 00:09:25,199 Speaker 1: film that goes over the the images because there's actually 175 00:09:25,240 --> 00:09:27,640 Speaker 1: more than one image on that sticker, but but you 176 00:09:27,640 --> 00:09:31,360 Speaker 1: can only see one image depending upon the angle you're 177 00:09:31,400 --> 00:09:34,560 Speaker 1: looking from. Yeah, if you run your finger over it, 178 00:09:34,800 --> 00:09:37,240 Speaker 1: or your finger nail even more specifically, it sounds like 179 00:09:38,000 --> 00:09:40,839 Speaker 1: you're walking in corduroy pants, you get that. Yeah, there's 180 00:09:40,840 --> 00:09:42,839 Speaker 1: a little you can feel the ridges. Yeah, yeah, I 181 00:09:42,840 --> 00:09:46,160 Speaker 1: I used to have a postcard that was Luke Skywalker 182 00:09:46,160 --> 00:09:49,120 Speaker 1: and Darth Vader having a lightsaber duel, and you know, 183 00:09:49,160 --> 00:09:51,680 Speaker 1: you tilt the postcard back and forth and it would 184 00:09:51,720 --> 00:09:54,560 Speaker 1: look like they were fighting. It was a very limited 185 00:09:54,600 --> 00:09:57,200 Speaker 1: amount of animation. And the way that worked is that 186 00:09:57,559 --> 00:10:00,880 Speaker 1: those that plastic film you can think of those is 187 00:10:00,880 --> 00:10:04,160 Speaker 1: actually little tiny lenses that, when at a certain angle, 188 00:10:04,200 --> 00:10:07,360 Speaker 1: allow you to view the image just from you know, 189 00:10:07,800 --> 00:10:10,040 Speaker 1: you could just view one set of lines and all 190 00:10:10,040 --> 00:10:12,800 Speaker 1: those lines together make up an image. But if you 191 00:10:12,880 --> 00:10:15,240 Speaker 1: tilt it a little to the right or to the left, 192 00:10:15,520 --> 00:10:17,600 Speaker 1: then you're looking at a different set of lenses, and 193 00:10:17,640 --> 00:10:20,520 Speaker 1: those only let you see a different set of lines, 194 00:10:20,600 --> 00:10:23,240 Speaker 1: And so you can put several different sets of lines 195 00:10:23,320 --> 00:10:26,360 Speaker 1: all crammed together. These are basically bits of information, and 196 00:10:26,400 --> 00:10:30,040 Speaker 1: then by tilting the postcard back and forth, you're seeing 197 00:10:30,320 --> 00:10:34,200 Speaker 1: this these different images, whole images in sequence, and if 198 00:10:34,200 --> 00:10:38,280 Speaker 1: you do it fast enough, it looks like it's animated. Yes, 199 00:10:38,440 --> 00:10:41,080 Speaker 1: and I was thinking we probably should since I'm sure 200 00:10:41,080 --> 00:10:44,200 Speaker 1: someone will want to know about that TV. The TV 201 00:10:44,360 --> 00:10:48,000 Speaker 1: works on that biggest scale. The The only problem is 202 00:10:48,360 --> 00:10:50,120 Speaker 1: there are these little it's it's kind of hard to 203 00:10:50,679 --> 00:10:55,400 Speaker 1: explain in non three D, but they're little areas. If 204 00:10:55,400 --> 00:10:57,480 Speaker 1: you've ever been in a perfect stereo set up where 205 00:10:57,480 --> 00:10:59,800 Speaker 1: you're in the right exact space and you can totally 206 00:10:59,840 --> 00:11:02,200 Speaker 1: make out the left and the right channel, but if 207 00:11:02,240 --> 00:11:03,560 Speaker 1: you move a little to the left of the right, 208 00:11:03,720 --> 00:11:06,280 Speaker 1: or forward or backward, all of a sudden, you lose 209 00:11:06,360 --> 00:11:09,200 Speaker 1: that true stereo effect. It's it's like that for the 210 00:11:09,200 --> 00:11:12,720 Speaker 1: t vs, because if you step just hair at a place, 211 00:11:12,760 --> 00:11:15,120 Speaker 1: all of a sudden, the image gets distorted a little 212 00:11:15,160 --> 00:11:16,920 Speaker 1: bit and you can't see it in three D anymore. 213 00:11:18,200 --> 00:11:20,800 Speaker 1: Dead spots, Yeah, which is why you don't see that 214 00:11:20,880 --> 00:11:23,560 Speaker 1: on every three D TV. Right. The way I I 215 00:11:23,600 --> 00:11:26,800 Speaker 1: describe it usually is imagined that the television, or in 216 00:11:26,840 --> 00:11:28,960 Speaker 1: this case, the three D S is in the center 217 00:11:29,040 --> 00:11:32,640 Speaker 1: of a pie. I'll see you had to bring pie 218 00:11:32,679 --> 00:11:34,600 Speaker 1: into it. Now I'm gonna be thinking about that. And 219 00:11:34,600 --> 00:11:37,439 Speaker 1: and now a pie that's been sliced, right, so you've 220 00:11:37,480 --> 00:11:39,680 Speaker 1: got the three D s's at the center of the pie. 221 00:11:39,720 --> 00:11:42,760 Speaker 1: So you've got these slices that that converge at the 222 00:11:42,760 --> 00:11:46,600 Speaker 1: three D S. If you happen to be positioned in 223 00:11:46,640 --> 00:11:49,600 Speaker 1: the middle of a slice of pie, then you get 224 00:11:49,640 --> 00:11:52,480 Speaker 1: the three D experience. But if you are bestride two 225 00:11:52,480 --> 00:11:57,960 Speaker 1: slices of pie, if that slices in between betwixt thy feet, 226 00:11:58,840 --> 00:12:01,079 Speaker 1: then then you've got to end up with this weird, 227 00:12:01,200 --> 00:12:04,320 Speaker 1: muddled image. And it's gonna not it's gonna look really 228 00:12:04,400 --> 00:12:06,360 Speaker 1: kind of cloudy. Your brain is not really gonna know 229 00:12:06,400 --> 00:12:08,760 Speaker 1: what to do with it, and uh, and it really 230 00:12:08,800 --> 00:12:11,559 Speaker 1: is disorienting. I can tell you from experience, because one 231 00:12:11,600 --> 00:12:13,079 Speaker 1: of the things we found out while playing with the 232 00:12:13,160 --> 00:12:17,600 Speaker 1: Nintendo three DS is it's a little disorienting. Disorienting when 233 00:12:17,640 --> 00:12:20,760 Speaker 1: you're playing it yourself, but even more so if you 234 00:12:20,800 --> 00:12:23,520 Speaker 1: try to watch someone else play, because you are going 235 00:12:23,559 --> 00:12:26,120 Speaker 1: to be looking over that person's shoulder and you're not 236 00:12:26,160 --> 00:12:28,760 Speaker 1: going to be in that sweet spot. Now That's one 237 00:12:28,800 --> 00:12:31,160 Speaker 1: of the reasons why that three DS was considered to 238 00:12:31,160 --> 00:12:34,480 Speaker 1: be viable was because if you're playing a handheld device, 239 00:12:34,679 --> 00:12:37,240 Speaker 1: generally you're holding it in front of yourself and you're 240 00:12:37,240 --> 00:12:40,160 Speaker 1: holding it about the right distance away for that three 241 00:12:40,280 --> 00:12:43,200 Speaker 1: D to work right, You're you're holding it around, you know, 242 00:12:43,720 --> 00:12:46,439 Speaker 1: fourteen to eighteen inches away from your face. You're holding 243 00:12:46,440 --> 00:12:48,800 Speaker 1: it in front of you more more likely than not, 244 00:12:49,400 --> 00:12:52,120 Speaker 1: and so it's kind of a controlled environment. Whereas if 245 00:12:52,120 --> 00:12:54,840 Speaker 1: you were to put this in, say a television, well 246 00:12:54,880 --> 00:12:57,520 Speaker 1: then you have to arrange your entire living room so 247 00:12:57,559 --> 00:13:00,160 Speaker 1: that you are always seated in one of those sweet 248 00:13:00,160 --> 00:13:02,040 Speaker 1: spots to get the three D or else you'll just 249 00:13:02,080 --> 00:13:04,319 Speaker 1: get a massive headache. So if you were to sit 250 00:13:04,360 --> 00:13:06,320 Speaker 1: a little to the left on the couch, suddenly you 251 00:13:06,320 --> 00:13:08,360 Speaker 1: can't see the three D image anymore, and and it's 252 00:13:08,360 --> 00:13:11,880 Speaker 1: just a jumbled mess onto television. So the three D 253 00:13:12,040 --> 00:13:14,440 Speaker 1: S the idea was that the form factor suited that 254 00:13:14,559 --> 00:13:19,280 Speaker 1: three D technology. Now you were talking about how you 255 00:13:19,320 --> 00:13:22,200 Speaker 1: have to have two different sets of images, it's it's 256 00:13:22,320 --> 00:13:24,560 Speaker 1: and that's true with these three D games if you 257 00:13:24,640 --> 00:13:26,400 Speaker 1: have it on three D mode. And the nice thing 258 00:13:26,440 --> 00:13:28,200 Speaker 1: about the three D S so you can turn the 259 00:13:28,200 --> 00:13:30,120 Speaker 1: three D mode off if you If you slay the 260 00:13:30,160 --> 00:13:32,200 Speaker 1: three D switch all the way down, it goes to 261 00:13:32,280 --> 00:13:34,800 Speaker 1: two D mode and you only have a single set 262 00:13:34,840 --> 00:13:37,800 Speaker 1: of images if you because you have to have two 263 00:13:37,800 --> 00:13:39,600 Speaker 1: sets of images. That means that you have to have 264 00:13:39,679 --> 00:13:44,240 Speaker 1: custom games for this device. Right. You can't suddenly start 265 00:13:44,280 --> 00:13:47,880 Speaker 1: playing all your old Nintendo DS games in three D 266 00:13:48,120 --> 00:13:50,760 Speaker 1: right then, Now it is compatible with those old games, 267 00:13:50,760 --> 00:13:52,079 Speaker 1: but you are not going to get the three D 268 00:13:52,160 --> 00:13:54,640 Speaker 1: effect because those old games were not designed with two 269 00:13:54,679 --> 00:13:58,040 Speaker 1: sets of images exactly. Another thing I should point out 270 00:13:58,120 --> 00:14:01,160 Speaker 1: is that if you have any problems with your site 271 00:14:01,240 --> 00:14:04,240 Speaker 1: in one eye, like let's say that you you're blind 272 00:14:04,240 --> 00:14:07,200 Speaker 1: in one eye, or you just have a medical condition 273 00:14:07,480 --> 00:14:09,840 Speaker 1: um that that messes with your vision in one eye, 274 00:14:10,200 --> 00:14:12,200 Speaker 1: you may not be able to see three D through 275 00:14:12,240 --> 00:14:16,520 Speaker 1: parallax views the way that a person with good vision 276 00:14:16,520 --> 00:14:20,720 Speaker 1: in both eyes could. Right. Because of that, Nintendo kind 277 00:14:20,760 --> 00:14:23,440 Speaker 1: of is kind of shying away from making three D 278 00:14:23,600 --> 00:14:27,960 Speaker 1: an integral necessary part of games on the three D S. 279 00:14:28,360 --> 00:14:31,440 Speaker 1: In other words, you can buy three D games for 280 00:14:31,520 --> 00:14:34,000 Speaker 1: the three D S, but there won't be any games 281 00:14:34,000 --> 00:14:37,040 Speaker 1: in which the three D component is necessary for you 282 00:14:37,080 --> 00:14:39,640 Speaker 1: to be able to play that game. Now, that goes 283 00:14:39,800 --> 00:14:42,440 Speaker 1: against the Mario game that I saw when I was 284 00:14:42,480 --> 00:14:44,280 Speaker 1: at E three, Because the Mario game I saw, if 285 00:14:44,320 --> 00:14:47,520 Speaker 1: you turned the three D setting off, you suddenly could 286 00:14:47,560 --> 00:14:50,120 Speaker 1: not see the platforms that you had to jump on 287 00:14:50,240 --> 00:14:52,880 Speaker 1: as you were running through the levels. You can only 288 00:14:52,920 --> 00:14:54,880 Speaker 1: see them in the three D mode. So that meant 289 00:14:54,960 --> 00:14:57,360 Speaker 1: that the three D was necessary for you to be 290 00:14:57,400 --> 00:15:01,000 Speaker 1: able to play effectively. Uh. Well, now on Nintendo saying well, 291 00:15:01,000 --> 00:15:02,680 Speaker 1: that may not be the best idea because there are 292 00:15:02,680 --> 00:15:05,760 Speaker 1: some people who just can't enjoy games. Uh and so 293 00:15:06,120 --> 00:15:08,200 Speaker 1: if it's in just three D mode, so we don't 294 00:15:08,240 --> 00:15:11,160 Speaker 1: want to, we don't want to you know, discount them. 295 00:15:11,280 --> 00:15:12,840 Speaker 1: We don't want to leave them out of the fun. 296 00:15:13,560 --> 00:15:15,840 Speaker 1: So three D should just be kind of a feature. 297 00:15:16,000 --> 00:15:19,280 Speaker 1: It's at that point one could argue, and I have 298 00:15:19,480 --> 00:15:22,400 Speaker 1: made this argument, the three D feature on the three 299 00:15:22,480 --> 00:15:25,120 Speaker 1: D s becomes more of a gimmick than a feature 300 00:15:25,280 --> 00:15:28,280 Speaker 1: because it's not necessary to the game. It's not like 301 00:15:28,320 --> 00:15:32,600 Speaker 1: the WE games where the WE remote is integrated part 302 00:15:32,680 --> 00:15:36,520 Speaker 1: of gameplay, right, I mean with those games, like the 303 00:15:36,840 --> 00:15:39,640 Speaker 1: games that use the WE remote or the the the 304 00:15:39,680 --> 00:15:43,480 Speaker 1: WE fit board, those things, you know, that's part of 305 00:15:43,480 --> 00:15:46,560 Speaker 1: the gameplay. If if there's not a simple way where 306 00:15:46,560 --> 00:15:48,520 Speaker 1: you just switch that out and use a regular controller, 307 00:15:49,560 --> 00:15:52,320 Speaker 1: that that's more of a game that was where it's 308 00:15:52,320 --> 00:15:55,480 Speaker 1: integrated with the whole system, right Like for example, the 309 00:15:55,680 --> 00:15:58,960 Speaker 1: Mario Kart WE has the WE steering wheel, but the 310 00:15:59,000 --> 00:16:01,720 Speaker 1: WE stealing steering is essentially an inert piece of plastic 311 00:16:01,960 --> 00:16:06,000 Speaker 1: in which you snap the uh WE remote, So you 312 00:16:06,040 --> 00:16:09,160 Speaker 1: don't need the steering wheel to play that game. You 313 00:16:09,240 --> 00:16:13,680 Speaker 1: just hold the WE remote sideways and you know, make 314 00:16:13,760 --> 00:16:16,960 Speaker 1: room room sounds. You can argue, Yeah, you could argue 315 00:16:16,960 --> 00:16:19,600 Speaker 1: that that that steering wheel is more or less a gimmick, 316 00:16:19,920 --> 00:16:21,880 Speaker 1: although I would assume it would make it a little 317 00:16:21,880 --> 00:16:25,320 Speaker 1: easier to hold and manipulate the WE remote in that case. 318 00:16:25,800 --> 00:16:27,640 Speaker 1: But you don't need the little tennis racket thing either 319 00:16:27,680 --> 00:16:30,160 Speaker 1: to play exactly yeah, or like one that shaped like 320 00:16:30,160 --> 00:16:32,240 Speaker 1: a wand to play a Harry Potter game or something 321 00:16:32,280 --> 00:16:35,160 Speaker 1: along those lines. Yeah, So it feels almost more like that, 322 00:16:35,200 --> 00:16:39,680 Speaker 1: like one of the kind of superfluous WE accessories. That's 323 00:16:39,720 --> 00:16:41,640 Speaker 1: kind of how the three D feature on the three 324 00:16:41,720 --> 00:16:45,080 Speaker 1: D S feels. If you remove the three D as 325 00:16:45,120 --> 00:16:47,360 Speaker 1: an integrated part of the game, but let's talk a 326 00:16:47,360 --> 00:16:50,640 Speaker 1: little bit about you know, we we mentioned lenticular displays. 327 00:16:51,400 --> 00:16:54,160 Speaker 1: The way Nintendo actually implements this technology is what we 328 00:16:54,240 --> 00:16:57,160 Speaker 1: call the parallax barrier, and a parallax barrier is kind 329 00:16:57,160 --> 00:17:01,560 Speaker 1: of neat. Yes, okay, So the screen that you're looking at, 330 00:17:01,560 --> 00:17:03,480 Speaker 1: the three D screen, is an l c D screen. 331 00:17:03,960 --> 00:17:06,359 Speaker 1: On top of that screen is a second l c 332 00:17:06,520 --> 00:17:10,040 Speaker 1: D screen that uses these little liquid crystals to create 333 00:17:10,760 --> 00:17:14,679 Speaker 1: kind of like shutters, and the shutters block off the 334 00:17:14,720 --> 00:17:19,080 Speaker 1: way light bounces or projects off of the back lit 335 00:17:19,760 --> 00:17:23,560 Speaker 1: uh three D screen, And by shuttering off the light 336 00:17:23,680 --> 00:17:28,439 Speaker 1: just right, it directs light in two particular directions, the 337 00:17:28,520 --> 00:17:31,119 Speaker 1: left eye and the right eye. So it's blocking the 338 00:17:31,200 --> 00:17:33,159 Speaker 1: right eye's image to the left eye and it's blocking 339 00:17:33,200 --> 00:17:37,440 Speaker 1: the left eye's image to the right eye. Now, if you, uh, 340 00:17:37,600 --> 00:17:42,040 Speaker 1: if you haven't been following us on Facebook, and if not, 341 00:17:42,200 --> 00:17:46,919 Speaker 1: why haven't you? Um, you probably are unaware of what 342 00:17:46,960 --> 00:17:49,040 Speaker 1: we are about to get into. Actually, I was going 343 00:17:49,080 --> 00:17:51,800 Speaker 1: to bring up next, which is that when I wasn't 344 00:17:51,920 --> 00:17:54,760 Speaker 1: here one day, they took it upon themselves to tear 345 00:17:54,840 --> 00:17:57,080 Speaker 1: this thing apart. If you want, I'll give it to you. 346 00:17:57,119 --> 00:18:00,640 Speaker 1: It's in a bag. Thanks. Most bits in a bag. 347 00:18:00,880 --> 00:18:03,080 Speaker 1: We can eBay that the chunks of it. I had 348 00:18:03,080 --> 00:18:06,640 Speaker 1: to throw away some of the pieces they were Yeah. So, 349 00:18:06,640 --> 00:18:09,560 Speaker 1: so could you actually pull these screens apart? Can you 350 00:18:09,600 --> 00:18:15,359 Speaker 1: actually see this for yourself? Well, because it's liquid crystal display, No, 351 00:18:15,440 --> 00:18:17,560 Speaker 1: you're not gonna I mean, I wouldn't recommend it. Um, 352 00:18:17,560 --> 00:18:19,280 Speaker 1: first of all, you can avoid your warranty, and second 353 00:18:19,320 --> 00:18:22,600 Speaker 1: of all, you're gonna break your three D s Uh. 354 00:18:22,880 --> 00:18:25,920 Speaker 1: If I had a heat gun, I could have weakened 355 00:18:25,960 --> 00:18:29,159 Speaker 1: the adhesive enough to pull apart the screens. But I 356 00:18:29,200 --> 00:18:31,639 Speaker 1: didn't have a heat gun, so I didn't bother to 357 00:18:31,720 --> 00:18:34,920 Speaker 1: try and force that. UM. I took the I took 358 00:18:34,960 --> 00:18:37,520 Speaker 1: the protective covering off of the three D screen so 359 00:18:37,560 --> 00:18:39,760 Speaker 1: that you could see where the speakers are mounted. The 360 00:18:39,760 --> 00:18:42,199 Speaker 1: speakers are mounted on the three D screen, not on 361 00:18:42,240 --> 00:18:45,679 Speaker 1: the base. UM you can see where the forward facing 362 00:18:45,720 --> 00:18:48,920 Speaker 1: camera was. Uh, that kind of stuff. But you could not. 363 00:18:49,320 --> 00:18:53,879 Speaker 1: I couldn't pull out the screen and then uh split 364 00:18:53,960 --> 00:18:58,120 Speaker 1: in twain, but uh, yeah it was. It's It's interesting 365 00:18:58,119 --> 00:19:00,840 Speaker 1: that the little UM three D switch on the left 366 00:19:00,880 --> 00:19:04,200 Speaker 1: on the right rather of the screen, if you put 367 00:19:04,240 --> 00:19:06,200 Speaker 1: it all the way down, it turns the three d off. Well, 368 00:19:06,240 --> 00:19:08,480 Speaker 1: if you start sliding it up, it actually adjusts the 369 00:19:08,600 --> 00:19:10,080 Speaker 1: three D and the way it adjust the three D 370 00:19:10,200 --> 00:19:14,080 Speaker 1: is the width of the little crystal shutters. By by 371 00:19:14,080 --> 00:19:16,359 Speaker 1: sliding it up, it adjusts the width so that you 372 00:19:16,480 --> 00:19:19,680 Speaker 1: get more or less light coming to you from the 373 00:19:19,800 --> 00:19:24,080 Speaker 1: various screens, and it will actually offset the pictures a 374 00:19:24,119 --> 00:19:27,280 Speaker 1: little bit more too, which means that you can adjust 375 00:19:27,280 --> 00:19:31,120 Speaker 1: the depth of field. And the reason for that is that, 376 00:19:31,720 --> 00:19:35,240 Speaker 1: you know, we were talking about how these displays kind 377 00:19:35,240 --> 00:19:40,400 Speaker 1: of mimic how our eyes are are spaced on our heads. Well, 378 00:19:40,440 --> 00:19:43,560 Speaker 1: most of the time, you have to estimate that, right, Sure, 379 00:19:43,960 --> 00:19:45,960 Speaker 1: you base it on an average, so you see, the 380 00:19:45,960 --> 00:19:49,639 Speaker 1: average person's eyes are so so many centimeters apart, and 381 00:19:50,080 --> 00:19:52,880 Speaker 1: if your device doesn't have any way of adjusting for that, 382 00:19:52,920 --> 00:19:54,399 Speaker 1: you just have to go for the average. And you 383 00:19:54,440 --> 00:19:57,560 Speaker 1: realize that any individual person who views that is going 384 00:19:57,640 --> 00:20:01,200 Speaker 1: to have a variable experience based upon how far apart 385 00:20:01,359 --> 00:20:04,960 Speaker 1: their actual eyes are. So let's say that the average 386 00:20:05,000 --> 00:20:07,520 Speaker 1: is a certain amount, and that my eyes happened to 387 00:20:07,560 --> 00:20:10,199 Speaker 1: be a little closer together than average. That means that 388 00:20:10,240 --> 00:20:14,320 Speaker 1: if I'm looking at a fixed parallax display, like there's 389 00:20:14,320 --> 00:20:17,000 Speaker 1: no way to adjust that three D I'm not going 390 00:20:17,040 --> 00:20:19,440 Speaker 1: to get as good an experience as someone who whose 391 00:20:19,440 --> 00:20:22,520 Speaker 1: eyes are closer to the average. Well, this, this little 392 00:20:22,560 --> 00:20:25,640 Speaker 1: switch allows you to change the offset of those images 393 00:20:25,720 --> 00:20:28,720 Speaker 1: and the width of those uh those crystals to be 394 00:20:28,800 --> 00:20:32,080 Speaker 1: able to uh to get it closer to what your 395 00:20:33,280 --> 00:20:38,080 Speaker 1: your your physiological makeup is, so you can get as 396 00:20:38,160 --> 00:20:41,240 Speaker 1: close to an ideal experience as possible. All that being said, 397 00:20:41,560 --> 00:20:43,760 Speaker 1: after about ten minutes of playing with this on three 398 00:20:43,840 --> 00:20:47,040 Speaker 1: D mode, I started to feel a little uh se sick, 399 00:20:48,280 --> 00:20:50,600 Speaker 1: which is weird because I don't get motion sickness easily. 400 00:20:51,000 --> 00:20:53,719 Speaker 1: I'm like a roller coaster fanatic, and I ride like 401 00:20:53,800 --> 00:20:56,280 Speaker 1: the happy Go Pukis. I don't have any problem with 402 00:20:56,320 --> 00:20:58,399 Speaker 1: any of that. But after playing with this thing for 403 00:20:58,440 --> 00:21:02,359 Speaker 1: ten minutes, I was thinking out, feel so good? Well, 404 00:21:02,400 --> 00:21:05,800 Speaker 1: and uh we did have other people comment on Facebook 405 00:21:05,800 --> 00:21:10,080 Speaker 1: that they don't have that problem. Yeah, exactly. Most of 406 00:21:10,080 --> 00:21:13,880 Speaker 1: the people I lent it out to had a similar 407 00:21:13,920 --> 00:21:16,720 Speaker 1: response of Wow, this is making me, this is making 408 00:21:16,760 --> 00:21:19,600 Speaker 1: my head hurt, It's making me a little dizzy. Um. Now, 409 00:21:19,640 --> 00:21:21,720 Speaker 1: that might be that they just had not tweaked the 410 00:21:21,800 --> 00:21:25,199 Speaker 1: three D setting properly so that it wasn't ideal, you know, 411 00:21:25,320 --> 00:21:28,200 Speaker 1: because again, if it's set a little off to you, 412 00:21:28,359 --> 00:21:31,280 Speaker 1: then it's just you may not be able to consciously 413 00:21:31,600 --> 00:21:34,720 Speaker 1: put your finger on what's wrong, but you'll start to 414 00:21:34,720 --> 00:21:39,560 Speaker 1: feel a little, you know, wonky. Yeah, so let's talk 415 00:21:39,560 --> 00:21:41,920 Speaker 1: a little bit more about some of the other elements. 416 00:21:41,960 --> 00:21:44,160 Speaker 1: Since we talked about breaking this thing open and looking 417 00:21:44,200 --> 00:21:45,520 Speaker 1: at it, I was going to talk a little bit 418 00:21:45,520 --> 00:21:48,280 Speaker 1: about some of the stuff that's in it. And as 419 00:21:48,320 --> 00:21:52,960 Speaker 1: an arm processor, as the CPU, uh, and it's uh 420 00:21:53,840 --> 00:21:58,359 Speaker 1: between five mega hurts to a giga hurts and processor speed. Uh. 421 00:21:58,400 --> 00:22:01,639 Speaker 1: You don't really need a super fast processor to play 422 00:22:01,680 --> 00:22:04,919 Speaker 1: most of the games. And of course, the higher the 423 00:22:04,960 --> 00:22:07,400 Speaker 1: speed of the processor, the more heat it's going to generate. 424 00:22:08,000 --> 00:22:10,760 Speaker 1: And heat in general is bad, especially for a handheld device, 425 00:22:10,800 --> 00:22:12,840 Speaker 1: because you don't really have the space to put in 426 00:22:12,920 --> 00:22:16,080 Speaker 1: a cooling system like a fan or event or something, 427 00:22:16,440 --> 00:22:18,160 Speaker 1: so you don't want to generate a lot of heat. 428 00:22:18,240 --> 00:22:21,440 Speaker 1: So because of that, there's not just the CPU. There's 429 00:22:21,440 --> 00:22:24,880 Speaker 1: also a graphics processing unit. We do know more about that. Yeah, 430 00:22:24,880 --> 00:22:28,359 Speaker 1: it's made by digital media professionals and it's the PEAKA 431 00:22:28,400 --> 00:22:32,560 Speaker 1: two hundred chip and um it's ay. It runs at 432 00:22:32,560 --> 00:22:36,360 Speaker 1: a four hundred mega hurts. So you've got a dedicated 433 00:22:36,400 --> 00:22:38,399 Speaker 1: chip for the graphics, you've got another chip that's kind 434 00:22:38,440 --> 00:22:42,600 Speaker 1: of running the rest of the horsepower for the games. 435 00:22:43,200 --> 00:22:45,320 Speaker 1: And then there's other chips in there too, right, There's 436 00:22:45,359 --> 00:22:50,320 Speaker 1: like there's a gyroscope, there's an accelerometer. Um, there's there's 437 00:22:50,320 --> 00:22:53,480 Speaker 1: of course memory chips, both for the RAM and for 438 00:22:53,600 --> 00:22:57,040 Speaker 1: actual storage memory. It comes to going gig of flash 439 00:22:57,080 --> 00:22:59,399 Speaker 1: memory on board. And then you also get a two 440 00:22:59,440 --> 00:23:03,600 Speaker 1: gigabye UH SD card that comes with us, a Toshiba 441 00:23:03,880 --> 00:23:07,159 Speaker 1: SD card, and uh. The nice thing about is that, 442 00:23:07,160 --> 00:23:09,840 Speaker 1: of course you can save content to this SD card. 443 00:23:10,119 --> 00:23:12,439 Speaker 1: There's some limitations to that as well. Let's say that 444 00:23:12,480 --> 00:23:15,359 Speaker 1: you save a game to the SD card and then 445 00:23:15,440 --> 00:23:18,679 Speaker 1: you you load it onto a new three D S 446 00:23:19,560 --> 00:23:21,080 Speaker 1: and then you try and go back to your old 447 00:23:21,119 --> 00:23:23,440 Speaker 1: three D S and run that you're not gonna be 448 00:23:23,480 --> 00:23:26,119 Speaker 1: able to access that content because it's it's d r M. 449 00:23:27,680 --> 00:23:29,720 Speaker 1: The basis of that is that they don't want you 450 00:23:29,760 --> 00:23:32,920 Speaker 1: to be able to start copying games and then distribute 451 00:23:32,960 --> 00:23:35,600 Speaker 1: them to all your friends. What about saved games? To 452 00:23:35,720 --> 00:23:38,159 Speaker 1: save games I think are a little different, um, but 453 00:23:38,240 --> 00:23:40,600 Speaker 1: I mean your your progress and things you could play 454 00:23:40,720 --> 00:23:42,720 Speaker 1: if you had the game on another d S, you 455 00:23:42,720 --> 00:23:45,960 Speaker 1: could play where you left off. I would have I think, So, yeah, 456 00:23:46,119 --> 00:23:48,520 Speaker 1: this is really for games. Like let's say you download 457 00:23:48,520 --> 00:23:51,000 Speaker 1: a game because you can't as a good point, we 458 00:23:51,040 --> 00:23:54,119 Speaker 1: didn't talk about you can download games from Nintendo service, 459 00:23:54,720 --> 00:23:56,840 Speaker 1: and uh, if you were to save it to your 460 00:23:56,920 --> 00:23:58,679 Speaker 1: SD card just so you don't take up all your 461 00:23:58,680 --> 00:24:01,639 Speaker 1: space on your actual device, then you could port it 462 00:24:01,800 --> 00:24:03,679 Speaker 1: over to a different three D S, but then you're 463 00:24:03,680 --> 00:24:06,080 Speaker 1: not gonna be able to play it on your first one. Okay, 464 00:24:06,280 --> 00:24:07,880 Speaker 1: same thing like if you were to port it over 465 00:24:07,920 --> 00:24:09,320 Speaker 1: to a third D S, you wouldn't be able to 466 00:24:09,320 --> 00:24:11,800 Speaker 1: play it on the first two. And that that's just 467 00:24:11,920 --> 00:24:14,720 Speaker 1: protecting Nintendo so that you don't end up, you know, 468 00:24:14,800 --> 00:24:20,520 Speaker 1: distributing a game ad infinitum to all of your friends. Um, 469 00:24:20,560 --> 00:24:22,720 Speaker 1: but there, I mean, there's also a Wi Fi chip 470 00:24:22,760 --> 00:24:25,000 Speaker 1: in it. That's what allows you, of course to access 471 00:24:25,000 --> 00:24:28,080 Speaker 1: not just WiFi hotspots, but Nintendo hot spots, which are 472 00:24:28,359 --> 00:24:31,000 Speaker 1: few and far between here in the States, but they're 473 00:24:31,000 --> 00:24:34,960 Speaker 1: pretty big in Japan. Um. There's also an i R 474 00:24:35,680 --> 00:24:40,520 Speaker 1: chip so infrared that allows you to do probably three 475 00:24:40,600 --> 00:24:44,600 Speaker 1: DS to three D S communication. Although that not a 476 00:24:44,600 --> 00:24:47,200 Speaker 1: whole lot has been said about that particular feature. Yeah, 477 00:24:47,440 --> 00:24:51,000 Speaker 1: but it wouldn't surprise me if that capability isn't available, 478 00:24:51,040 --> 00:24:55,000 Speaker 1: because it's already available on other Nintendo handheld. Well. Yeah, 479 00:24:55,000 --> 00:25:00,320 Speaker 1: and there there's definitely there's definitely some some collaborative uh 480 00:25:00,480 --> 00:25:04,000 Speaker 1: technology there. Right, there are ways where you can you 481 00:25:04,040 --> 00:25:07,320 Speaker 1: can gain content just by encountering other people who happened 482 00:25:07,320 --> 00:25:09,800 Speaker 1: to have a three D S Really, yeah, it's kind 483 00:25:09,800 --> 00:25:11,600 Speaker 1: of cool. The idea here is that you you keep 484 00:25:11,600 --> 00:25:14,080 Speaker 1: the three DS on in sleep mode, and you carry 485 00:25:14,080 --> 00:25:16,560 Speaker 1: it around with you, and when it comes within range, 486 00:25:16,600 --> 00:25:19,480 Speaker 1: it's constantly sort of sending out a little signal, a 487 00:25:19,560 --> 00:25:22,159 Speaker 1: ping sort of yeah, that's not going to kill your battery. Now, 488 00:25:22,520 --> 00:25:25,520 Speaker 1: battery life for this thing, by the ways, around five hours, um, 489 00:25:26,400 --> 00:25:30,880 Speaker 1: five hours of playtime that's on a full charge, um. 490 00:25:30,880 --> 00:25:34,040 Speaker 1: And that's if you have the brightness turn. The higher 491 00:25:34,080 --> 00:25:37,840 Speaker 1: you turn up the brightness, the less time you'll have, right, 492 00:25:37,880 --> 00:25:40,840 Speaker 1: because you need the electricity from the battery to power 493 00:25:41,000 --> 00:25:44,560 Speaker 1: the brighter exactly. Yeah, you're you're putting in more lumens 494 00:25:46,040 --> 00:25:50,440 Speaker 1: well you know when yeah, you make luminated so yeah, 495 00:25:50,480 --> 00:25:52,800 Speaker 1: but yeah, it pings out this signal and if it 496 00:25:53,040 --> 00:25:56,000 Speaker 1: if it finds another three d S, it can exchange information. 497 00:25:56,040 --> 00:25:58,359 Speaker 1: So let's say that you both are playing a game 498 00:25:58,720 --> 00:26:01,800 Speaker 1: where you have tool pets, or perhaps you've created some 499 00:26:01,920 --> 00:26:04,000 Speaker 1: means on your three D S. You know, those are 500 00:26:04,000 --> 00:26:07,440 Speaker 1: the little avatar characters that Nintendo uses the Nintendo WE also, 501 00:26:07,520 --> 00:26:10,320 Speaker 1: and I think they were introduced with the Nintendo we Yeah, 502 00:26:10,760 --> 00:26:14,520 Speaker 1: or you could create an me using the three DS. Well, 503 00:26:14,840 --> 00:26:16,560 Speaker 1: if you walk by a whole bunch of people holding 504 00:26:16,560 --> 00:26:18,280 Speaker 1: three D s s, it may turn out that when 505 00:26:18,280 --> 00:26:20,720 Speaker 1: you open up your little me plasa, you start seeing 506 00:26:20,720 --> 00:26:23,760 Speaker 1: these other means that other people have created. Because you 507 00:26:23,760 --> 00:26:27,040 Speaker 1: know your three DS has made this connection and you downloaded, 508 00:26:27,160 --> 00:26:29,959 Speaker 1: you ended up downloading automatically this information, which is kind 509 00:26:29,960 --> 00:26:32,480 Speaker 1: of cool. It creates this sort of community experience, even 510 00:26:32,480 --> 00:26:35,000 Speaker 1: with people you've never met. Although it makes you wonder 511 00:26:35,040 --> 00:26:36,920 Speaker 1: if you can make your me a real jerk face 512 00:26:37,440 --> 00:26:39,160 Speaker 1: so that you're me whenever you go into the meat 513 00:26:39,200 --> 00:26:42,720 Speaker 1: plazas is really harassing the other means? Why does it 514 00:26:42,720 --> 00:26:45,480 Speaker 1: not surprise me that you've considered this as a possibility. Well, 515 00:26:45,520 --> 00:26:47,800 Speaker 1: you know, I will say that there's a kind of 516 00:26:47,800 --> 00:26:50,439 Speaker 1: cool feature where you can use the forward facing camera 517 00:26:50,560 --> 00:26:52,640 Speaker 1: on the three DS to take a picture of yourself, 518 00:26:52,760 --> 00:26:55,040 Speaker 1: and then the three D S will design a ME 519 00:26:55,280 --> 00:26:58,320 Speaker 1: based upon that photo. That's very cool. Yeah, it'll it'll 520 00:26:58,359 --> 00:27:00,639 Speaker 1: get it as close you know, trying. There's only so 521 00:27:00,680 --> 00:27:04,400 Speaker 1: many preset features that the ME has at its disposal. 522 00:27:04,440 --> 00:27:06,440 Speaker 1: It's not that many, but it will try and pick 523 00:27:06,480 --> 00:27:09,800 Speaker 1: the ones most appropriate to your faces, shape and features. 524 00:27:11,359 --> 00:27:14,720 Speaker 1: M Well, you can I actually take three D photos 525 00:27:15,119 --> 00:27:17,280 Speaker 1: in general, yeah, on the three D S. Yeah, the 526 00:27:17,520 --> 00:27:21,320 Speaker 1: the forward facing cameras and is just a regular camera, 527 00:27:21,520 --> 00:27:24,359 Speaker 1: but the rear facing cameras, those two that Chris was 528 00:27:24,400 --> 00:27:27,480 Speaker 1: talking about before, those can take three D images. It 529 00:27:27,520 --> 00:27:30,919 Speaker 1: takes two sets of photos and then overlays them and 530 00:27:30,960 --> 00:27:32,760 Speaker 1: then you can get a little three D image and 531 00:27:32,800 --> 00:27:34,760 Speaker 1: it looks like you've got some real depth there. That 532 00:27:34,840 --> 00:27:37,440 Speaker 1: actually is really cool. The downside of that, of course, 533 00:27:37,520 --> 00:27:39,120 Speaker 1: is that the only thing you can view that on 534 00:27:39,320 --> 00:27:41,800 Speaker 1: is the Nintendo three D S. Yeah, it's not like 535 00:27:41,840 --> 00:27:44,119 Speaker 1: you could pop the SD card out and put it 536 00:27:44,160 --> 00:27:46,080 Speaker 1: into a digital frame and something. You have all these 537 00:27:46,119 --> 00:27:48,240 Speaker 1: three D photos because of the digital frame lacks the 538 00:27:48,240 --> 00:27:51,920 Speaker 1: parallax barrier. So without the parallax barrier, you just get 539 00:27:52,200 --> 00:27:54,280 Speaker 1: a two dimensional image. I'm sorry, that just sounds like 540 00:27:54,320 --> 00:27:59,680 Speaker 1: a major science fiction construct. Pretty sure Admiral Akbar had 541 00:27:59,720 --> 00:28:03,119 Speaker 1: to reach the Parallax Barrier in order to destroy the 542 00:28:03,160 --> 00:28:08,520 Speaker 1: Death Star in Return of the Jedi. Okay, he was 543 00:28:08,680 --> 00:28:13,040 Speaker 1: mon Calamari. Well, so I'm sorry, I just kind of 544 00:28:13,040 --> 00:28:18,360 Speaker 1: got me. Um See, it's a little on the expensive side, 545 00:28:18,840 --> 00:28:20,840 Speaker 1: which is more expensive than the we now, right, and 546 00:28:20,840 --> 00:28:22,920 Speaker 1: it's a hundred dollars more than what you're gonna find 547 00:28:22,920 --> 00:28:27,000 Speaker 1: with the regular DS models. Uh and with a feature 548 00:28:27,240 --> 00:28:30,800 Speaker 1: like three D is its main big feature over the 549 00:28:30,800 --> 00:28:33,840 Speaker 1: other DS models, right, And they're gonna be games that 550 00:28:33,880 --> 00:28:35,600 Speaker 1: are gonna be designed just for the three DS that 551 00:28:35,640 --> 00:28:37,919 Speaker 1: will not run on the d S or d S light. 552 00:28:38,000 --> 00:28:39,520 Speaker 1: Not all of those games are in three D, by 553 00:28:39,520 --> 00:28:43,480 Speaker 1: the way, some of the games that are coming out, well, 554 00:28:43,520 --> 00:28:45,520 Speaker 1: by the time this podcast goes live, they may already 555 00:28:45,520 --> 00:28:47,320 Speaker 1: be out. But like the New Street Fighter game for 556 00:28:47,360 --> 00:28:49,800 Speaker 1: the three D S is not in three D. It's 557 00:28:49,840 --> 00:28:51,760 Speaker 1: for the three D S, but it does not have 558 00:28:51,800 --> 00:28:54,520 Speaker 1: a three D mode. That's kind of cheesed off some people, 559 00:28:54,520 --> 00:28:56,000 Speaker 1: by the way, I was gonna say, I imagine it 560 00:28:56,040 --> 00:28:58,760 Speaker 1: will confuse some people who are expecting a three D 561 00:28:58,920 --> 00:29:01,680 Speaker 1: s only title to be three D. Yeah, but as 562 00:29:01,720 --> 00:29:04,400 Speaker 1: the case, the case is just that not avery title 563 00:29:04,480 --> 00:29:08,440 Speaker 1: is gonna take advantage of the three D capabilities. Um. 564 00:29:08,640 --> 00:29:10,600 Speaker 1: One thing it does do that's kind of cool that 565 00:29:10,680 --> 00:29:16,320 Speaker 1: the other DS games don't do. It has augmented reality abilities. Ah. Yes, Now, 566 00:29:16,360 --> 00:29:22,440 Speaker 1: for the uninitiated, augmented reality is uh basically taking a 567 00:29:22,440 --> 00:29:25,920 Speaker 1: an image of something that's in real life. Say you're 568 00:29:25,920 --> 00:29:31,520 Speaker 1: looking through a camera at a a building that is 569 00:29:31,560 --> 00:29:35,120 Speaker 1: in front of you, and uh, and an augmented reality 570 00:29:35,200 --> 00:29:39,600 Speaker 1: solution would lay a virtual layer of information over that 571 00:29:39,720 --> 00:29:42,800 Speaker 1: to tell you maybe who the tenants inside the building are, 572 00:29:43,040 --> 00:29:45,760 Speaker 1: or the address a building you're looking at right right, 573 00:29:46,040 --> 00:29:48,280 Speaker 1: or you know, the things that are down the streets. 574 00:29:48,280 --> 00:29:50,440 Speaker 1: Say you shift the camera and it says, oh, well, 575 00:29:50,720 --> 00:29:53,600 Speaker 1: down the street you have a bookstore and a coffee shop. 576 00:29:53,960 --> 00:29:55,760 Speaker 1: And if you turn the camera the other way, it 577 00:29:55,840 --> 00:29:58,560 Speaker 1: might say, you know, there's a restaurant here, and then 578 00:29:58,560 --> 00:30:01,720 Speaker 1: it might even have a review of the restaurant up 579 00:30:01,840 --> 00:30:05,080 Speaker 1: or perhaps the menu of the restaurant. And yeah, there's 580 00:30:05,080 --> 00:30:06,760 Speaker 1: a lot of cool applications. You see this a lot 581 00:30:06,840 --> 00:30:09,400 Speaker 1: with smartphones right now, because smartphones have more and more 582 00:30:09,440 --> 00:30:11,920 Speaker 1: features that allow this to happen, like GPS, the compass, 583 00:30:12,320 --> 00:30:16,640 Speaker 1: the camera. All of these elements give smartphones the capabilities 584 00:30:16,680 --> 00:30:21,600 Speaker 1: they need in order to overlay information on top of reality. Well, 585 00:30:21,640 --> 00:30:24,640 Speaker 1: the three DS also has this capability, although it's in 586 00:30:24,680 --> 00:30:28,520 Speaker 1: a very specific feature right now. When you get a 587 00:30:28,600 --> 00:30:32,960 Speaker 1: three DS, you'll get a series of cards with it. 588 00:30:33,960 --> 00:30:37,600 Speaker 1: Most of the cards have characters on them like Mario UH, 589 00:30:37,840 --> 00:30:41,920 Speaker 1: sam Us from UH from was It Metroid Yeah, and 590 00:30:42,000 --> 00:30:46,040 Speaker 1: Link from the Zelda series. I find this ironic because 591 00:30:46,120 --> 00:30:49,320 Speaker 1: Nintendo started as a playing card company long long years 592 00:30:49,320 --> 00:30:53,440 Speaker 1: before electronics. Well, the one of the cards is one 593 00:30:53,440 --> 00:30:57,320 Speaker 1: of the the infamous coin boxes, the question mark boxes 594 00:30:57,360 --> 00:30:59,400 Speaker 1: that you find in the old Super Mario Brothers game 595 00:30:59,440 --> 00:31:02,480 Speaker 1: and then in lots of Mario games since then. If 596 00:31:02,480 --> 00:31:04,880 Speaker 1: you put that down on a table and you activate 597 00:31:04,880 --> 00:31:08,840 Speaker 1: the Augmented Reality Games feature on your Nintendo three D S, 598 00:31:09,400 --> 00:31:13,440 Speaker 1: pointing the cameras at that that UH card will start 599 00:31:13,560 --> 00:31:17,200 Speaker 1: a scanning process. They will detect the presence of that card. 600 00:31:17,600 --> 00:31:21,800 Speaker 1: Based upon the image, they can detect what angle the 601 00:31:22,320 --> 00:31:24,560 Speaker 1: you're holding the three DS, like, what's what angle of 602 00:31:24,640 --> 00:31:27,240 Speaker 1: view you have? You hold it about fourteen inches away 603 00:31:27,240 --> 00:31:30,240 Speaker 1: from that card and then it'll start this augmented reality 604 00:31:30,280 --> 00:31:35,400 Speaker 1: feature where a three D virtual box coin box pops 605 00:31:35,480 --> 00:31:38,560 Speaker 1: up and it appears to be standing on top of 606 00:31:38,600 --> 00:31:42,080 Speaker 1: the actual real card that's on the table. Now, granted, 607 00:31:42,120 --> 00:31:44,320 Speaker 1: if you're just looking at the table as a third person, 608 00:31:44,840 --> 00:31:48,040 Speaker 1: you know, observer, you're just gonna see a person pointing 609 00:31:48,040 --> 00:31:50,160 Speaker 1: a three D S at a card, right, because the 610 00:31:50,160 --> 00:31:53,160 Speaker 1: object is not the little virtual avatar guy is not 611 00:31:53,280 --> 00:31:55,960 Speaker 1: really there. But if you're looking through the three D S, 612 00:31:56,000 --> 00:31:59,840 Speaker 1: there appears to be a three dimensional animated objects standing 613 00:31:59,840 --> 00:32:01,920 Speaker 1: on top of the card. And then you can initiate 614 00:32:02,040 --> 00:32:06,200 Speaker 1: various games playing UH and play with this this card, 615 00:32:06,400 --> 00:32:08,800 Speaker 1: the first one being an archery game where you actually 616 00:32:08,800 --> 00:32:11,480 Speaker 1: have to physically move around the table in order to 617 00:32:11,480 --> 00:32:14,160 Speaker 1: get a view at all the different targets that you 618 00:32:14,200 --> 00:32:16,960 Speaker 1: have to shoot at, which is pretty cool people. It 619 00:32:17,000 --> 00:32:18,800 Speaker 1: was a big hit here at the office. People thought 620 00:32:18,800 --> 00:32:22,080 Speaker 1: it was really a neat idea. Yeah, and I thought 621 00:32:22,200 --> 00:32:27,600 Speaker 1: that the augmented reality UH applications really had a lot 622 00:32:27,640 --> 00:32:31,360 Speaker 1: of promise to them. It's still kind of limited because 623 00:32:31,560 --> 00:32:35,080 Speaker 1: it was relying on this this card and if you 624 00:32:35,200 --> 00:32:36,880 Speaker 1: if you lost the card, then you could always go 625 00:32:36,960 --> 00:32:40,520 Speaker 1: to a Nintendo's site and actually, um, download an image 626 00:32:40,560 --> 00:32:42,960 Speaker 1: that you could print on a color printer and then 627 00:32:43,040 --> 00:32:47,000 Speaker 1: you could use that instead. UM. But you know, it's 628 00:32:47,000 --> 00:32:48,719 Speaker 1: not like you could point the three D S at 629 00:32:48,760 --> 00:32:51,640 Speaker 1: anything and then create a game on top of it. 630 00:32:51,640 --> 00:32:57,320 Speaker 1: It's you know, these very narrowly defined parameters that that 631 00:32:57,440 --> 00:32:59,400 Speaker 1: it will work with. And that's pretty much the state 632 00:32:59,440 --> 00:33:02,680 Speaker 1: of the art or augmented reality right now. UM. Anything 633 00:33:02,720 --> 00:33:08,000 Speaker 1: that's relying on object recognition is pretty fairly primitive right now. 634 00:33:08,040 --> 00:33:13,080 Speaker 1: So you're usually working with some sort of UM, predefined pattern, 635 00:33:13,440 --> 00:33:15,920 Speaker 1: and the cameras are able to map the pattern and 636 00:33:16,040 --> 00:33:20,920 Speaker 1: uh and generate the proper virtual data on top of 637 00:33:20,960 --> 00:33:25,440 Speaker 1: the the physical appearance. It's UM that part I thought 638 00:33:25,520 --> 00:33:28,840 Speaker 1: was really neat. I'm not sure that again this one. 639 00:33:29,000 --> 00:33:31,240 Speaker 1: It was this one game that came with than into 640 00:33:31,240 --> 00:33:33,200 Speaker 1: no three D S. I don't know how many more 641 00:33:33,240 --> 00:33:36,080 Speaker 1: applications will see of that. I don't I assume that 642 00:33:36,120 --> 00:33:40,680 Speaker 1: there's nothing stopping a developer from creating other augmented reality games. 643 00:33:41,280 --> 00:33:43,800 Speaker 1: I would imagine that would be entirely possible, And personally, 644 00:33:43,800 --> 00:33:46,800 Speaker 1: what I think would be really cool is create a 645 00:33:46,840 --> 00:33:51,000 Speaker 1: tabletop map, all right, and then invite a whole bunch 646 00:33:51,000 --> 00:33:52,840 Speaker 1: of people over and each person has their own three 647 00:33:52,920 --> 00:33:55,360 Speaker 1: d S and they all point the three D s 648 00:33:55,840 --> 00:33:58,080 Speaker 1: at the map, and the three DS is, because of 649 00:33:58,120 --> 00:34:01,720 Speaker 1: their WiFi capability, can be network so you network together 650 00:34:01,760 --> 00:34:03,960 Speaker 1: and then you play a role playing game on top 651 00:34:04,000 --> 00:34:06,400 Speaker 1: of a real map with your virtual characters and they 652 00:34:06,400 --> 00:34:08,560 Speaker 1: can interact with each other. That would be very cool. 653 00:34:08,640 --> 00:34:10,759 Speaker 1: That would be super cool. Can you imagine, Like I'm 654 00:34:10,760 --> 00:34:13,200 Speaker 1: going back to my D and D game gaming days, 655 00:34:13,239 --> 00:34:14,759 Speaker 1: but I could. I mentioned playing a D and D 656 00:34:14,800 --> 00:34:18,279 Speaker 1: game where you're looking at a virtual representation of your 657 00:34:18,320 --> 00:34:21,520 Speaker 1: you know, barbarian uh who is going to kick down 658 00:34:21,560 --> 00:34:23,719 Speaker 1: the next door and you know the wizards right behind 659 00:34:23,800 --> 00:34:26,600 Speaker 1: you with a spell and he cast magic missile at 660 00:34:26,600 --> 00:34:31,640 Speaker 1: the darkness for damage. Right, So, um, I didn't make 661 00:34:31,680 --> 00:34:35,359 Speaker 1: my saving throw against dorkiness unfortunately, But yeah, I mean 662 00:34:35,360 --> 00:34:37,200 Speaker 1: that that would be a really neat feature. Now are 663 00:34:37,239 --> 00:34:39,960 Speaker 1: we going to see that? I don't know. I honestly 664 00:34:39,960 --> 00:34:41,960 Speaker 1: don't know if people are going to try and develop 665 00:34:42,160 --> 00:34:45,239 Speaker 1: for the augmented reality features of the three DS, but 666 00:34:45,280 --> 00:34:47,920 Speaker 1: I would love to see that happened, because well, the 667 00:34:47,920 --> 00:34:52,120 Speaker 1: three D gaming was cool. It disoriented me enough where 668 00:34:52,160 --> 00:34:54,680 Speaker 1: I probably wouldn't want to play it very often, and 669 00:34:54,719 --> 00:34:58,239 Speaker 1: since it's not integrated into the games necessarily, there's not 670 00:34:58,320 --> 00:35:00,880 Speaker 1: much point in ever turning the three D on if 671 00:35:00,880 --> 00:35:03,120 Speaker 1: it's going to disorient me. But if you were able 672 00:35:03,160 --> 00:35:06,959 Speaker 1: to push that augmented reality feature, then I'm saying, Hey, 673 00:35:07,000 --> 00:35:10,360 Speaker 1: this is a really compelling new form of gaming that 674 00:35:10,400 --> 00:35:14,040 Speaker 1: I am genuinely interested in, because eventually we're gonna have 675 00:35:14,080 --> 00:35:17,480 Speaker 1: the that um that Star Wars Chess set where you 676 00:35:17,560 --> 00:35:20,880 Speaker 1: let the Wookie win. Well, I have to say that 677 00:35:21,120 --> 00:35:23,399 Speaker 1: um at the price point and it's it's at right 678 00:35:23,440 --> 00:35:26,640 Speaker 1: now and with the features, you know, I'm just not 679 00:35:27,200 --> 00:35:29,680 Speaker 1: willing to fork over the money for it. But but 680 00:35:29,800 --> 00:35:32,080 Speaker 1: quite a few people did. It sold pretty well it's 681 00:35:32,160 --> 00:35:34,640 Speaker 1: first week. Yeah, I'm curious to see how those sales 682 00:35:34,719 --> 00:35:38,880 Speaker 1: hold up over time. I you know, we don't do 683 00:35:38,960 --> 00:35:41,600 Speaker 1: reviews here on tech stuff, but I have to completely 684 00:35:41,640 --> 00:35:44,960 Speaker 1: agree with you, Pulett. It's it's a really cool device 685 00:35:45,000 --> 00:35:46,560 Speaker 1: and I see a lot of promise in it, but 686 00:35:46,640 --> 00:35:49,120 Speaker 1: I don't I'm not I don't feel a need to 687 00:35:49,120 --> 00:35:51,319 Speaker 1: buy one. Now that being said, I should also add 688 00:35:51,320 --> 00:35:54,520 Speaker 1: that I am not really a handheld gaming enthusiast in 689 00:35:54,520 --> 00:35:57,280 Speaker 1: the first place, So I'm probably not the right market. 690 00:35:57,360 --> 00:35:59,040 Speaker 1: I when I game, I like to be sitting in 691 00:35:59,040 --> 00:36:03,000 Speaker 1: a comfortable chair at home, controller in hand, looking at 692 00:36:03,000 --> 00:36:05,719 Speaker 1: a big screen. So I'm not the right audience, so 693 00:36:05,960 --> 00:36:08,560 Speaker 1: it's probably not fair to ask me. But yeah, I would, 694 00:36:08,600 --> 00:36:13,360 Speaker 1: I would skip it. Yeah, but still it's phenomenal technology. 695 00:36:13,640 --> 00:36:16,520 Speaker 1: Yeah yeah, and there's nothing else. Uh, nobody else has 696 00:36:16,560 --> 00:36:19,640 Speaker 1: got a version of that. In fact, Sony as of 697 00:36:19,680 --> 00:36:22,920 Speaker 1: the week we're recording this, Sony pulled the PSP go 698 00:36:23,040 --> 00:36:25,120 Speaker 1: off the market. Yes, the PSP go is no go, 699 00:36:25,280 --> 00:36:30,160 Speaker 1: no mo wells just continue anyway. Yeah, so yeah, it's 700 00:36:30,360 --> 00:36:36,239 Speaker 1: it's sort of an a league of its own right now. Um, yeah, exactly. Yeah. 701 00:36:36,480 --> 00:36:38,480 Speaker 1: So yeah, if you guys want to hear more about 702 00:36:38,560 --> 00:36:42,359 Speaker 1: various devices, whether they be gaming or otherwise related, let 703 00:36:42,480 --> 00:36:45,399 Speaker 1: us know, shoot us an email at tech stuff at 704 00:36:45,480 --> 00:36:47,480 Speaker 1: how stuff arks dot com or letten Know on Twitter 705 00:36:47,520 --> 00:36:50,480 Speaker 1: and Facebook. You can find us there with the handle 706 00:36:50,640 --> 00:36:53,719 Speaker 1: text stuff h s W Chris and I will talk 707 00:36:53,719 --> 00:36:58,120 Speaker 1: to you again really soon. For more on this and 708 00:36:58,239 --> 00:37:00,879 Speaker 1: thousands of other topics is how stuff works dot com. 709 00:37:01,120 --> 00:37:03,720 Speaker 1: So learn more about the podcast, click on the podcast 710 00:37:03,960 --> 00:37:07,520 Speaker 1: icon in the upper right corner of our homepage. The 711 00:37:07,520 --> 00:37:10,560 Speaker 1: house Stuff Works iPhone app has arrived. Download it today 712 00:37:10,800 --> 00:37:18,000 Speaker 1: on iTunes, brought to you by the reinvented two thousand 713 00:37:18,080 --> 00:37:20,200 Speaker 1: twelve camera. It's ready, are you