Turns out Nintendo bit off more than they could chew with 3D Classics

The software kings have hit a few unexpected roadblocks According to more than a few Nintendo heads, it turns out that converting flat, 2D games into stereoscopic 3D environments is challenging work. Using NES shoot-em-up Xevious as an example, Tak...

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The software kings have hit a few unexpected roadblocks

According to more than a few Nintendo heads, it turns out that converting flat, 2D games into stereoscopic 3D environments is challenging work.

Using NES shoot-em-up Xevious as an example, Takao Nakano was quick to explain that things were not as simple as they seemed. "With a 2D screen, players had to use their imagination for Solvalou flying above the ground, but on the Nintendo 3DS system, we thought we might be able to recreate it using stereoscopic graphics so it looked like it was really floating," he said.

This might not have seemed troublesome, but issues arose once the enemies engaged the characters ship, Solvalou. Whereas bomb attacks fired and appeared immediately at the ships altitude in the original, with the 3D in effect, "everything was off". This would make sense, as the plane on which the ground was situated would now be far under the ships altitude. Many programming and graphical overhauls were necessary, increasing the workload.

Nintendo boss Satoru Iwata estimated this discovery caused the workload to increase by 20 times the effort needed for a mere port. Due to these problems, Tennis on NES was unfortunately scrapped due to perspective issues.

Ben Robinson

Based in the South West of WA. I enjoy most genres and platforms of games, but my favourites are platformers and the Super NES, respectively. I also indulge in reading of DC/Marvel comics and fantasy literature, as well as PC building. I work as an accountant but manage to be an interesting person as well!

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