This episode's run time spans nearly five times as long as it does to complete a single playthrough of the game under discussion here. As a Light Phaser shooter, Missile Defense 3-D doesn't take terribly long to complete; Sega's designers understood that light gun gameplay can cause fatigue and always did their best to keep their shooting games brief. In this case, you have a shooter that adapts Missile Command into a quick, multi-scenario diversion, with some stages that only take a few seconds to complete. So, there's not too much to say about the game itself... but the setup and tech around it? Ah, now there's a tale to tell. I realize I refer to the Sega 3-D Glasses as "Sega 3-D System" throughout. There was a little NES Works Gaiden bleedthrough in my brain, I'm afraid.