When Nintendo announced a handheld that could do “3D without glasses”, it sounded like the kind of E3 slogan you politely ignore — right up until the first time you line your eyes up with that top screen in front of a demo unit. The depth effect is somewhere between an arcade gimmick display and a lenticular postcard, but it is undeniably real, coming out of a device that folds shut and fits in a jacket pocket.
Looking back now, the Nintendo 3DS is much more than a trick display. Inside the shell it packs an ARM11-based main system and a full DSi-class compatibility layer; it keeps DS and DSi titles alive in hardware while layering on a 3D screen, new I/O, and a very 2010s idea of “always-on connectivity.” It drifts through a whole constellation of revisions from 3DS to 2DS to the “New” models, gradually pushing 3D from headline feature to optional extra. And over more than a decade it becomes a case study in handheld hacking, moving from flashcarts and fragile entry points to boot-level exploits and custom firmware that effectively give the machine an afterlife.
This is a console built around “depth” in multiple senses: the depth on its autostereoscopic screen, and the layers of hardware, compatibility, and community work that sit behind it.
The 3D Trick: 800×240 Pixels and a Sheet of Invisible Glass
The 3D effect on the 3DS lives entirely on the top screen. On the surface it looks like any other wide 400×240 panel, but under the hood the LCD actually has 800×240 physical pixels. When 3D is enabled, the console renders two 400×240 images side by side in alternating columns; a parallax barrier in front of the LCD directs one set of columns to the left eye and the other to the right, creating depth without glasses.
That barrier is the quiet star of the show: an additional LCD layer that can form 400 dark vertical stripes. At the correct distance, those stripes obscure even-numbered columns from one eye and odd-numbered columns from the other. The result is a stereoscopic image that feels surprisingly solid if you stay inside the “sweet spot,” and instantly falls apart if you move too far off axis.
Two decisions lock the character of 3DS 3D. First, only the top screen is 3D-capable; the bottom remains a 2D resistive touchscreen. Developers are pushed into a division of labour: the upper screen becomes a “stage in depth,” while the lower screen remains a flat control surface. Second, Nintendo adds a physical 3D depth slider rather than making the feature binary. You can fade 3D in and out, from fully off to maximum strength, without ever diving into a menu. Many players eventually park the slider at zero for comfort, but the simple fact that it can be nudged back up at any moment makes 3D feel like a trick the console always has in reserve, rather than a gimmick it forces on you.
By the time the New Nintendo 3DS arrives, Nintendo patches one of the original design’s weak points: the fragile sweet spot. The “super-stable 3D” system combines the front camera and motion sensors to track your head and subtly adjust the parallax barrier in real time, making the effect hold together even if you shift a bit on the sofa. It is a retroactive fix, but it finally makes the slogan “3D without glasses” feel close to effortless in day-to-day use.
Architecture and Compatibility: Hiding a DSi Inside
Where the DS felt like a development board with features hanging off every edge, the 3DS is more stratified. At the visible top sits the 3D screen, cameras, gyro, accelerometer, wireless hardware, and NFC on later models. Just behind that, the main SoC is built around a dual-core ARM11 MPCore CPU at roughly 268 MHz paired with a Digital Media Professionals PICA200 GPU. The original models provide 128 MB of fast FCRAM and 6 MB of VRAM, while the “New” hardware doubles FCRAM to 256 MB and bumps internal caches and clocks, giving games more room to breathe.
Crucially, there is also a single-core ARM9 in the mix, a direct descendant of the DS architecture. It handles security and low-level system tasks in 3DS mode, but it also underpins the console’s backwards compatibility. When you launch a DS or DSi title, the system effectively drops into a hardware compatibility mode built around that ARM9 and the inherited subsystems from the DSi era. The extra ARM11 power and 3D hardware step aside; no DS game suddenly gains depth, and anything that depended on the old GBA slot is simply unsupported.
The result is a “console inside a console.” For native 3DS software, developers see a modern-ish handheld with a quirky GPU and two screens. For older DS and DSi games, the hardware can behave almost exactly like a late-period DS, down to offering a native-resolution mode if you hold Start or Select as you boot the title. The only major ancestor that does not survive the transition is the Game Boy Advance: there is no cartridge slot, and only a handful of GBA titles distributed in the early Ambassador Program are ever allowed to run in a special, locked-down mode.
From a systems perspective, the 3DS family is layered: at the bottom sits a DSi-class world anchored by ARM9; in the middle, an ARM11/FCRAM platform powers the main OS and 3DS games; at the top, the 3D panel, cameras, wireless, and sensors define how the machine actually gets used.
The Family Tree: 3DS, XL, 2DS, and the “New” Era
If the DS family tree was already busy, the 3DS line takes that complexity and adds more branches.

The launch Nintendo 3DS (CTR-001) is the compact original. It ships with the autostereoscopic top screen, a 2D touchscreen below, gyro and accelerometer for motion-controlled titles, a front camera and two rear cameras for 3D photos and AR games, and the now-legendary StreetPass feature that quietly logs encounters with other consoles in your bag or pocket.

The Nintendo 3DS XL/LL follows as the “big-screen” revision. Larger displays make the 3D effect more comfortable and more convincing, and the bigger shell helps battery life and ergonomics. The machine feels less like a tiny gadget and more like a living-room handheld, the sort of device you leave on a coffee table with a charger stand.

Then comes the curveball: the Nintendo 2DS. Instead of a clamshell, it has an unbroken “slab” design; instead of touting 3D, it quietly removes the feature entirely. What remains is full compatibility with 3DS and DS software, but now targeted at younger players and parents who never cared about 3D in the first place. The 2DS is an admission in hardware form: for a large part of the audience, the defining value of the 3DS ecosystem was the library, not the depth slider.


In 2014–2015, the “New Nintendo 3DS” and “New Nintendo 3DS XL” arrive. Internally they add faster ARM11 cores, double the FCRAM, and expand the private SRAM pools; externally they gain a small C-Stick nub, extra ZL/ZR shoulder buttons, and built-in NFC for amiibo. Certain titles, like Xenoblade Chronicles 3D and the SNES Virtual Console releases, are explicitly restricted to these models, quietly drawing a line between “can run it” and “cannot” within the same family. The “super-stable 3D” system also starts here, finally making prolonged 3D play practical.

The last word is the New Nintendo 2DS XL. It keeps the upgraded “New” internals and extra controls but once again ditches 3D, wrapping everything in a lighter clamshell shell with a friendlier price tag. By then, “3DS” as a brand means “the place where those games live” more than it means “the thing that does 3D,” and the hardware lineup quietly reflects that.
Cartridges at the Door: DS-Mode Flashcarts and Gateway 3DS
Like its predecessor, the 3DS lives alongside hacking from very early in its lifespan. At first, the activity mostly clings to the old world: traditional R4-style DS flashcarts run happily in DS compatibility mode, but they cannot see the 3DS side of the machine or its 3D hardware. They are, in practice, running on the DS that is hiding inside the system, not the 3DS proper.
The first widely known attempt to break into 3DS mode itself is Gateway 3DS. Introduced in 2013, it uses vulnerabilities in specific firmware versions to gain code execution in 3DS mode, presenting a menu that lets users mount multiple 3DS game images from a special red cartridge. For a while it is the only way to run 3DS homebrew or out-of-region titles directly on hardware.
Other products like Sky3DS take a different approach, emulating legit cartridges at the hardware level and cycling through stored titles with a button press. To the system, they look like a series of individual retail carts being swapped in and out. This sidesteps many software checks but still lives entirely within Nintendo’s expected control surface. The experience tends to be clunky, version-sensitive, and tightly constrained by how close the device can mimic an actual game card.
This era serves mostly as a proof of concept: the 3DS is not an unbreakable black box, but the early tools are fragile, expensive, and permanently tied to specific firmware ranges and hardware dongles.
Taking the Keys: Software Exploits, boot9strap, and Luma3DS
The real turning point comes when researchers and hobbyists shift their focus from proprietary flashcarts to pure software exploits. Over several years, vulnerabilities are found in retail games, the web browser, the Home Menu, and even the system’s audio player. QR-code parsing in Cubic Ninja becomes the basis for ninjhax; malformed web pages power browserhax; theme handling bugs enable menuhax; specially crafted music files trigger soundhax. Each of these gives users a way to load homebrew without any special cartridge, as long as their firmware version and installed apps line up.
Once reliable user-space execution is possible, attention moves down the stack. Exploits like arm9loaderhax (A9LH) seize control of the ARM9 during the early boot process, allowing custom code to run every time the console turns on instead of only after launching a specific app or game. With the later disclosure of secrets from the 3DS boot ROM, boot9strap (B9S) supersedes A9LH, grabbing an even earlier foothold and making installation safer and more robust.
On top of this foundation sit custom firmwares, with Luma3DS becoming the de facto standard. Luma runs as a flexible patch layer over Nintendo’s OS: it removes region locks, adds better error output, supports in-game plugins, and smooths over incompatibilities, while still letting the official user interface and eShop titles function as expected. By the late 2010s and into the 2020s, a typical “hacked 3DS” is no longer defined by which flashcart it owns but by which version of Luma and boot9strap it runs.
At that point, the community’s relationship to the hardware flips. Instead of finding cracks in an opaque box, users have a reproducible way to take ownership of the machine at boot time. The official operating system becomes one layer among several, and the 3DS turns into a general-purpose handheld platform for fan translations, homebrew, emulation, and archival projects.
After the 3D Hype: A Handheld’s Second Life
In pure numbers, the 3DS family never reshapes the world the way the original Game Boy did, but selling over 75 million units across all models is hardly a failure. It treads water through the first years of the smartphone game boom, playing host to everything from mainline Pokémon entries and Monster Hunter to stereoscopic remakes of Nintendo 64 classics.
Meanwhile, Nintendo slowly winds down the official side. New hardware production ceases; the eShop closes in 2023; repair services start to sunset in one region after another. By the mid-2020s, the 3DS has clearly moved from “current platform” to “legacy hardware,” its commercial life overshadowed by the Switch and whatever comes after.
Yet in another sense, it is more alive than ever. The combination of mature custom firmware, a vast back catalogue, and a hardware design resilient enough to survive a decade in bags and drawers means that the 3DS keeps finding new roles: as an emulation handheld, a portable archive of its own era, a nostalgia machine for StreetPass and Puzzle Swap, or a testbed for late-night experiments in C and ARM assembly.
The 3D headline feature has quietly faded into the background; many people now buy or revive these systems with the slider firmly at zero. But the deeper “3D” — the layered architecture, the backwards-compatibility shell, the overlapping official and unofficial ecosystems — is what gives the 3DS its staying power. Long after Nintendo has stopped manufacturing shells and boards, and long after the last official server is turned off, the slightly battered clamshells with their custom boot logos are still booting, still being patched, still being passed around.
That is the real afterlife of this handheld: not as a museum piece, but as a machine that outlived its own marketing, and then quietly became something more interesting than the slogan on its box.