WEBVTT - How the Nintendo 3DS Works

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<v Speaker 1>Brought to you by the reinvented two thousand twelve Camray.

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<v Speaker 1>It's ready. Are you get in touch with technology with

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<v Speaker 1>tech Stuff from how stuff works dot com. Hello again, everyone,

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<v Speaker 1>Welcome to tech stuff. My name is Chris Poette and

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<v Speaker 1>I am an editor at how stuff works dot Com.

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<v Speaker 1>Sitting across from me, as always, his senior writer Jonathan Strickland. Great, Yes,

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<v Speaker 1>shot the Invisible Swordsman reverted to movies. That was a quote.

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<v Speaker 1>That was a quote switch up. I had a different

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<v Speaker 1>quote lined up, but then Mr Pellette made a reference

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<v Speaker 1>to a certain movie and I had to follow suit.

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<v Speaker 1>I like silly movies. I love that movie. Man. I

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<v Speaker 1>saw that film at least three times in the theater. Really, yeah,

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<v Speaker 1>well one for each, you know, amigo. And it wasn't

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<v Speaker 1>drown love this time. So, but today we wanted to

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<v Speaker 1>talk about a device that I actually got some hands

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<v Speaker 1>on time with some pretty in depth hands on time

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<v Speaker 1>with the Nintendo three D S. Yes, funny you would say,

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<v Speaker 1>in depth. Yes, let me put it this way. I'm

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<v Speaker 1>not gonna have any more time with that particular device. No, no,

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<v Speaker 1>And uh, you know I actually had a little time

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<v Speaker 1>with that device too. And you said give me that. Yeah, okay,

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<v Speaker 1>so the first time I after that, I'm bitter. Yeah, well,

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<v Speaker 1>I mean, like I said, I'm not playing with it

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<v Speaker 1>anymore either. Um. The first time I laid eyes upon

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<v Speaker 1>the Nintendo three D S was at the two thousand

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<v Speaker 1>and ten E three conference the Electronic Entertainment Expo was

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<v Speaker 1>at the time that when you laid eyes on it,

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<v Speaker 1>where the shaft of light came down from the ceiling

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<v Speaker 1>and the Angel Chorus started singing, except that the angel

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<v Speaker 1>course instead of going oh said it's to me, I'm

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<v Speaker 1>not and yeah, I know the It was a big

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<v Speaker 1>deal at E three. I mean, Nintendo had revealed this

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<v Speaker 1>new hardware. It had been years since Nintendo had done

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<v Speaker 1>something besides the D S light right, it was. It

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<v Speaker 1>wasn't just a simple tweak of the DS. It was

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<v Speaker 1>a pretty major leap forward. Yes, and uh and so

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<v Speaker 1>you can actually see the forward because it's in three

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<v Speaker 1>D exactly. That was the big deal, was glasses free

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<v Speaker 1>three D in this device? Yep. Now, uh yeah, we

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<v Speaker 1>usually say this at the beginning of the podcast such

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<v Speaker 1>as this, but there was so much hype in this

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<v Speaker 1>case that we've had several people asked us to do

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<v Speaker 1>a show in the three D S, so we're happy

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<v Speaker 1>to oblige, so happy in fact that how stuff works

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<v Speaker 1>dot Com actually bought a three D S for us

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<v Speaker 1>to try out because I wasn't at the show, so

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<v Speaker 1>I didn't get to see it for myself. Well, and

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<v Speaker 1>I only got a chance to see it for about

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<v Speaker 1>three minutes because you stood in line for around minutes

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<v Speaker 1>to an hour unless you had a v I P pass.

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<v Speaker 1>So people like seeing that's Brian Tong jumped right to

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<v Speaker 1>the front and people like shlubby old me got in

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<v Speaker 1>line with all the rest of the peons and we

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<v Speaker 1>waited and waited and waited. Dude, why didn't you get

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<v Speaker 1>a fast pass? I don't I know. I know I

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<v Speaker 1>know better by now clearly. I mean I know the

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<v Speaker 1>right people, right, I just apparently I didn't leverage those

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<v Speaker 1>relationships the way I should. My networking skills are are poor.

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<v Speaker 1>So anyway, yeah, we've got a few minutes to look at.

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<v Speaker 1>And it was very impressive that when one of the

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<v Speaker 1>games they showed off was this Mario platform game Go

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<v Speaker 1>Figure U that know, that used the three D in

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<v Speaker 1>a very effective way, and that the three D actually

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<v Speaker 1>was adjustable. There's a slider on the right side of

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<v Speaker 1>the screen. The three D screen, the DS, by the way,

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<v Speaker 1>in case you have not seen one, is a handheld

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<v Speaker 1>gaming device that has two screens. There's the screen that

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<v Speaker 1>you're actually watching for the game and where the game

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<v Speaker 1>action is happening, and then there is a touch screen

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<v Speaker 1>interface system that you may use in the while playing

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<v Speaker 1>a game, or you know, it may just be there

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<v Speaker 1>is a decoration because you may be using the basic

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<v Speaker 1>controls like the game pad and the buttons. Right, and

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<v Speaker 1>it looks a lot like the the D S light,

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<v Speaker 1>which of which I have one um, except that there

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<v Speaker 1>are some some pretty different features. I'm used to the

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<v Speaker 1>typical Nintendo uh four direction D pad, Yes, and it

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<v Speaker 1>has one of those, and yeah, but it also has

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<v Speaker 1>a circular pad, an analog circular pad, so it's like

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<v Speaker 1>a little joystick that your thumb sits on. Yeah, kind of,

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<v Speaker 1>So the three D S kind of up the anti

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<v Speaker 1>with that. But yeah. The the cool thing was that

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<v Speaker 1>the whole idea was that there was going to be

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<v Speaker 1>this this glasses free three D experience And you might

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<v Speaker 1>ask yourself, hey, how does that work? Well, I'll tell you.

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<v Speaker 1>It's based upon a principle called parallax barrier. Now, in

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<v Speaker 1>order for this to make sense, we got to talk

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<v Speaker 1>about a few different concepts. First of all, let's talk

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<v Speaker 1>about parallax. We've talked about this before in other three

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<v Speaker 1>D podcasts as podcast about three D not podcasts, but

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<v Speaker 1>we're in three D. Well they were, but you had

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<v Speaker 1>to have a special kind of earphones to listen to you.

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<v Speaker 1>You kind of had to be here in the studio

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<v Speaker 1>while we recorded it to be at all three dimensional.

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<v Speaker 1>And even then that's stretching it for us. Let's be

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<v Speaker 1>on us. So parallax is based upon the whole idea

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<v Speaker 1>that well, there are different things about parallax, right, but

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<v Speaker 1>as far as three D vision goes, stereoscopic vision goes,

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<v Speaker 1>parallax is based upon the fact that our eyes are

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<v Speaker 1>not located in the same exact spot. Yeah, we would

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<v Speaker 1>be a cyclops. So if if you are a human

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<v Speaker 1>being with two healthy, regular working eyes, then you can

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<v Speaker 1>use parallax to determine how far away an object is

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<v Speaker 1>and part and that's kind of based upon, uh, the

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<v Speaker 1>the distance that the picture that you're getting out of

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<v Speaker 1>your left eye versus the picture you're getting out of

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<v Speaker 1>your right eye. And your brain puts these two pictures

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<v Speaker 1>together into a h an integrated picture. So you know,

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<v Speaker 1>instead of getting instead of you sitting there and perceiving

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<v Speaker 1>two different images, you actually perceive a single image based

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<v Speaker 1>upon these two inputs, these two data inputs that are

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<v Speaker 1>coming in at the same time. And so this is

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<v Speaker 1>part of what helps you with your depth perception. It's

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<v Speaker 1>not the only thing, but it definitely helps. And that

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<v Speaker 1>you know, your brain kind of takes in that information, says,

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<v Speaker 1>based upon this information, that person is so many feet away, right,

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<v Speaker 1>And so three D what three D does because that

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<v Speaker 1>presents you two sets of images. Each eye only receives

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<v Speaker 1>one of those images, one set, and then your brain

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<v Speaker 1>puts those two sets together and that creates this what

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<v Speaker 1>appears to be a three dimensional image, which is pretty cool.

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<v Speaker 1>You're you're tricking your brain into thinking that you're perceiving

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<v Speaker 1>something that actually has depth as opposed to just heighten

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<v Speaker 1>with right, groovy, right, Yes, you were looking at me

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<v Speaker 1>like I wasn't sure whether you're gonna say something. Yeah.

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<v Speaker 1>In our three D Cameras podcast, we talked about the

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<v Speaker 1>ways in which you have to uh use technology to

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<v Speaker 1>achieve this effect on the front end, you have to

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<v Speaker 1>create the technology. And uh, in order to do that

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<v Speaker 1>with with a movie or a TV show, Um, they

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<v Speaker 1>will often use two cameras spaced with with lenses spaced

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<v Speaker 1>about as far apart as your eyes, because they have

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<v Speaker 1>to use these two different pictures and combine them in

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<v Speaker 1>a way that will allow you to see them in

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<v Speaker 1>phoe three D. Yeah, exactly, and in the way that

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<v Speaker 1>your brain interprets as being three dimensions right now. Uh,

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<v Speaker 1>the three DS has on its case on the outside

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<v Speaker 1>two little cameras that are about that far apart, which

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<v Speaker 1>aid and but that's not all of it. And I,

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<v Speaker 1>you know, sort of sort of interrupted the glasses thing

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<v Speaker 1>just because I wanted to give you an idea that yes,

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<v Speaker 1>this this plays into the creation of the games because

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<v Speaker 1>there have to be more than one image and there

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<v Speaker 1>has to be some way to make it fool your

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<v Speaker 1>brain into thinking, uh that it's that distance apart. And

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<v Speaker 1>that's one of the ways in which they create the

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<v Speaker 1>game in order to do that. But then you have

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<v Speaker 1>to see it. Now for TV or a movie, Uh,

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<v Speaker 1>we usually think about having to wear the glasses and

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<v Speaker 1>a couple of different ways to actually more than a

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<v Speaker 1>couple there three or four different ways, right, But but

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<v Speaker 1>basically the basic way is that you overlay these two

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<v Speaker 1>sets of images on top of one another, and then

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<v Speaker 1>you find some way to filter them out. Filter one

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<v Speaker 1>set of images out per eye now, might be through

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<v Speaker 1>color or or polarity of the light. Um, there are

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<v Speaker 1>a lot of different ways, but that that requires glasses. Now,

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<v Speaker 1>glasses free. This is something that Chris Knight got to

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<v Speaker 1>see in person. We actually took a field trip a

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<v Speaker 1>couple of years ago out to a company that does

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<v Speaker 1>glasses free lenticular displays, yes, which was interesting and also

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<v Speaker 1>kind of disorienting. Yeah. Yeah, Plus I was a little

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<v Speaker 1>worried because I had to forge my mom's signature on

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<v Speaker 1>the permission slip from the field trip because he had

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<v Speaker 1>been a bad boy up to that I was distracting

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<v Speaker 1>others in class. But um, yeah, on on on a

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<v Speaker 1>big screen TV. Uh, you can use lenticular displays to

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<v Speaker 1>achieve the three D effect without having to wear glasses. Now,

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<v Speaker 1>if you've ever had one of those little poster sorry

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<v Speaker 1>postcards or uh, I remember actually when I had a

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<v Speaker 1>drink that I got back in the days of atari

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<v Speaker 1>pac Man For I actually have a pac Man sticker

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<v Speaker 1>and it uses a lenticular film. Yeah, there's a lenticular

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<v Speaker 1>film that goes over the the images because there's actually

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<v Speaker 1>more than one image on that sticker, but but you

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<v Speaker 1>can only see one image depending upon the angle you're

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<v Speaker 1>looking from. Yeah, if you run your finger over it,

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<v Speaker 1>or your finger nail even more specifically, it sounds like

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<v Speaker 1>you're walking in corduroy pants, you get that. Yeah, there's

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<v Speaker 1>a little you can feel the ridges. Yeah, yeah, I

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<v Speaker 1>I used to have a postcard that was Luke Skywalker

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<v Speaker 1>and Darth Vader having a lightsaber duel, and you know,

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<v Speaker 1>you tilt the postcard back and forth and it would

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<v Speaker 1>look like they were fighting. It was a very limited

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<v Speaker 1>amount of animation. And the way that worked is that

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<v Speaker 1>those that plastic film you can think of those is

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<v Speaker 1>actually little tiny lenses that, when at a certain angle,

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<v Speaker 1>allow you to view the image just from you know,

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<v Speaker 1>you could just view one set of lines and all

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<v Speaker 1>those lines together make up an image. But if you

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<v Speaker 1>tilt it a little to the right or to the left,

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<v Speaker 1>then you're looking at a different set of lenses, and

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<v Speaker 1>those only let you see a different set of lines,

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<v Speaker 1>And so you can put several different sets of lines

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<v Speaker 1>all crammed together. These are basically bits of information, and

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<v Speaker 1>then by tilting the postcard back and forth, you're seeing

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<v Speaker 1>this these different images, whole images in sequence, and if

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<v Speaker 1>you do it fast enough, it looks like it's animated. Yes,

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<v Speaker 1>and I was thinking we probably should since I'm sure

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<v Speaker 1>someone will want to know about that TV. The TV

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<v Speaker 1>works on that biggest scale. The The only problem is

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<v Speaker 1>there are these little it's it's kind of hard to

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<v Speaker 1>explain in non three D, but they're little areas. If

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<v Speaker 1>you've ever been in a perfect stereo set up where

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<v Speaker 1>you're in the right exact space and you can totally

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<v Speaker 1>make out the left and the right channel, but if

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<v Speaker 1>you move a little to the left of the right,

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<v Speaker 1>or forward or backward, all of a sudden, you lose

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<v Speaker 1>that true stereo effect. It's it's like that for the

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<v Speaker 1>t vs, because if you step just hair at a place,

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<v Speaker 1>all of a sudden, the image gets distorted a little

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<v Speaker 1>bit and you can't see it in three D anymore.

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<v Speaker 1>Dead spots, Yeah, which is why you don't see that

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<v Speaker 1>on every three D TV. Right. The way I I

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<v Speaker 1>describe it usually is imagined that the television, or in

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<v Speaker 1>this case, the three D S is in the center

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<v Speaker 1>of a pie. I'll see you had to bring pie

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<v Speaker 1>into it. Now I'm gonna be thinking about that. And

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<v Speaker 1>and now a pie that's been sliced, right, so you've

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<v Speaker 1>got the three D s's at the center of the pie.

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<v Speaker 1>So you've got these slices that that converge at the

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<v Speaker 1>three D S. If you happen to be positioned in

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<v Speaker 1>the middle of a slice of pie, then you get

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<v Speaker 1>the three D experience. But if you are bestride two

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<v Speaker 1>slices of pie, if that slices in between betwixt thy feet,

0:11:58.840 --> 0:12:01.079
<v Speaker 1>then then you've got to end up with this weird,

0:12:01.200 --> 0:12:04.320
<v Speaker 1>muddled image. And it's gonna not it's gonna look really

0:12:04.400 --> 0:12:06.360
<v Speaker 1>kind of cloudy. Your brain is not really gonna know

0:12:06.400 --> 0:12:08.760
<v Speaker 1>what to do with it, and uh, and it really

0:12:08.800 --> 0:12:11.559
<v Speaker 1>is disorienting. I can tell you from experience, because one

0:12:11.600 --> 0:12:13.079
<v Speaker 1>of the things we found out while playing with the

0:12:13.160 --> 0:12:17.600
<v Speaker 1>Nintendo three DS is it's a little disorienting. Disorienting when

0:12:17.640 --> 0:12:20.760
<v Speaker 1>you're playing it yourself, but even more so if you

0:12:20.800 --> 0:12:23.520
<v Speaker 1>try to watch someone else play, because you are going

0:12:23.559 --> 0:12:26.120
<v Speaker 1>to be looking over that person's shoulder and you're not

0:12:26.160 --> 0:12:28.760
<v Speaker 1>going to be in that sweet spot. Now That's one

0:12:28.800 --> 0:12:31.160
<v Speaker 1>of the reasons why that three DS was considered to

0:12:31.160 --> 0:12:34.480
<v Speaker 1>be viable was because if you're playing a handheld device,

0:12:34.679 --> 0:12:37.240
<v Speaker 1>generally you're holding it in front of yourself and you're

0:12:37.240 --> 0:12:40.160
<v Speaker 1>holding it about the right distance away for that three

0:12:40.280 --> 0:12:43.200
<v Speaker 1>D to work right, You're you're holding it around, you know,

0:12:43.720 --> 0:12:46.439
<v Speaker 1>fourteen to eighteen inches away from your face. You're holding

0:12:46.440 --> 0:12:48.800
<v Speaker 1>it in front of you more more likely than not,

0:12:49.400 --> 0:12:52.120
<v Speaker 1>and so it's kind of a controlled environment. Whereas if

0:12:52.120 --> 0:12:54.840
<v Speaker 1>you were to put this in, say a television, well

0:12:54.880 --> 0:12:57.520
<v Speaker 1>then you have to arrange your entire living room so

0:12:57.559 --> 0:13:00.160
<v Speaker 1>that you are always seated in one of those sweet

0:13:00.160 --> 0:13:02.040
<v Speaker 1>spots to get the three D or else you'll just

0:13:02.080 --> 0:13:04.319
<v Speaker 1>get a massive headache. So if you were to sit

0:13:04.360 --> 0:13:06.320
<v Speaker 1>a little to the left on the couch, suddenly you

0:13:06.320 --> 0:13:08.360
<v Speaker 1>can't see the three D image anymore, and and it's

0:13:08.360 --> 0:13:11.880
<v Speaker 1>just a jumbled mess onto television. So the three D

0:13:12.040 --> 0:13:14.440
<v Speaker 1>S the idea was that the form factor suited that

0:13:14.559 --> 0:13:19.280
<v Speaker 1>three D technology. Now you were talking about how you

0:13:19.320 --> 0:13:22.200
<v Speaker 1>have to have two different sets of images, it's it's

0:13:22.320 --> 0:13:24.560
<v Speaker 1>and that's true with these three D games if you

0:13:24.640 --> 0:13:26.400
<v Speaker 1>have it on three D mode. And the nice thing

0:13:26.440 --> 0:13:28.200
<v Speaker 1>about the three D S so you can turn the

0:13:28.200 --> 0:13:30.120
<v Speaker 1>three D mode off if you If you slay the

0:13:30.160 --> 0:13:32.200
<v Speaker 1>three D switch all the way down, it goes to

0:13:32.280 --> 0:13:34.800
<v Speaker 1>two D mode and you only have a single set

0:13:34.840 --> 0:13:37.800
<v Speaker 1>of images if you because you have to have two

0:13:37.800 --> 0:13:39.600
<v Speaker 1>sets of images. That means that you have to have

0:13:39.679 --> 0:13:44.240
<v Speaker 1>custom games for this device. Right. You can't suddenly start

0:13:44.280 --> 0:13:47.880
<v Speaker 1>playing all your old Nintendo DS games in three D

0:13:48.120 --> 0:13:50.760
<v Speaker 1>right then, Now it is compatible with those old games,

0:13:50.760 --> 0:13:52.079
<v Speaker 1>but you are not going to get the three D

0:13:52.160 --> 0:13:54.640
<v Speaker 1>effect because those old games were not designed with two

0:13:54.679 --> 0:13:58.040
<v Speaker 1>sets of images exactly. Another thing I should point out

0:13:58.120 --> 0:14:01.160
<v Speaker 1>is that if you have any problems with your site

0:14:01.240 --> 0:14:04.240
<v Speaker 1>in one eye, like let's say that you you're blind

0:14:04.240 --> 0:14:07.200
<v Speaker 1>in one eye, or you just have a medical condition

0:14:07.480 --> 0:14:09.840
<v Speaker 1>um that that messes with your vision in one eye,

0:14:10.200 --> 0:14:12.200
<v Speaker 1>you may not be able to see three D through

0:14:12.240 --> 0:14:16.520
<v Speaker 1>parallax views the way that a person with good vision

0:14:16.520 --> 0:14:20.720
<v Speaker 1>in both eyes could. Right. Because of that, Nintendo kind

0:14:20.760 --> 0:14:23.440
<v Speaker 1>of is kind of shying away from making three D

0:14:23.600 --> 0:14:27.960
<v Speaker 1>an integral necessary part of games on the three D S.

0:14:28.360 --> 0:14:31.440
<v Speaker 1>In other words, you can buy three D games for

0:14:31.520 --> 0:14:34.000
<v Speaker 1>the three D S, but there won't be any games

0:14:34.000 --> 0:14:37.040
<v Speaker 1>in which the three D component is necessary for you

0:14:37.080 --> 0:14:39.640
<v Speaker 1>to be able to play that game. Now, that goes

0:14:39.800 --> 0:14:42.440
<v Speaker 1>against the Mario game that I saw when I was

0:14:42.480 --> 0:14:44.280
<v Speaker 1>at E three, Because the Mario game I saw, if

0:14:44.320 --> 0:14:47.520
<v Speaker 1>you turned the three D setting off, you suddenly could

0:14:47.560 --> 0:14:50.120
<v Speaker 1>not see the platforms that you had to jump on

0:14:50.240 --> 0:14:52.880
<v Speaker 1>as you were running through the levels. You can only

0:14:52.920 --> 0:14:54.880
<v Speaker 1>see them in the three D mode. So that meant

0:14:54.960 --> 0:14:57.360
<v Speaker 1>that the three D was necessary for you to be

0:14:57.400 --> 0:15:01.000
<v Speaker 1>able to play effectively. Uh. Well, now on Nintendo saying well,

0:15:01.000 --> 0:15:02.680
<v Speaker 1>that may not be the best idea because there are

0:15:02.680 --> 0:15:05.760
<v Speaker 1>some people who just can't enjoy games. Uh and so

0:15:06.120 --> 0:15:08.200
<v Speaker 1>if it's in just three D mode, so we don't

0:15:08.240 --> 0:15:11.160
<v Speaker 1>want to, we don't want to you know, discount them.

0:15:11.280 --> 0:15:12.840
<v Speaker 1>We don't want to leave them out of the fun.

0:15:13.560 --> 0:15:15.840
<v Speaker 1>So three D should just be kind of a feature.

0:15:16.000 --> 0:15:19.280
<v Speaker 1>It's at that point one could argue, and I have

0:15:19.480 --> 0:15:22.400
<v Speaker 1>made this argument, the three D feature on the three

0:15:22.480 --> 0:15:25.120
<v Speaker 1>D s becomes more of a gimmick than a feature

0:15:25.280 --> 0:15:28.280
<v Speaker 1>because it's not necessary to the game. It's not like

0:15:28.320 --> 0:15:32.600
<v Speaker 1>the WE games where the WE remote is integrated part

0:15:32.680 --> 0:15:36.520
<v Speaker 1>of gameplay, right, I mean with those games, like the

0:15:36.840 --> 0:15:39.640
<v Speaker 1>games that use the WE remote or the the the

0:15:39.680 --> 0:15:43.480
<v Speaker 1>WE fit board, those things, you know, that's part of

0:15:43.480 --> 0:15:46.560
<v Speaker 1>the gameplay. If if there's not a simple way where

0:15:46.560 --> 0:15:48.520
<v Speaker 1>you just switch that out and use a regular controller,

0:15:49.560 --> 0:15:52.320
<v Speaker 1>that that's more of a game that was where it's

0:15:52.320 --> 0:15:55.480
<v Speaker 1>integrated with the whole system, right Like for example, the

0:15:55.680 --> 0:15:58.960
<v Speaker 1>Mario Kart WE has the WE steering wheel, but the

0:15:59.000 --> 0:16:01.720
<v Speaker 1>WE stealing steering is essentially an inert piece of plastic

0:16:01.960 --> 0:16:06.000
<v Speaker 1>in which you snap the uh WE remote, So you

0:16:06.040 --> 0:16:09.160
<v Speaker 1>don't need the steering wheel to play that game. You

0:16:09.240 --> 0:16:13.680
<v Speaker 1>just hold the WE remote sideways and you know, make

0:16:13.760 --> 0:16:16.960
<v Speaker 1>room room sounds. You can argue, Yeah, you could argue

0:16:16.960 --> 0:16:19.600
<v Speaker 1>that that that steering wheel is more or less a gimmick,

0:16:19.920 --> 0:16:21.880
<v Speaker 1>although I would assume it would make it a little

0:16:21.880 --> 0:16:25.320
<v Speaker 1>easier to hold and manipulate the WE remote in that case.

0:16:25.800 --> 0:16:27.640
<v Speaker 1>But you don't need the little tennis racket thing either

0:16:27.680 --> 0:16:30.160
<v Speaker 1>to play exactly yeah, or like one that shaped like

0:16:30.160 --> 0:16:32.240
<v Speaker 1>a wand to play a Harry Potter game or something

0:16:32.280 --> 0:16:35.160
<v Speaker 1>along those lines. Yeah, So it feels almost more like that,

0:16:35.200 --> 0:16:39.680
<v Speaker 1>like one of the kind of superfluous WE accessories. That's

0:16:39.720 --> 0:16:41.640
<v Speaker 1>kind of how the three D feature on the three

0:16:41.720 --> 0:16:45.080
<v Speaker 1>D S feels. If you remove the three D as

0:16:45.120 --> 0:16:47.360
<v Speaker 1>an integrated part of the game, but let's talk a

0:16:47.360 --> 0:16:50.640
<v Speaker 1>little bit about you know, we we mentioned lenticular displays.

0:16:51.400 --> 0:16:54.160
<v Speaker 1>The way Nintendo actually implements this technology is what we

0:16:54.240 --> 0:16:57.160
<v Speaker 1>call the parallax barrier, and a parallax barrier is kind

0:16:57.160 --> 0:17:01.560
<v Speaker 1>of neat. Yes, okay, So the screen that you're looking at,

0:17:01.560 --> 0:17:03.480
<v Speaker 1>the three D screen, is an l c D screen.

0:17:03.960 --> 0:17:06.359
<v Speaker 1>On top of that screen is a second l c

0:17:06.520 --> 0:17:10.040
<v Speaker 1>D screen that uses these little liquid crystals to create

0:17:10.760 --> 0:17:14.679
<v Speaker 1>kind of like shutters, and the shutters block off the

0:17:14.720 --> 0:17:19.080
<v Speaker 1>way light bounces or projects off of the back lit

0:17:19.760 --> 0:17:23.560
<v Speaker 1>uh three D screen, And by shuttering off the light

0:17:23.680 --> 0:17:28.439
<v Speaker 1>just right, it directs light in two particular directions, the

0:17:28.520 --> 0:17:31.119
<v Speaker 1>left eye and the right eye. So it's blocking the

0:17:31.200 --> 0:17:33.159
<v Speaker 1>right eye's image to the left eye and it's blocking

0:17:33.200 --> 0:17:37.440
<v Speaker 1>the left eye's image to the right eye. Now, if you, uh,

0:17:37.600 --> 0:17:42.040
<v Speaker 1>if you haven't been following us on Facebook, and if not,

0:17:42.200 --> 0:17:46.919
<v Speaker 1>why haven't you? Um, you probably are unaware of what

0:17:46.960 --> 0:17:49.040
<v Speaker 1>we are about to get into. Actually, I was going

0:17:49.080 --> 0:17:51.800
<v Speaker 1>to bring up next, which is that when I wasn't

0:17:51.920 --> 0:17:54.760
<v Speaker 1>here one day, they took it upon themselves to tear

0:17:54.840 --> 0:17:57.080
<v Speaker 1>this thing apart. If you want, I'll give it to you.

0:17:57.119 --> 0:18:00.640
<v Speaker 1>It's in a bag. Thanks. Most bits in a bag.

0:18:00.880 --> 0:18:03.080
<v Speaker 1>We can eBay that the chunks of it. I had

0:18:03.080 --> 0:18:06.640
<v Speaker 1>to throw away some of the pieces they were Yeah. So,

0:18:06.640 --> 0:18:09.560
<v Speaker 1>so could you actually pull these screens apart? Can you

0:18:09.600 --> 0:18:15.359
<v Speaker 1>actually see this for yourself? Well, because it's liquid crystal display, No,

0:18:15.440 --> 0:18:17.560
<v Speaker 1>you're not gonna I mean, I wouldn't recommend it. Um,

0:18:17.560 --> 0:18:19.280
<v Speaker 1>first of all, you can avoid your warranty, and second

0:18:19.320 --> 0:18:22.600
<v Speaker 1>of all, you're gonna break your three D s Uh.

0:18:22.880 --> 0:18:25.920
<v Speaker 1>If I had a heat gun, I could have weakened

0:18:25.960 --> 0:18:29.159
<v Speaker 1>the adhesive enough to pull apart the screens. But I

0:18:29.200 --> 0:18:31.639
<v Speaker 1>didn't have a heat gun, so I didn't bother to

0:18:31.720 --> 0:18:34.920
<v Speaker 1>try and force that. UM. I took the I took

0:18:34.960 --> 0:18:37.520
<v Speaker 1>the protective covering off of the three D screen so

0:18:37.560 --> 0:18:39.760
<v Speaker 1>that you could see where the speakers are mounted. The

0:18:39.760 --> 0:18:42.199
<v Speaker 1>speakers are mounted on the three D screen, not on

0:18:42.240 --> 0:18:45.679
<v Speaker 1>the base. UM you can see where the forward facing

0:18:45.720 --> 0:18:48.920
<v Speaker 1>camera was. Uh, that kind of stuff. But you could not.

0:18:49.320 --> 0:18:53.879
<v Speaker 1>I couldn't pull out the screen and then uh split

0:18:53.960 --> 0:18:58.120
<v Speaker 1>in twain, but uh, yeah it was. It's It's interesting

0:18:58.119 --> 0:19:00.840
<v Speaker 1>that the little UM three D switch on the left

0:19:00.880 --> 0:19:04.200
<v Speaker 1>on the right rather of the screen, if you put

0:19:04.240 --> 0:19:06.200
<v Speaker 1>it all the way down, it turns the three d off. Well,

0:19:06.240 --> 0:19:08.480
<v Speaker 1>if you start sliding it up, it actually adjusts the

0:19:08.600 --> 0:19:10.080
<v Speaker 1>three D and the way it adjust the three D

0:19:10.200 --> 0:19:14.080
<v Speaker 1>is the width of the little crystal shutters. By by

0:19:14.080 --> 0:19:16.359
<v Speaker 1>sliding it up, it adjusts the width so that you

0:19:16.480 --> 0:19:19.680
<v Speaker 1>get more or less light coming to you from the

0:19:19.800 --> 0:19:24.080
<v Speaker 1>various screens, and it will actually offset the pictures a

0:19:24.119 --> 0:19:27.280
<v Speaker 1>little bit more too, which means that you can adjust

0:19:27.280 --> 0:19:31.120
<v Speaker 1>the depth of field. And the reason for that is that,

0:19:31.720 --> 0:19:35.240
<v Speaker 1>you know, we were talking about how these displays kind

0:19:35.240 --> 0:19:40.400
<v Speaker 1>of mimic how our eyes are are spaced on our heads. Well,

0:19:40.440 --> 0:19:43.560
<v Speaker 1>most of the time, you have to estimate that, right, Sure,

0:19:43.960 --> 0:19:45.960
<v Speaker 1>you base it on an average, so you see, the

0:19:45.960 --> 0:19:49.639
<v Speaker 1>average person's eyes are so so many centimeters apart, and

0:19:50.080 --> 0:19:52.880
<v Speaker 1>if your device doesn't have any way of adjusting for that,

0:19:52.920 --> 0:19:54.399
<v Speaker 1>you just have to go for the average. And you

0:19:54.440 --> 0:19:57.560
<v Speaker 1>realize that any individual person who views that is going

0:19:57.640 --> 0:20:01.200
<v Speaker 1>to have a variable experience based upon how far apart

0:20:01.359 --> 0:20:04.960
<v Speaker 1>their actual eyes are. So let's say that the average

0:20:05.000 --> 0:20:07.520
<v Speaker 1>is a certain amount, and that my eyes happened to

0:20:07.560 --> 0:20:10.199
<v Speaker 1>be a little closer together than average. That means that

0:20:10.240 --> 0:20:14.320
<v Speaker 1>if I'm looking at a fixed parallax display, like there's

0:20:14.320 --> 0:20:17.000
<v Speaker 1>no way to adjust that three D I'm not going

0:20:17.040 --> 0:20:19.440
<v Speaker 1>to get as good an experience as someone who whose

0:20:19.440 --> 0:20:22.520
<v Speaker 1>eyes are closer to the average. Well, this, this little

0:20:22.560 --> 0:20:25.640
<v Speaker 1>switch allows you to change the offset of those images

0:20:25.720 --> 0:20:28.720
<v Speaker 1>and the width of those uh those crystals to be

0:20:28.800 --> 0:20:32.080
<v Speaker 1>able to uh to get it closer to what your

0:20:33.280 --> 0:20:38.080
<v Speaker 1>your your physiological makeup is, so you can get as

0:20:38.160 --> 0:20:41.240
<v Speaker 1>close to an ideal experience as possible. All that being said,

0:20:41.560 --> 0:20:43.760
<v Speaker 1>after about ten minutes of playing with this on three

0:20:43.840 --> 0:20:47.040
<v Speaker 1>D mode, I started to feel a little uh se sick,

0:20:48.280 --> 0:20:50.600
<v Speaker 1>which is weird because I don't get motion sickness easily.

0:20:51.000 --> 0:20:53.719
<v Speaker 1>I'm like a roller coaster fanatic, and I ride like

0:20:53.800 --> 0:20:56.280
<v Speaker 1>the happy Go Pukis. I don't have any problem with

0:20:56.320 --> 0:20:58.399
<v Speaker 1>any of that. But after playing with this thing for

0:20:58.440 --> 0:21:02.359
<v Speaker 1>ten minutes, I was thinking out, feel so good? Well,

0:21:02.400 --> 0:21:05.800
<v Speaker 1>and uh we did have other people comment on Facebook

0:21:05.800 --> 0:21:10.080
<v Speaker 1>that they don't have that problem. Yeah, exactly. Most of

0:21:10.080 --> 0:21:13.880
<v Speaker 1>the people I lent it out to had a similar

0:21:13.920 --> 0:21:16.720
<v Speaker 1>response of Wow, this is making me, this is making

0:21:16.760 --> 0:21:19.600
<v Speaker 1>my head hurt, It's making me a little dizzy. Um. Now,

0:21:19.640 --> 0:21:21.720
<v Speaker 1>that might be that they just had not tweaked the

0:21:21.800 --> 0:21:25.199
<v Speaker 1>three D setting properly so that it wasn't ideal, you know,

0:21:25.320 --> 0:21:28.200
<v Speaker 1>because again, if it's set a little off to you,

0:21:28.359 --> 0:21:31.280
<v Speaker 1>then it's just you may not be able to consciously

0:21:31.600 --> 0:21:34.720
<v Speaker 1>put your finger on what's wrong, but you'll start to

0:21:34.720 --> 0:21:39.560
<v Speaker 1>feel a little, you know, wonky. Yeah, so let's talk

0:21:39.560 --> 0:21:41.920
<v Speaker 1>a little bit more about some of the other elements.

0:21:41.960 --> 0:21:44.160
<v Speaker 1>Since we talked about breaking this thing open and looking

0:21:44.200 --> 0:21:45.520
<v Speaker 1>at it, I was going to talk a little bit

0:21:45.520 --> 0:21:48.280
<v Speaker 1>about some of the stuff that's in it. And as

0:21:48.320 --> 0:21:52.960
<v Speaker 1>an arm processor, as the CPU, uh, and it's uh

0:21:53.840 --> 0:21:58.359
<v Speaker 1>between five mega hurts to a giga hurts and processor speed. Uh.

0:21:58.400 --> 0:22:01.639
<v Speaker 1>You don't really need a super fast processor to play

0:22:01.680 --> 0:22:04.919
<v Speaker 1>most of the games. And of course, the higher the

0:22:04.960 --> 0:22:07.400
<v Speaker 1>speed of the processor, the more heat it's going to generate.

0:22:08.000 --> 0:22:10.760
<v Speaker 1>And heat in general is bad, especially for a handheld device,

0:22:10.800 --> 0:22:12.840
<v Speaker 1>because you don't really have the space to put in

0:22:12.920 --> 0:22:16.080
<v Speaker 1>a cooling system like a fan or event or something,

0:22:16.440 --> 0:22:18.160
<v Speaker 1>so you don't want to generate a lot of heat.

0:22:18.240 --> 0:22:21.440
<v Speaker 1>So because of that, there's not just the CPU. There's

0:22:21.440 --> 0:22:24.880
<v Speaker 1>also a graphics processing unit. We do know more about that. Yeah,

0:22:24.880 --> 0:22:28.359
<v Speaker 1>it's made by digital media professionals and it's the PEAKA

0:22:28.400 --> 0:22:32.560
<v Speaker 1>two hundred chip and um it's ay. It runs at

0:22:32.560 --> 0:22:36.360
<v Speaker 1>a four hundred mega hurts. So you've got a dedicated

0:22:36.400 --> 0:22:38.399
<v Speaker 1>chip for the graphics, you've got another chip that's kind

0:22:38.440 --> 0:22:42.600
<v Speaker 1>of running the rest of the horsepower for the games.

0:22:43.200 --> 0:22:45.320
<v Speaker 1>And then there's other chips in there too, right, There's

0:22:45.359 --> 0:22:50.320
<v Speaker 1>like there's a gyroscope, there's an accelerometer. Um, there's there's

0:22:50.320 --> 0:22:53.480
<v Speaker 1>of course memory chips, both for the RAM and for

0:22:53.600 --> 0:22:57.040
<v Speaker 1>actual storage memory. It comes to going gig of flash

0:22:57.080 --> 0:22:59.399
<v Speaker 1>memory on board. And then you also get a two

0:22:59.440 --> 0:23:03.600
<v Speaker 1>gigabye UH SD card that comes with us, a Toshiba

0:23:03.880 --> 0:23:07.159
<v Speaker 1>SD card, and uh. The nice thing about is that,

0:23:07.160 --> 0:23:09.840
<v Speaker 1>of course you can save content to this SD card.

0:23:10.119 --> 0:23:12.439
<v Speaker 1>There's some limitations to that as well. Let's say that

0:23:12.480 --> 0:23:15.359
<v Speaker 1>you save a game to the SD card and then

0:23:15.440 --> 0:23:18.679
<v Speaker 1>you you load it onto a new three D S

0:23:19.560 --> 0:23:21.080
<v Speaker 1>and then you try and go back to your old

0:23:21.119 --> 0:23:23.440
<v Speaker 1>three D S and run that you're not gonna be

0:23:23.480 --> 0:23:26.119
<v Speaker 1>able to access that content because it's it's d r M.

0:23:27.680 --> 0:23:29.720
<v Speaker 1>The basis of that is that they don't want you

0:23:29.760 --> 0:23:32.920
<v Speaker 1>to be able to start copying games and then distribute

0:23:32.960 --> 0:23:35.600
<v Speaker 1>them to all your friends. What about saved games? To

0:23:35.720 --> 0:23:38.159
<v Speaker 1>save games I think are a little different, um, but

0:23:38.240 --> 0:23:40.600
<v Speaker 1>I mean your your progress and things you could play

0:23:40.720 --> 0:23:42.720
<v Speaker 1>if you had the game on another d S, you

0:23:42.720 --> 0:23:45.960
<v Speaker 1>could play where you left off. I would have I think, So, yeah,

0:23:46.119 --> 0:23:48.520
<v Speaker 1>this is really for games. Like let's say you download

0:23:48.520 --> 0:23:51.000
<v Speaker 1>a game because you can't as a good point, we

0:23:51.040 --> 0:23:54.119
<v Speaker 1>didn't talk about you can download games from Nintendo service,

0:23:54.720 --> 0:23:56.840
<v Speaker 1>and uh, if you were to save it to your

0:23:56.920 --> 0:23:58.679
<v Speaker 1>SD card just so you don't take up all your

0:23:58.680 --> 0:24:01.639
<v Speaker 1>space on your actual device, then you could port it

0:24:01.800 --> 0:24:03.679
<v Speaker 1>over to a different three D S, but then you're

0:24:03.680 --> 0:24:06.080
<v Speaker 1>not gonna be able to play it on your first one. Okay,

0:24:06.280 --> 0:24:07.880
<v Speaker 1>same thing like if you were to port it over

0:24:07.920 --> 0:24:09.320
<v Speaker 1>to a third D S, you wouldn't be able to

0:24:09.320 --> 0:24:11.800
<v Speaker 1>play it on the first two. And that that's just

0:24:11.920 --> 0:24:14.720
<v Speaker 1>protecting Nintendo so that you don't end up, you know,

0:24:14.800 --> 0:24:20.520
<v Speaker 1>distributing a game ad infinitum to all of your friends. Um,

0:24:20.560 --> 0:24:22.720
<v Speaker 1>but there, I mean, there's also a Wi Fi chip

0:24:22.760 --> 0:24:25.000
<v Speaker 1>in it. That's what allows you, of course to access

0:24:25.000 --> 0:24:28.080
<v Speaker 1>not just WiFi hotspots, but Nintendo hot spots, which are

0:24:28.359 --> 0:24:31.000
<v Speaker 1>few and far between here in the States, but they're

0:24:31.000 --> 0:24:34.960
<v Speaker 1>pretty big in Japan. Um. There's also an i R

0:24:35.680 --> 0:24:40.520
<v Speaker 1>chip so infrared that allows you to do probably three

0:24:40.600 --> 0:24:44.600
<v Speaker 1>DS to three D S communication. Although that not a

0:24:44.600 --> 0:24:47.200
<v Speaker 1>whole lot has been said about that particular feature. Yeah,

0:24:47.440 --> 0:24:51.000
<v Speaker 1>but it wouldn't surprise me if that capability isn't available,

0:24:51.040 --> 0:24:55.000
<v Speaker 1>because it's already available on other Nintendo handheld. Well. Yeah,

0:24:55.000 --> 0:25:00.320
<v Speaker 1>and there there's definitely there's definitely some some collaborative uh

0:25:00.480 --> 0:25:04.000
<v Speaker 1>technology there. Right, there are ways where you can you

0:25:04.040 --> 0:25:07.320
<v Speaker 1>can gain content just by encountering other people who happened

0:25:07.320 --> 0:25:09.800
<v Speaker 1>to have a three D S Really, yeah, it's kind

0:25:09.800 --> 0:25:11.600
<v Speaker 1>of cool. The idea here is that you you keep

0:25:11.600 --> 0:25:14.080
<v Speaker 1>the three DS on in sleep mode, and you carry

0:25:14.080 --> 0:25:16.560
<v Speaker 1>it around with you, and when it comes within range,

0:25:16.600 --> 0:25:19.480
<v Speaker 1>it's constantly sort of sending out a little signal, a

0:25:19.560 --> 0:25:22.159
<v Speaker 1>ping sort of yeah, that's not going to kill your battery. Now,

0:25:22.520 --> 0:25:25.520
<v Speaker 1>battery life for this thing, by the ways, around five hours, um,

0:25:26.400 --> 0:25:30.880
<v Speaker 1>five hours of playtime that's on a full charge, um.

0:25:30.880 --> 0:25:34.040
<v Speaker 1>And that's if you have the brightness turn. The higher

0:25:34.080 --> 0:25:37.840
<v Speaker 1>you turn up the brightness, the less time you'll have, right,

0:25:37.880 --> 0:25:40.840
<v Speaker 1>because you need the electricity from the battery to power

0:25:41.000 --> 0:25:44.560
<v Speaker 1>the brighter exactly. Yeah, you're you're putting in more lumens

0:25:46.040 --> 0:25:50.440
<v Speaker 1>well you know when yeah, you make luminated so yeah,

0:25:50.480 --> 0:25:52.800
<v Speaker 1>but yeah, it pings out this signal and if it

0:25:53.040 --> 0:25:56.000
<v Speaker 1>if it finds another three d S, it can exchange information.

0:25:56.040 --> 0:25:58.359
<v Speaker 1>So let's say that you both are playing a game

0:25:58.720 --> 0:26:01.800
<v Speaker 1>where you have tool pets, or perhaps you've created some

0:26:01.920 --> 0:26:04.000
<v Speaker 1>means on your three D S. You know, those are

0:26:04.000 --> 0:26:07.440
<v Speaker 1>the little avatar characters that Nintendo uses the Nintendo WE also,

0:26:07.520 --> 0:26:10.320
<v Speaker 1>and I think they were introduced with the Nintendo we Yeah,

0:26:10.760 --> 0:26:14.520
<v Speaker 1>or you could create an me using the three DS. Well,

0:26:14.840 --> 0:26:16.560
<v Speaker 1>if you walk by a whole bunch of people holding

0:26:16.560 --> 0:26:18.280
<v Speaker 1>three D s s, it may turn out that when

0:26:18.280 --> 0:26:20.720
<v Speaker 1>you open up your little me plasa, you start seeing

0:26:20.720 --> 0:26:23.760
<v Speaker 1>these other means that other people have created. Because you

0:26:23.760 --> 0:26:27.040
<v Speaker 1>know your three DS has made this connection and you downloaded,

0:26:27.160 --> 0:26:29.959
<v Speaker 1>you ended up downloading automatically this information, which is kind

0:26:29.960 --> 0:26:32.480
<v Speaker 1>of cool. It creates this sort of community experience, even

0:26:32.480 --> 0:26:35.000
<v Speaker 1>with people you've never met. Although it makes you wonder

0:26:35.040 --> 0:26:36.920
<v Speaker 1>if you can make your me a real jerk face

0:26:37.440 --> 0:26:39.160
<v Speaker 1>so that you're me whenever you go into the meat

0:26:39.200 --> 0:26:42.720
<v Speaker 1>plazas is really harassing the other means? Why does it

0:26:42.720 --> 0:26:45.480
<v Speaker 1>not surprise me that you've considered this as a possibility. Well,

0:26:45.520 --> 0:26:47.800
<v Speaker 1>you know, I will say that there's a kind of

0:26:47.800 --> 0:26:50.439
<v Speaker 1>cool feature where you can use the forward facing camera

0:26:50.560 --> 0:26:52.640
<v Speaker 1>on the three DS to take a picture of yourself,

0:26:52.760 --> 0:26:55.040
<v Speaker 1>and then the three D S will design a ME

0:26:55.280 --> 0:26:58.320
<v Speaker 1>based upon that photo. That's very cool. Yeah, it'll it'll

0:26:58.359 --> 0:27:00.639
<v Speaker 1>get it as close you know, trying. There's only so

0:27:00.680 --> 0:27:04.400
<v Speaker 1>many preset features that the ME has at its disposal.

0:27:04.440 --> 0:27:06.440
<v Speaker 1>It's not that many, but it will try and pick

0:27:06.480 --> 0:27:09.800
<v Speaker 1>the ones most appropriate to your faces, shape and features.

0:27:11.359 --> 0:27:14.720
<v Speaker 1>M Well, you can I actually take three D photos

0:27:15.119 --> 0:27:17.280
<v Speaker 1>in general, yeah, on the three D S. Yeah, the

0:27:17.520 --> 0:27:21.320
<v Speaker 1>the forward facing cameras and is just a regular camera,

0:27:21.520 --> 0:27:24.359
<v Speaker 1>but the rear facing cameras, those two that Chris was

0:27:24.400 --> 0:27:27.480
<v Speaker 1>talking about before, those can take three D images. It

0:27:27.520 --> 0:27:30.919
<v Speaker 1>takes two sets of photos and then overlays them and

0:27:30.960 --> 0:27:32.760
<v Speaker 1>then you can get a little three D image and

0:27:32.800 --> 0:27:34.760
<v Speaker 1>it looks like you've got some real depth there. That

0:27:34.840 --> 0:27:37.440
<v Speaker 1>actually is really cool. The downside of that, of course,

0:27:37.520 --> 0:27:39.120
<v Speaker 1>is that the only thing you can view that on

0:27:39.320 --> 0:27:41.800
<v Speaker 1>is the Nintendo three D S. Yeah, it's not like

0:27:41.840 --> 0:27:44.119
<v Speaker 1>you could pop the SD card out and put it

0:27:44.160 --> 0:27:46.080
<v Speaker 1>into a digital frame and something. You have all these

0:27:46.119 --> 0:27:48.240
<v Speaker 1>three D photos because of the digital frame lacks the

0:27:48.240 --> 0:27:51.920
<v Speaker 1>parallax barrier. So without the parallax barrier, you just get

0:27:52.200 --> 0:27:54.280
<v Speaker 1>a two dimensional image. I'm sorry, that just sounds like

0:27:54.320 --> 0:27:59.680
<v Speaker 1>a major science fiction construct. Pretty sure Admiral Akbar had

0:27:59.720 --> 0:28:03.119
<v Speaker 1>to reach the Parallax Barrier in order to destroy the

0:28:03.160 --> 0:28:08.520
<v Speaker 1>Death Star in Return of the Jedi. Okay, he was

0:28:08.680 --> 0:28:13.040
<v Speaker 1>mon Calamari. Well, so I'm sorry, I just kind of

0:28:13.040 --> 0:28:18.360
<v Speaker 1>got me. Um See, it's a little on the expensive side,

0:28:18.840 --> 0:28:20.840
<v Speaker 1>which is more expensive than the we now, right, and

0:28:20.840 --> 0:28:22.920
<v Speaker 1>it's a hundred dollars more than what you're gonna find

0:28:22.920 --> 0:28:27.000
<v Speaker 1>with the regular DS models. Uh and with a feature

0:28:27.240 --> 0:28:30.800
<v Speaker 1>like three D is its main big feature over the

0:28:30.800 --> 0:28:33.840
<v Speaker 1>other DS models, right, And they're gonna be games that

0:28:33.880 --> 0:28:35.600
<v Speaker 1>are gonna be designed just for the three DS that

0:28:35.640 --> 0:28:37.919
<v Speaker 1>will not run on the d S or d S light.

0:28:38.000 --> 0:28:39.520
<v Speaker 1>Not all of those games are in three D, by

0:28:39.520 --> 0:28:43.480
<v Speaker 1>the way, some of the games that are coming out, well,

0:28:43.520 --> 0:28:45.520
<v Speaker 1>by the time this podcast goes live, they may already

0:28:45.520 --> 0:28:47.320
<v Speaker 1>be out. But like the New Street Fighter game for

0:28:47.360 --> 0:28:49.800
<v Speaker 1>the three D S is not in three D. It's

0:28:49.840 --> 0:28:51.760
<v Speaker 1>for the three D S, but it does not have

0:28:51.800 --> 0:28:54.520
<v Speaker 1>a three D mode. That's kind of cheesed off some people,

0:28:54.520 --> 0:28:56.000
<v Speaker 1>by the way, I was gonna say, I imagine it

0:28:56.040 --> 0:28:58.760
<v Speaker 1>will confuse some people who are expecting a three D

0:28:58.920 --> 0:29:01.680
<v Speaker 1>s only title to be three D. Yeah, but as

0:29:01.720 --> 0:29:04.400
<v Speaker 1>the case, the case is just that not avery title

0:29:04.480 --> 0:29:08.440
<v Speaker 1>is gonna take advantage of the three D capabilities. Um.

0:29:08.640 --> 0:29:10.600
<v Speaker 1>One thing it does do that's kind of cool that

0:29:10.680 --> 0:29:16.320
<v Speaker 1>the other DS games don't do. It has augmented reality abilities. Ah. Yes, Now,

0:29:16.360 --> 0:29:22.440
<v Speaker 1>for the uninitiated, augmented reality is uh basically taking a

0:29:22.440 --> 0:29:25.920
<v Speaker 1>an image of something that's in real life. Say you're

0:29:25.920 --> 0:29:31.520
<v Speaker 1>looking through a camera at a a building that is

0:29:31.560 --> 0:29:35.120
<v Speaker 1>in front of you, and uh, and an augmented reality

0:29:35.200 --> 0:29:39.600
<v Speaker 1>solution would lay a virtual layer of information over that

0:29:39.720 --> 0:29:42.800
<v Speaker 1>to tell you maybe who the tenants inside the building are,

0:29:43.040 --> 0:29:45.760
<v Speaker 1>or the address a building you're looking at right right,

0:29:46.040 --> 0:29:48.280
<v Speaker 1>or you know, the things that are down the streets.

0:29:48.280 --> 0:29:50.440
<v Speaker 1>Say you shift the camera and it says, oh, well,

0:29:50.720 --> 0:29:53.600
<v Speaker 1>down the street you have a bookstore and a coffee shop.

0:29:53.960 --> 0:29:55.760
<v Speaker 1>And if you turn the camera the other way, it

0:29:55.840 --> 0:29:58.560
<v Speaker 1>might say, you know, there's a restaurant here, and then

0:29:58.560 --> 0:30:01.720
<v Speaker 1>it might even have a review of the restaurant up

0:30:01.840 --> 0:30:05.080
<v Speaker 1>or perhaps the menu of the restaurant. And yeah, there's

0:30:05.080 --> 0:30:06.760
<v Speaker 1>a lot of cool applications. You see this a lot

0:30:06.840 --> 0:30:09.400
<v Speaker 1>with smartphones right now, because smartphones have more and more

0:30:09.440 --> 0:30:11.920
<v Speaker 1>features that allow this to happen, like GPS, the compass,

0:30:12.320 --> 0:30:16.640
<v Speaker 1>the camera. All of these elements give smartphones the capabilities

0:30:16.680 --> 0:30:21.600
<v Speaker 1>they need in order to overlay information on top of reality. Well,

0:30:21.640 --> 0:30:24.640
<v Speaker 1>the three DS also has this capability, although it's in

0:30:24.680 --> 0:30:28.520
<v Speaker 1>a very specific feature right now. When you get a

0:30:28.600 --> 0:30:32.960
<v Speaker 1>three DS, you'll get a series of cards with it.

0:30:33.960 --> 0:30:37.600
<v Speaker 1>Most of the cards have characters on them like Mario UH,

0:30:37.840 --> 0:30:41.920
<v Speaker 1>sam Us from UH from was It Metroid Yeah, and

0:30:42.000 --> 0:30:46.040
<v Speaker 1>Link from the Zelda series. I find this ironic because

0:30:46.120 --> 0:30:49.320
<v Speaker 1>Nintendo started as a playing card company long long years

0:30:49.320 --> 0:30:53.440
<v Speaker 1>before electronics. Well, the one of the cards is one

0:30:53.440 --> 0:30:57.320
<v Speaker 1>of the the infamous coin boxes, the question mark boxes

0:30:57.360 --> 0:30:59.400
<v Speaker 1>that you find in the old Super Mario Brothers game

0:30:59.440 --> 0:31:02.480
<v Speaker 1>and then in lots of Mario games since then. If

0:31:02.480 --> 0:31:04.880
<v Speaker 1>you put that down on a table and you activate

0:31:04.880 --> 0:31:08.840
<v Speaker 1>the Augmented Reality Games feature on your Nintendo three D S,

0:31:09.400 --> 0:31:13.440
<v Speaker 1>pointing the cameras at that that UH card will start

0:31:13.560 --> 0:31:17.200
<v Speaker 1>a scanning process. They will detect the presence of that card.

0:31:17.600 --> 0:31:21.800
<v Speaker 1>Based upon the image, they can detect what angle the

0:31:22.320 --> 0:31:24.560
<v Speaker 1>you're holding the three DS, like, what's what angle of

0:31:24.640 --> 0:31:27.240
<v Speaker 1>view you have? You hold it about fourteen inches away

0:31:27.240 --> 0:31:30.240
<v Speaker 1>from that card and then it'll start this augmented reality

0:31:30.280 --> 0:31:35.400
<v Speaker 1>feature where a three D virtual box coin box pops

0:31:35.480 --> 0:31:38.560
<v Speaker 1>up and it appears to be standing on top of

0:31:38.600 --> 0:31:42.080
<v Speaker 1>the actual real card that's on the table. Now, granted,

0:31:42.120 --> 0:31:44.320
<v Speaker 1>if you're just looking at the table as a third person,

0:31:44.840 --> 0:31:48.040
<v Speaker 1>you know, observer, you're just gonna see a person pointing

0:31:48.040 --> 0:31:50.160
<v Speaker 1>a three D S at a card, right, because the

0:31:50.160 --> 0:31:53.160
<v Speaker 1>object is not the little virtual avatar guy is not

0:31:53.280 --> 0:31:55.960
<v Speaker 1>really there. But if you're looking through the three D S,

0:31:56.000 --> 0:31:59.840
<v Speaker 1>there appears to be a three dimensional animated objects standing

0:31:59.840 --> 0:32:01.920
<v Speaker 1>on top of the card. And then you can initiate

0:32:02.040 --> 0:32:06.200
<v Speaker 1>various games playing UH and play with this this card,

0:32:06.400 --> 0:32:08.800
<v Speaker 1>the first one being an archery game where you actually

0:32:08.800 --> 0:32:11.480
<v Speaker 1>have to physically move around the table in order to

0:32:11.480 --> 0:32:14.160
<v Speaker 1>get a view at all the different targets that you

0:32:14.200 --> 0:32:16.960
<v Speaker 1>have to shoot at, which is pretty cool people. It

0:32:17.000 --> 0:32:18.800
<v Speaker 1>was a big hit here at the office. People thought

0:32:18.800 --> 0:32:22.080
<v Speaker 1>it was really a neat idea. Yeah, and I thought

0:32:22.200 --> 0:32:27.600
<v Speaker 1>that the augmented reality UH applications really had a lot

0:32:27.640 --> 0:32:31.360
<v Speaker 1>of promise to them. It's still kind of limited because

0:32:31.560 --> 0:32:35.080
<v Speaker 1>it was relying on this this card and if you

0:32:35.200 --> 0:32:36.880
<v Speaker 1>if you lost the card, then you could always go

0:32:36.960 --> 0:32:40.520
<v Speaker 1>to a Nintendo's site and actually, um, download an image

0:32:40.560 --> 0:32:42.960
<v Speaker 1>that you could print on a color printer and then

0:32:43.040 --> 0:32:47.000
<v Speaker 1>you could use that instead. UM. But you know, it's

0:32:47.000 --> 0:32:48.719
<v Speaker 1>not like you could point the three D S at

0:32:48.760 --> 0:32:51.640
<v Speaker 1>anything and then create a game on top of it.

0:32:51.640 --> 0:32:57.320
<v Speaker 1>It's you know, these very narrowly defined parameters that that

0:32:57.440 --> 0:32:59.400
<v Speaker 1>it will work with. And that's pretty much the state

0:32:59.440 --> 0:33:02.680
<v Speaker 1>of the art or augmented reality right now. UM. Anything

0:33:02.720 --> 0:33:08.000
<v Speaker 1>that's relying on object recognition is pretty fairly primitive right now.

0:33:08.040 --> 0:33:13.080
<v Speaker 1>So you're usually working with some sort of UM, predefined pattern,

0:33:13.440 --> 0:33:15.920
<v Speaker 1>and the cameras are able to map the pattern and

0:33:16.040 --> 0:33:20.920
<v Speaker 1>uh and generate the proper virtual data on top of

0:33:20.960 --> 0:33:25.440
<v Speaker 1>the the physical appearance. It's UM that part I thought

0:33:25.520 --> 0:33:28.840
<v Speaker 1>was really neat. I'm not sure that again this one.

0:33:29.000 --> 0:33:31.240
<v Speaker 1>It was this one game that came with than into

0:33:31.240 --> 0:33:33.200
<v Speaker 1>no three D S. I don't know how many more

0:33:33.240 --> 0:33:36.080
<v Speaker 1>applications will see of that. I don't I assume that

0:33:36.120 --> 0:33:40.680
<v Speaker 1>there's nothing stopping a developer from creating other augmented reality games.

0:33:41.280 --> 0:33:43.800
<v Speaker 1>I would imagine that would be entirely possible, And personally,

0:33:43.800 --> 0:33:46.800
<v Speaker 1>what I think would be really cool is create a

0:33:46.840 --> 0:33:51.000
<v Speaker 1>tabletop map, all right, and then invite a whole bunch

0:33:51.000 --> 0:33:52.840
<v Speaker 1>of people over and each person has their own three

0:33:52.920 --> 0:33:55.360
<v Speaker 1>d S and they all point the three D s

0:33:55.840 --> 0:33:58.080
<v Speaker 1>at the map, and the three DS is, because of

0:33:58.120 --> 0:34:01.720
<v Speaker 1>their WiFi capability, can be network so you network together

0:34:01.760 --> 0:34:03.960
<v Speaker 1>and then you play a role playing game on top

0:34:04.000 --> 0:34:06.400
<v Speaker 1>of a real map with your virtual characters and they

0:34:06.400 --> 0:34:08.560
<v Speaker 1>can interact with each other. That would be very cool.

0:34:08.640 --> 0:34:10.759
<v Speaker 1>That would be super cool. Can you imagine, Like I'm

0:34:10.760 --> 0:34:13.200
<v Speaker 1>going back to my D and D game gaming days,

0:34:13.239 --> 0:34:14.759
<v Speaker 1>but I could. I mentioned playing a D and D

0:34:14.800 --> 0:34:18.279
<v Speaker 1>game where you're looking at a virtual representation of your

0:34:18.320 --> 0:34:21.520
<v Speaker 1>you know, barbarian uh who is going to kick down

0:34:21.560 --> 0:34:23.719
<v Speaker 1>the next door and you know the wizards right behind

0:34:23.800 --> 0:34:26.600
<v Speaker 1>you with a spell and he cast magic missile at

0:34:26.600 --> 0:34:31.640
<v Speaker 1>the darkness for damage. Right, So, um, I didn't make

0:34:31.680 --> 0:34:35.359
<v Speaker 1>my saving throw against dorkiness unfortunately, But yeah, I mean

0:34:35.360 --> 0:34:37.200
<v Speaker 1>that that would be a really neat feature. Now are

0:34:37.239 --> 0:34:39.960
<v Speaker 1>we going to see that? I don't know. I honestly

0:34:39.960 --> 0:34:41.960
<v Speaker 1>don't know if people are going to try and develop

0:34:42.160 --> 0:34:45.239
<v Speaker 1>for the augmented reality features of the three DS, but

0:34:45.280 --> 0:34:47.920
<v Speaker 1>I would love to see that happened, because well, the

0:34:47.920 --> 0:34:52.120
<v Speaker 1>three D gaming was cool. It disoriented me enough where

0:34:52.160 --> 0:34:54.680
<v Speaker 1>I probably wouldn't want to play it very often, and

0:34:54.719 --> 0:34:58.239
<v Speaker 1>since it's not integrated into the games necessarily, there's not

0:34:58.320 --> 0:35:00.880
<v Speaker 1>much point in ever turning the three D on if

0:35:00.880 --> 0:35:03.120
<v Speaker 1>it's going to disorient me. But if you were able

0:35:03.160 --> 0:35:06.959
<v Speaker 1>to push that augmented reality feature, then I'm saying, Hey,

0:35:07.000 --> 0:35:10.360
<v Speaker 1>this is a really compelling new form of gaming that

0:35:10.400 --> 0:35:14.040
<v Speaker 1>I am genuinely interested in, because eventually we're gonna have

0:35:14.080 --> 0:35:17.480
<v Speaker 1>the that um that Star Wars Chess set where you

0:35:17.560 --> 0:35:20.880
<v Speaker 1>let the Wookie win. Well, I have to say that

0:35:21.120 --> 0:35:23.399
<v Speaker 1>um at the price point and it's it's at right

0:35:23.440 --> 0:35:26.640
<v Speaker 1>now and with the features, you know, I'm just not

0:35:27.200 --> 0:35:29.680
<v Speaker 1>willing to fork over the money for it. But but

0:35:29.800 --> 0:35:32.080
<v Speaker 1>quite a few people did. It sold pretty well it's

0:35:32.160 --> 0:35:34.640
<v Speaker 1>first week. Yeah, I'm curious to see how those sales

0:35:34.719 --> 0:35:38.880
<v Speaker 1>hold up over time. I you know, we don't do

0:35:38.960 --> 0:35:41.600
<v Speaker 1>reviews here on tech stuff, but I have to completely

0:35:41.640 --> 0:35:44.960
<v Speaker 1>agree with you, Pulett. It's it's a really cool device

0:35:45.000 --> 0:35:46.560
<v Speaker 1>and I see a lot of promise in it, but

0:35:46.640 --> 0:35:49.120
<v Speaker 1>I don't I'm not I don't feel a need to

0:35:49.120 --> 0:35:51.319
<v Speaker 1>buy one. Now that being said, I should also add

0:35:51.320 --> 0:35:54.520
<v Speaker 1>that I am not really a handheld gaming enthusiast in

0:35:54.520 --> 0:35:57.280
<v Speaker 1>the first place, So I'm probably not the right market.

0:35:57.360 --> 0:35:59.040
<v Speaker 1>I when I game, I like to be sitting in

0:35:59.040 --> 0:36:03.000
<v Speaker 1>a comfortable chair at home, controller in hand, looking at

0:36:03.000 --> 0:36:05.719
<v Speaker 1>a big screen. So I'm not the right audience, so

0:36:05.960 --> 0:36:08.560
<v Speaker 1>it's probably not fair to ask me. But yeah, I would,

0:36:08.600 --> 0:36:13.360
<v Speaker 1>I would skip it. Yeah, but still it's phenomenal technology.

0:36:13.640 --> 0:36:16.520
<v Speaker 1>Yeah yeah, and there's nothing else. Uh, nobody else has

0:36:16.560 --> 0:36:19.640
<v Speaker 1>got a version of that. In fact, Sony as of

0:36:19.680 --> 0:36:22.920
<v Speaker 1>the week we're recording this, Sony pulled the PSP go

0:36:23.040 --> 0:36:25.120
<v Speaker 1>off the market. Yes, the PSP go is no go,

0:36:25.280 --> 0:36:30.160
<v Speaker 1>no mo wells just continue anyway. Yeah, so yeah, it's

0:36:30.360 --> 0:36:36.239
<v Speaker 1>it's sort of an a league of its own right now. Um, yeah, exactly. Yeah.

0:36:36.480 --> 0:36:38.480
<v Speaker 1>So yeah, if you guys want to hear more about

0:36:38.560 --> 0:36:42.359
<v Speaker 1>various devices, whether they be gaming or otherwise related, let

0:36:42.480 --> 0:36:45.399
<v Speaker 1>us know, shoot us an email at tech stuff at

0:36:45.480 --> 0:36:47.480
<v Speaker 1>how stuff arks dot com or letten Know on Twitter

0:36:47.520 --> 0:36:50.480
<v Speaker 1>and Facebook. You can find us there with the handle

0:36:50.640 --> 0:36:53.719
<v Speaker 1>text stuff h s W Chris and I will talk

0:36:53.719 --> 0:36:58.120
<v Speaker 1>to you again really soon. For more on this and

0:36:58.239 --> 0:37:00.879
<v Speaker 1>thousands of other topics is how stuff works dot com.

0:37:01.120 --> 0:37:03.720
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0:37:03.960 --> 0:37:07.520
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0:37:07.520 --> 0:37:10.560
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