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任天堂3DS

来自索尼克百科
(重定向自Nintendo 3DS

完整内容请移步 任天堂3DS维基百科

任天堂3DS(日语:ニンテンドー3DS,英语:Nintendo 3DS,简称「N3DS」或「3DS」),是任天堂于2011年至2020年推出的携带型游戏机,为任天堂DS的后续机种。最大特点是利用了视差障壁技术,让使用者不需配戴任何特殊眼镜即可裸眼感受到立体3D图像效果[1]。该平台向下兼容任天堂DS任天堂DSi的软体[1]

2012年9月28日台湾与香港同步发行繁体中文版的「Nintendo 3DS」以及「Nintendo 3DS XL」。 2012年11月1日中国大陆地区由神游科技发行的简体中文版“iQue 3DS XL”(神游DS双屏互动多媒体系统)主机正式公布,12月1日起陆续供货发售。

任天堂3DS有五个衍生机型,分别是2012年7月发售的大屏幕版本任天堂3DS XL(日本称LL);2013年10月在欧美发售的廉价型号任天堂2DS;2014年10月起在日本发售的新任天堂3DS与新任天堂3DS LL/XL;以及于2017年7月起发售的新任天堂2DS XL

历史[编辑 | 编辑源代码]

任天堂3DS以及Virtual Boy。

自从1980年代以来,任天堂就已经尝试过不少立体3D技术。而在1988年于FC磁碟机发行的《任天堂方程式赛车 2:3D 拉力赛》(Famicom Grand Prix II: 3D Hot Rally)是任天堂首次尝试运用立体3D技术的首款游戏,玩家只要在萤幕使用特殊眼镜观看特别画像就会有3D效果[2]。而在1995年,Game Boy的发明者横井军平则着手开发首款具备立体3D影像功能的Virtual Boy主机,然而该主机发售日期比预期早了许多,使得任天堂得以空出更多资源研发新主机任天堂64,最后这款商品在商业上表现得非常失败,是任天堂历史上销量最低的游戏主机[3][4][5]。 宫本茂曾表示他并不满意Virtual Boy外型的线条和主机的实用性,不过他却觉得这个设计概念是很先进的[6]

Virtual Boy主机的失败让任天堂一度怀疑立体3D游戏的可行性[7],尽管如此,任天堂还是在其他产品上深入研究3D技术。于2001年发售的任天堂GameCube是第二款具备立体3D影像功能的任天堂游戏主机[8],任天堂GameCube的性能得以处理立体的3D影像功能,然而最终只有一款游戏《路易吉洋楼》展示了这个技术,但当时3D液晶显示器并不普及且价格高昂,这项功能最终没有使用在游戏的零售成品上[9]

任天堂后来曾将现在3DS使用的3D技术使用在Game Boy Advance[10],然而任天堂并不满意这项实验,因为在Game Boy Advance的萤幕解析度上并不能精确地表现良好的效果[11]。随着任天堂DS的发展以及山内溥坚持的研究,任天堂成功地在时雨殿主题公园中展示了3D技术[12],在主题公园的游客可以使用DS提供的向导指南软体。虽然没有大量生产,但任天堂拥有丰富的研究和开发经验,后来用于现在的3DS上[13]

资料来源[编辑 | 编辑源代码]

  1. 1.0 1.1 Template:Cite press release
  2. "Iwata Asks: Nintendo 3DS". Archived from the original on 2012-02-13. Retrieved 2011-01-12. Miyamoto: I suppose so. To go way back, I even made a 3D Famicom game on disk that you played wearing goggles. We made that with you, Iwata-san. Iwata: Right, right! The first work Miyamoto-san and I did together was a racing game for the Family Computer Disk System that you played wearing goggles. [...] A game called Famicom Grand Prix II: 3D Hot Rally. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  3. Blake Snow (2007-05-04). "The 10 Worst-Selling Consoles of All Time". GamePro. Archived from the original on 2008-09-05. Retrieved 2007-11-25. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  4. Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children by David Sheff, 1993, Random House.
  5. "Iwata Asks: Nintendo 3DS". Archived from the original on 2012-02-13. Retrieved 2011-01-12. Iwata: Virtual Boy was, I think, a commercial failure. Normally, I think it would have been understandable if Nintendo experienced a kind of trauma with regard to the whole 3D genre. But Nintendo continued to doggedly make attempts in 3D technology. And you could say that those attempts have now finally borne fruit. I feel like that is an interesting progression of topicsyay. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  6. "Iwata Asks: Nintendo 3DS". Archived from the original on 2012-02-13. Retrieved 2011-01-12. Miyamoto: At the time, as I was working on the Nintendo 64 system, part of me thought we should use wire frames to render 3D graphics, but I also thought that wire frame images weren't terribly appealing. [...] If nothing but wire-frame fighter craft had appeared and Mario and other beloved characters had never shown up, that would be a little sad. But if you only changed the depth of a 2D image of Mario, it wouldn't bring out the real appeal of Virtual Boy. So the Virtual Boy system was a complicated affair. [...] Virtual Boy had two big tasks to accomplish, and it went out into the world without satisfying either one. It's not so much that the machine itself was wrong as a product, but that we were wrong in how we portrayed it. {{cite web}}: Unknown parameter |d eadurl= ignored (help)
  7. "Nintendo 'Traumatized' By 3D Virtual Boy, But '(Laughs)' About It Now". Kotaku. Archived from the original on 2018-11-20. Retrieved 2012-06-10. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  8. "Iwata Asks: Nintendo 3DS". Archived from the original on 2012-02-13. Retrieved 2011-01-11. Iwata: To go back a little further, the Nintendo GameCube system actually had 3D-compatible circuitry built in [...] Itoi: Nintendo GameCube did? And all the Nintendo GameCube systems around the world? Iwata: Yeah. If you fit it with a certain accessory, it could display 3D images. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  9. "Iwata Asks: Nintendo 3DS". Archived from the original on 2012-02-13. Iwata: We couldn't have done it without selling it for a price far above that of the Nintendo GameCube system itself! We already had a game for it, though – Luigi's Mansion, simultaneously released with Nintendo GameCube Device. {{cite web}}: Unknown parameter |accessda te= ignored (help); Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  10. "Iwata Asks: Nintendo 3DS". Archived from the original on 2012-02-13. Retrieved 2011-01-12. Iwata:For example, a sample screen used in the Nintendo 3DS to illustrate how you can see three-dimensional images without special glasses was functioning on the Game Boy Advance SP system. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  11. "Iwata Asks: Nintendo 3DS". Archived from the original on 2012-02-13. Retrieved 2011-01-12. Iwata: [...] But the resolution of LCD was low then, so it didn't look that great and it never made it to being a pr oduct. In order to make images look three-dimensional without special glasses [...] you need high resolution and high-precision technology. We didn't have that to a sufficient degree back then, so the stereoscopic effect wasn't very sharp. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  12. "Iwata Asks: Nintendo 3DS". Archived from the original on 2012-02-13. Retrieved 2011-01-12. Miyamoto: When we were making Shigureden, Yamauchi-san expressed his earnest hope that we could make something "jump out." {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  13. "Iwata Asks: Nintendo 3DS". Archived from the original on 2012-02-13. Retrieved 2011-01-12. Miyamoto: We got pretty far along with regard to the methodology, but didn't have enough time to develop it and gave up. But we did get to do a lot of research with regard to the liquid crystal and other matters involved. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
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