
nia
the
first time
around.
Sure, we were
aware
of
it, but having
spent
our teen years
fascinated
by pinball
machines,
we
weren't
part of
the age
group that
made
video
games,
in both
arcades
and at home,
their
generation's
own.
This
time around,
what
has
caught our
attention
is the tan-
talizing
phrase
"3 -D."
Having
also grown
up in
the era
of 3 -D
movies,
the idea
that video
games
today
have
moved
that
special
effect into
the
home
intrigued
us. So we
set out
to test
two
of the
mostly widely
publicized
3 -D-
capable
systems.
At this point,
GIZMO
should
offer
a few disclaimers,
given
that
there
are entire
magazines
devoted
to
vid-
eo gaming
and that among
cartridge
par-
tisans,
emotions
and loyalties
are only
slightly
less
extreme than
among
suppor-
ters
of major
-league sports
teams.
Ours
was
not
a comprehensive
test in
that we
didn't
play the
games
non -stop for
hours,
or in
any particularly
competitive
situations.
Instead, we were
interested
in
finding
out just how
three -dimensional
the
3 -D video
-game
experience
is.
Very
and not much
are
our respective
judgments
of
the Sega
and Nintendo
3 -D
games,
Missile
Defense
3 -D and
Rad
Racer. The
Sega game
has the
edge if
only
by virtue
of
greater
emphasis
on three
-
dimensionalty
as a selling
point.
In setting
up
the game systems,
we were
pleased
by
one change
in the home- video-
game
technology.
Both systems
feature
automatic
RF switches
for
linking
control
decks
to a TV.
Previously,
the
players had
to
manually
make
the shift between
TV
and game.
Now
it's done
automatically.
A
small
refinement,
but it
beats turning
on
the television
only
to be confronted
by
the
roar
of
video
static,
then jumping
up
to
reset
the
RF switch
for television
viewing.
Both
systems
also
feature
point
-and-
shoot
game
guns, Nintendo's
Zapper
and
the Sega
Light
Phaser. Those
add
-on ac-
cessories
allow
player
interaction with
the
TV
screen
and all
the aggression
satisfac-
tion
inherent
in a weapons
approach
to
game playing.
But
only the
Sega
Missile
Defense
3 -D cartridge
makes
us of
that
accessory
in
3 -D play.
Nintendo
Rad
Racer, with
its
road race
motif,
uses
the
system's game
control pad.
What
Sega also
has are LCD
3 -D glass-
es,
described
as "sleek,
black wrap-
around
frames
[with]
liquid
crystal
shut -
ters...synchronized
in
precision
timing
with
the
image
generated
by the 3 -D game
cartridge."
Those
appear
to be the
same
sort
of rig with
which
Toshiba
outfits
its 3-
D video
camcorder,
shown
at last
Janu-
ary's
Consumer
Electronics
Show.
Actually,
the
3 -D specs
are kind of sleek
and not
at all
uncomfortable
to wear,
even
for
extended
periods.
They're
connected to
the
Sega game
console with
a
wired
adapt-
er that fits
into the
unit's game
-card slot.
With
glasses
in place
and
our finger
wrapped
around the
trigger
of the
Light
Phaser, we
found the
three-
dimensionality
of
Missile Defense
quite
satisfactory.
We
even found
ourselves,
once
deep
into the
game, ducking
and
dodging
the missiles
heading
our way.
Looked
at without
adaptive
eyewear,
the
screen
image
projected
by
Missile
De-
fense appears
to pulsate
and shudder.
Using the same
optical principal
as the one
behind one
of the 19th
Century's favorite
home
-entertainment
devices,
the stereop-
ticon,
the
Sega glasses
"shutters"
merge
the layered,
pulsating
image
for the view-
er. The result
is 3 -D
that's as convincing
as
any experienced
by
Vincent
Price fans
in
movie
houses
throughout
the world
25
or
so years
ago.
Nintendo's
version
of
3 -D suffers
in
comparison.
It
uses the
traditional
low
-
cost red/blue
viewer
specs.
The instruction
booklet
for Rad
Racer includes
a
warning
that theater
of yore
never gave
their
au-
diences. Nintendo
cautions
on use of
the
3 -D peepers,
"please
limit
continuous
play
to approximately
15 minutes"
and
"during
3 -D play,
if you feel your
eyes
are
becoming
tired,
discontinue
play..."
Which kind
of takes
the pleasure
out of
fond
childhood
memories
of
3 -D double
features.
In
two dimensions,
Rad Racer is
a
heart- pounding,
instant
-reflex collection
of twists
and turns
over eight different
ter-
rains.
But its
3 -D effects are weak. We've
seen
3 -D postcards
of cut flowers with
more animation.
Instead
of the
image extending
toward
the
player, Nintendo's
system
gives
the
background
of
the screen image
a
certain
dimensionality.
It's logical
in that the
play-
er is
driving
towards the screen's
horizon
line,
behind the wheel
of the Rad Racer.
So attention
should
be focused
on the dis-
tance
as represented
on the screen.
As log-
ic, it's fine,
but as
illusion it
falls fatally
short.
Nintendo
deserves
recognition
for not
going the
expensive accessory
equipment
route.
Sold separately,
Sega's
super -duper
LCD
3 -D specs
go for as much
as $59.95.
The device
is delicate
enough that instruc-
tions include
"care
and cautionary"
direc-
tions.
Avoid pokes,
scrapes,
and scratches
on the
inside of
the glasses
as
well
as
contact with
direct sunlight,
high tem-
peratures,
or water. Which
are
also some
of the ordinary
hazards
of childhood play.
Better
the kid
-vid player
should get
a
free set
of cardboard glasses with
each 3 -D
Nintendo
game.
Still, in our
brief exam-
ination,
Sega is king of
the 3 -D hill. A
decision
backed up by
a
very
select
group
of testers.
A young
woman we
know
is a
very
active babysitter.
She tells
us that among
her charges.
Sega
appears to be the
over-
whelming
favorite
of video
-game
players.
In a group
of 15
tots she
and co- workers
regularly
supervise,
there
are four video
-
game owners,
only
one of whom
has a
Nintendo
system.
The
kids themselves,
between
6 and
9 years
old, over-
whelmingly
prefer
the Sega mix
of lights.
action,
and image.
Not scientific,
of course,
but
the sam-
pling points
up a possible
difference
be-
tween video
-game fans
past
and present.
The
first
time around,
teens
and pre-teens
were
the fans.
But today's
video
-game
en-
thusiast,
unless we
misjudge,
is likely
to
be younger
still.
Partly
a reflection
of the
move
from
arcade
to home
playing,
but
also a basic
part
of kid
culture.
Those
3 -D horror
films of
the 1950s
started
out with
a high
-school
age
au-
dience,
but by
the
end of the
cycle were
depending
on
a younger
crop
of movie-
goers.
The
playthings
may
be electronic,
but toys
still get
handed
down
to younger
brothers
and sisters.
Bettor
Living
(Continued from page 2)
fact that
the beeper
device confirmed
15
minutes
later).
The system
goes down
from time
to
time,
as systems
do. In that situation,
there's
little recourse
except to get
out the
roll of quarters
and head for
the nearest
pay
phone.
It's important
to keep
The
Sports
Page
charged
up. We
didn't
tend
to that
chore.
and
eventually
the
unit stopped
function-
ing.
At which
point,
according
to a Beeper
Plus
representative,
the
pager was
due for
another
12 -hour
charge
-up in
its stand.
The day will
come when
every
book-
maker and
serious punter within
range
of
the service
will
have The
Sports Page.
Cur-
rently
Beeper Plus will
only say
that some-
where
between 4,000
and 10,000
units
have been
sold. In years past,
a service
like
this would
have
raised
eyebrows in a
number
of
circles, including
law-
enforce-
ment
agencies.
But with
many
states
in the lottery
busi-
ness,
legal gambling
enclaves on
both
coasts,
and
sports fanaticism
a widespread
and thoroughly
documented
phe-
nomenon,
The Sports Page
is just
another
accessory
for better
(and bettor)
living
through
electronics.
From our
exposure to
the
device, we'd
say the odds
for its
excep-
tance by
the public,
and hence its success.
are fairly
good.
'GIZMO is
published
by Gernsback
Publica-
tions,
Inc.
500 -B Bi- County
Blvd., Farm-
ingdale,
NY 11735.
Contributors to this issue
of
GIZMO
are: George Arthur,
senior writer;
Ross
Skoggard;
and
John Swenson.
Copyright 1988
by Gernsback Publications,
Inc. All rights
reserved. Printed
in the
U.S.A.
52
Page
&GIZMO
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