jimomura@lsuc.on.ca (Jim Omura) (01/21/91)
As far as we've seen so far, no one has been able to maintain a sustained interest in 3D technology in fields of entertainment. Every time I see a new attempt at this technology, I expect it to be a "flash-in-the-pan" novelty. Yet it would not surprise me to see a more permanent sustained interest in the near future. In the Toronto area, at Ontario Place, I understand there is going to be some new 3D Imax film being shown in conjunction with radio controlled stereo glasses similar to the ones that Sega sells. But that is not in itself significantly more than what has been attempted before, except for the provision of high cost, high technology glasses for each individual in the theatre, without substantial modification to the theatre itself. Keep in mind that it would have been possible to use the actual Sega style glasses without radio control simply by wiring a plug for each seat. But that approach lacks portability, and it would be expectable that the company or companies involved in this new venture are looking at the possibility of taking their show "on the road." It should be noted that in theatre showings, I would not expect the image to be much better than a use of polarized stereo glasses which are far cheaper to produce, though, either is significantly better than the magenta/cyan glasses which are the least expensive technology for home use. A couple of years ago I had the chance to use the Stereotek glasses on an Atari ST, and not surprisingly, they were first rate. With no significant ghosting on the screen I viewed molecular models which floated in the air in perfect clarity. Furthermore, we have CAD-3D version 2 which supports these glasses, though I haven't had a chance to try this combination. But for the Atari ST, nothing else seems to have followed, and indeed, I don't know if the Stereotek glasses are still being sold. In the long run, this shouldn't matter since the technology should not be hard to reproduce now, or at some future date, but anyone with reasonable resources. Recently I purchased a Sega Master System 3D adaptor and a game (Zaxxon 3D) which was on sale, and probably an end-of-line clearance. The adaptor used the old Sega "credit card" port leaving the large cartridge port free for software. But the glasses themselves are not tied to that adaptor. The latest version of the Sega Master System (SMS II) no longer has this card port, so it would be expected that production of this particular 3D adaptor has probably been discontinued. On the otherhand, the "base adaptor" for the Genesis does have the card port, so old adaptors can be used on the Genesis, and Sega could easily create a new adaptor for the Genesis and even for the Master System II, if they wanted to do so. With my previous experience with this technology, the question I had was why Sega had been so relatively unsuccessful in selling their version. Was it just price? Well, having played Zaxxon 3D, I think this was the case. The game itself was generally fine. The 3D imaging was not as good as on the Atari ST, but not so bad as to be unpleasant to use. First, the Sony TV I used seemed to leave just a bit of ghosting that I don't recall seeing on the Atari ST monitor, and second, the lower 256 * 192 resolution compared to the Atari (which I assume was probably running at 640 * 200). Looking at the Sega catalogue though, there were only a couple of other programs written for the 3D system. The other one that shows promise is Space Harrier 3D. I don't expect the Missle Command 3D system will benefit from the 3D rendition. But the problem is clear. It is comprised of the usual "Catch-22" which is commonly a part of many marketting failures. 1. You can't see the benefit of the system until you buy it (because most stores won't set it up for you to test) so you don't develop a desire strong enough to overcome the price of involvment, and 2. Since you don't buy it, support doesn't take off sufficiently to create a stronger desire to have it. I think this could have been overcome. The solution is actually fairly simple, and I'm surprised that Sega, and Atari ST programmers both seemed to miss it. It has a precedent too. That is, "stereo music." Now, the trick is that stereo in part took off because you didn't have to have a stereo player or radio to listen to stereo music. If Sega wanted to create a market for their 3D system, they merely had to add a few 3D options to the games they brought out in 2D. This didn't have to be a part of the main game play. Adventures in particular were the best target. In them, the graphics are already primarily ornamentation (in reality, unnecessary to the game itself), and mainly not animated. It would not have been hard to add some 3D elements which could be selectable by the player. It could cost a bit in ROM storage, but that could be minimized. Certainly some "magazine writers" would have griped about only having partial support of 3D in some products, but in the long run, it would have built up confidence in the 3D technology and increased the user base of 3D owners, and thus making it worthwhile to create more fully 3D products. Anyway, I think that if anyone is interested in taking another shot at 3D support, there's probably a way to do it profitably. -- Jim Omura, 2A King George's Drive, Toronto, (416) 652-3880 lsuc!jimomura Byte Information eXchange: jimomura