dashboard that contains a progress bar, speedometer, tachometer, score, and time remaining. Unlike in Out Run where the game ends immediately, when time runs out, the player's vehicle coasts and decelerates down to 0 km/h before the game ends, giving the player an extra five to ten seconds to possibly reach the next checkpoint. Players can activate a 3D mode during play by pressing the "Select" button and wearing 3D glasses. Players could also use the Power Glove to control their vehicle. The game was also compatible with the Famicom 3D, an accessory to the original Famicom released in Japan that utilized LCD "shutter glasses" to simulate 3D. Development and release The root cause for the game's development was the then-President of Square Masafumi Miyamoto wanting to implement newly hired programmer Nasir Gebelli's skills with 3D programming previously used to develop games for the Apple II. Rad Racer was the second title by Square to use anaglyph-based 3D: Gebelli worked on both titles and was influenced by his work on the first 3D game titled The 3-D Battles of WorldRunner. Two game programmers had left Square as Gebelli was hired, resulting in Gebelli to begin programming the game by alone. Gebelli remained in Japan to figure out how to create realistic background movement of the game's scenery while the rest of Square was on vacation in Hawaii. Game developer Takashi Tokita worked on Rad Racer with Gebelli, alongside developer Hiromichi Tanaka and artist Kazuko Shibuya who had previously worked on The 3-D Battles of WorldRunner with Gebelli. Akitoshi Kawazu also contributed to the development as his first game under Square. Hironobu Sakaguchi and Akitoshi Kawazu both worked on Rad Racer, causing developer Koichi Ishii to plan for the original Final Fantasy by himself briefly. Though Gebelli found the work challenging, he was able to simulate the moving road in what Tokita described as a "tricky" bit of programming. To make the roads look like they were turning in 3D on a typical television, most of which at the time used cathode ray tubes, the developers integrated scrolling by individual scanlines. Final Fantasy III used this method to create game effects for the enemy Odin. Since the game was not programmed to display single sprites but was drawn line by line, Gebelli came several times a week memorizing Shibuya's instructions on how the courses should be drawn. Shibuya would point out