WEBVTT - The Brink Plays Games With Sega

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<v Speaker 1>Welcome to tech Stuff, a production from my Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio.

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<v Speaker 1>And how the tech are you? You may have ascertained

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<v Speaker 1>that I am not at due to the nature of

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<v Speaker 1>my voice, which is probably a bit more um lower

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<v Speaker 1>than usual. Been coughing a lot rough times in the

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<v Speaker 1>Strickland household. But I'll be okay. So because of my

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<v Speaker 1>condition that I'm a bit under the weather, We're going

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<v Speaker 1>to present to you something special. You know. I did

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<v Speaker 1>this a few weeks back where I brought up an

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<v Speaker 1>old episode of Business on the Brink, the show that

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<v Speaker 1>I used to do with aerial casting where we would

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<v Speaker 1>take companies that were at a real inflection point, either

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<v Speaker 1>they were just about to take off or they were

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<v Speaker 1>just about to disappear and talk about what happened and

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<v Speaker 1>how we got there. And a lot of those companies,

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<v Speaker 1>of course, have something to do with tech. So today

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<v Speaker 1>I thought we would do the episode titled The Brink

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<v Speaker 1>plays Games with Sega. I hope you enjoy Sega. From

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<v Speaker 1>Slot Machines to Sonic the Hedgehog, this company played its

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<v Speaker 1>way into people's hearts. But in the nineties they made

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<v Speaker 1>a few key mistakes that would make them lose the

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<v Speaker 1>trust of their gamers, and by the time they came

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<v Speaker 1>out with elite new system worthy of consumers praise, it

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<v Speaker 1>was too late and the market was gone. Learn how

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<v Speaker 1>this company spun out of control and out of the

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<v Speaker 1>console game. This is Sega on the brink. Hi everybody,

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<v Speaker 1>I'm Jonathan Strickland and I'm Arial Casting, and I want

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<v Speaker 1>to apologize that intro had far too few puns in it.

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<v Speaker 1>Game over area over. So this was a request from

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<v Speaker 1>a from a Tony. Yeah, isn't your husband's name Tony? Yes,

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<v Speaker 1>there may or may not be any relation to that,

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<v Speaker 1>but you know what, it's a really good suggestion. If

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<v Speaker 1>my wife had made a suggestion, I would have gone

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<v Speaker 1>with it too, So totally cool. I put it in

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<v Speaker 1>listener suggestions because he doesn't work on this podcast, so

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<v Speaker 1>it's a listener suggestion. Totally Yeah. So this is a

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<v Speaker 1>great story to cover in the sense that it's easy

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<v Speaker 1>to forget it now. But Sega for a while was

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<v Speaker 1>writing high in the video game console world, and for

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<v Speaker 1>a brief period it looked like they could become the

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<v Speaker 1>dominant name in video game consoles, and then everything went wrong.

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<v Speaker 1>So it's to the point now where people who think

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<v Speaker 1>back on the Sega consoles, they tend to fall into

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<v Speaker 1>two camps. They're either the people who wistfully remember how

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<v Speaker 1>awesome those game consoles were more there people who think

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<v Speaker 1>of it as a big joke. It's a little both,

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<v Speaker 1>a little both because largely because of the very moves

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<v Speaker 1>we're going to talk about in this podcast. But just

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<v Speaker 1>in the interest of full disclosure, I was someone who

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<v Speaker 1>got hold of a Sega Dreamcast system, which we're going

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<v Speaker 1>to talk about in this episode. I got it after

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<v Speaker 1>the Dreamcast had already made a splash and was fading

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<v Speaker 1>from memory, So this was they weren't making new Dreamcast

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<v Speaker 1>games by the time I got hold of the system,

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<v Speaker 1>it was all the used game market. But I was

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<v Speaker 1>blown away by the Dreamcast. So when we talk about

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<v Speaker 1>people who truly loved that system, I'm one of those people.

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<v Speaker 1>I want to mention at the beginning of this that

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<v Speaker 1>as much as we say that Sega has kind of

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<v Speaker 1>fallen out of memory, people were saying they might make

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<v Speaker 1>a comeback, and the fact that there's a Sonic movie

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<v Speaker 1>coming out a Sonic movie that is rapidly undergoing massive

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<v Speaker 1>change is as we record this. The news recently broke

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<v Speaker 1>that because of the overwhelmingly negative reaction to the Sonic

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<v Speaker 1>the Hedgehog teaser trailer, they are going to redesign Sonics look,

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<v Speaker 1>which is a pretty massive undertaking for a for a

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<v Speaker 1>c g I movie. It is. I'm really rooting for

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<v Speaker 1>them to get it right, because I think a Sonic movie.

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<v Speaker 1>I enjoyed the stories when I played the games, and

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<v Speaker 1>I think kids would enjoy a Sonic movie. I didn't

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<v Speaker 1>realize there was a story. Here's a story dr about

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<v Speaker 1>Nick Steel's little animals and turns them into I just

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<v Speaker 1>figured you ran really fast and when you hit stuff,

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<v Speaker 1>rings popped out of you. I mean, which I mean

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<v Speaker 1>that happens to me. Yeah, it's I mean, I get it.

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<v Speaker 1>It's true to life. Well, let's talk a little bit

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<v Speaker 1>about just a little bit about Sega's origins to kind

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<v Speaker 1>of set the scene of how they were able to

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<v Speaker 1>climb in the home console space. Now, obviously, the story

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<v Speaker 1>of Sega starts before there was a home video game

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<v Speaker 1>console market. We're actually not going to start at the

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<v Speaker 1>very beginning of the company that becomes Sega because it's

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<v Speaker 1>a lot of little steps, it's not very important. There

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<v Speaker 1>was a slot machine company made in Hawaii, and eventually

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<v Speaker 1>the Army said, we don't want slot machines on US

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<v Speaker 1>army bases anymore, which is where they were selling their

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<v Speaker 1>machines too. So they went over to Japan where they

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<v Speaker 1>still could sell games, and they became Service Games Japan. Yeah,

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<v Speaker 1>as service thus the nod to making games for like

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<v Speaker 1>military installations. Yes, And when they went over to Japan,

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<v Speaker 1>they're being run by Martin Bromley. Now, in nineteen sixty

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<v Speaker 1>that company liquidated and split into two divisions. I'm gonna

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<v Speaker 1>pronounce this probably very poorly, Nihan Goriku Basan which traded

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<v Speaker 1>under the name Automatic Inc. For distribution, and then Nihan

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<v Speaker 1>Kaeso would traded under the name Sega Inc. Sega is

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<v Speaker 1>short for Service Games, taking the first two letters of each.

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<v Speaker 1>So they made slot machines, but they also made juke boxes,

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<v Speaker 1>so that you know, obviously this is arcade game days.

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<v Speaker 1>And where do we go from there. Well, eventually those

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<v Speaker 1>two companies recombine. Now at the same time, you've got

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<v Speaker 1>Rosen Enterprises Inc. Also in Japan at the time run

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<v Speaker 1>by David Rosen, who is another army man. His company

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<v Speaker 1>started as an art exporting company, taking art from Japan,

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<v Speaker 1>exporting it to the US during the Korean War, and

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<v Speaker 1>then he became an arcade game importer in nine and

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<v Speaker 1>then he became a producer of electro mechanical arcade games.

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<v Speaker 1>So the precursor to video games, right, this would be

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<v Speaker 1>games that would actually have moving components to those. So

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<v Speaker 1>a pinball machine is sort of a variant of these games,

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<v Speaker 1>but you had all sorts of different ones. There's a

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<v Speaker 1>great arcade game museum in San Francisco where you can

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<v Speaker 1>actually see some of these electro mechanical and you can

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<v Speaker 1>play them, these electro mechanical games. And it is funny

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<v Speaker 1>to see how human ingenuity came up with ways to

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<v Speaker 1>convince people to part with their change. I believe even

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<v Speaker 1>and I would part with a lot of change there,

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<v Speaker 1>I'm certain. Now. Rosen was very successful at this, and

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<v Speaker 1>in part because he had other engineers helping him from

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<v Speaker 1>companies like Nihang Kupasan, and so he started looking for

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<v Speaker 1>mergers and the one that panned out was with Nihang

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<v Speaker 1>Kupasan or Sea, and they merged in n and I'm

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<v Speaker 1>gonna call it MGB. From this point, they acquired Rosen

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<v Speaker 1>Enterprises and Rosen became the CEO, and they renamed the

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<v Speaker 1>company Sega Enterprises, taking the Sega from m GB what

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<v Speaker 1>they were trading under, and taking Enterprises from Rosen Enterprises.

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<v Speaker 1>And at that point they were making the electro mechanical

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<v Speaker 1>arcade games and jukeboxes, and they started coming out with

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<v Speaker 1>their own games in sixty six. The first one that

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<v Speaker 1>really got some traction was a game called Periscope, and

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<v Speaker 1>they even started opening up essentially arcades. They were called

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<v Speaker 1>game centers, but I mean they're like arcades in the

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<v Speaker 1>sense of like the video U arcades made famous in

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<v Speaker 1>the nineteen eighties. Periscope, by the way, was so good

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<v Speaker 1>that they started importing it to the US. Yeah, so

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<v Speaker 1>there actually ended up being an international market for the game. Yeah.

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<v Speaker 1>And then in nineteen sixty nine, Sega was acquired by

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<v Speaker 1>Gulf and Western, who had been largely trading in pinball machines.

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<v Speaker 1>From my understanding, so now Sega has pinball machines. Yeah,

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<v Speaker 1>so they start doing those as well. As a pinball enthusiast,

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<v Speaker 1>I appreciate that I love pinball games and Sega was

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<v Speaker 1>then trading on the US stock market, so they were

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<v Speaker 1>now not just on Japanese markets but also in the US.

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<v Speaker 1>In fact, primarily in the US by this point, and

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<v Speaker 1>they had Sega Enterprises Incorporated and they essentially shifted their

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<v Speaker 1>operations to the United States, although they maintained an operating

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<v Speaker 1>arm in Japan as well. Yeah, it was an ltd.

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<v Speaker 1>After that, they started moving into video games, both in

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<v Speaker 1>the arcade and at home and seeing the trend. There

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<v Speaker 1>have been a couple of games that people have attributed

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<v Speaker 1>to this. The one that is coming to my mind

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<v Speaker 1>is Pong. So they saw Pong and they said, well,

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<v Speaker 1>this is the way things are going. Let's jump on

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<v Speaker 1>the train. And they even acquired the US gaming company

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<v Speaker 1>called Gremlin in seventy to help them expand into that market. So,

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<v Speaker 1>you know, we kind of skipped over a lot of

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<v Speaker 1>the early seventies, but that was more of the same.

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<v Speaker 1>It's really when you get into the mid to late

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<v Speaker 1>seventies where the arcade games, the video games story coming out,

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<v Speaker 1>where this this story starts to change. Uh, they were

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<v Speaker 1>doing pretty well, that division was doing pretty well, but

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<v Speaker 1>the overall parent company it was a different story. Yeah,

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<v Speaker 1>So Golf and Western hit some trouble and they sold

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<v Speaker 1>the U S division of Sega to Midway Games in

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<v Speaker 1>at which point Sega became a primarily Japanese company again.

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<v Speaker 1>Sega North America was absorbed into Midway. Midway is another

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<v Speaker 1>company we'll have to do a brink episode on sometime

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<v Speaker 1>in the future. Midway famous in the United States for

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<v Speaker 1>the Mortal Kombat series. Midway is no more. So that's

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<v Speaker 1>another story that has its own brink moment, but we'll

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<v Speaker 1>save that for its own episode, you know. And Saga

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<v Speaker 1>does have operations in the US again, but at that

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<v Speaker 1>time they shifted. So Rosen wanted this video game market

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<v Speaker 1>that they had built, so he and some others bought

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<v Speaker 1>it back from Gulf and Western. They buy back the

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<v Speaker 1>Japanese branch, right, so the North American branch that's part

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<v Speaker 1>of Midway. Rosen goes back to the Japanese side and

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<v Speaker 1>purchases that one back from the parent company. Yes, and

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<v Speaker 1>in three Sega had its first console, the s G

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<v Speaker 1>one thousand, which was I'm sorry if I offend anybody,

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<v Speaker 1>nothing to write home about. They also had a micro

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<v Speaker 1>computer come out at that time, which I think was

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<v Speaker 1>the s G two thousand or three thousand. I covered

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<v Speaker 1>this for a living, and I don't remember ever reading

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<v Speaker 1>about the s G one. Yes, well, they had a

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<v Speaker 1>really hard time competing with Nintendo because Nintendo already had

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<v Speaker 1>market share. And then in six Sega came out with

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<v Speaker 1>their first successful console, the Sega Master System. Yeah, but

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<v Speaker 1>then the Nintendo Entertainment System was still pretty much the

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<v Speaker 1>dominant player in that space. I mean, remember that the

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<v Speaker 1>Nintendo Entertainment System was the system that was able to

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<v Speaker 1>bring the video game home market back from the crash

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<v Speaker 1>of three. Well, Sega realized that they were not necessarily

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<v Speaker 1>going to get Nintendo's markets, so they focused on markets

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<v Speaker 1>that weren't saturated with Nintendo already, places like Brazil in Europe,

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<v Speaker 1>and they became the second most popular home system in

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<v Speaker 1>the world, kicking Atari out of that spot, which I'm

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<v Speaker 1>surprised Atari was even in that spot. I'm guessing it's

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<v Speaker 1>from lack of competition. Yeah, no, because no one else

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<v Speaker 1>wanted to get into the video game console market after

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<v Speaker 1>that crash, right, so Nintendo. Everyone thought Nintendo was crazy

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<v Speaker 1>for getting into a market just as it had imploded,

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<v Speaker 1>and Nintendo was able to prove that there was still

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<v Speaker 1>a market there, but no one else had anything ready

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<v Speaker 1>to compete in that space because they had all either

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<v Speaker 1>gone out of business or had changed their minds about

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<v Speaker 1>developing a console. So it was kind of open ground.

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<v Speaker 1>And so even though the Sega system wasn't catching on

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<v Speaker 1>big here in the United States, so a lot of

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<v Speaker 1>people in the US were completely unfamiliar with it, there

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<v Speaker 1>was enough demand in other countries for it to be

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<v Speaker 1>a big success. Well, all of that was about to change, well,

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<v Speaker 1>at least the not being in high demand in the

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<v Speaker 1>US part, because in eighty eight they came out with

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<v Speaker 1>the Sega Mega Drive, which in the United States is

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<v Speaker 1>better known as the Sega Genesis. Yeah, and it was

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<v Speaker 1>not only a really popular console, but it was also

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<v Speaker 1>really the first sixteen bit console there was, which is

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<v Speaker 1>probably why it was so popular. Yeah. It was a

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<v Speaker 1>dramatic improvement over the eight bit systems like the Nintendo

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<v Speaker 1>Entertainment System that came before it, and it got the

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<v Speaker 1>jump start on the Super Nintendo, which was another sixteen

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<v Speaker 1>bit system. Yeah. Along with that system, they implemented a

0:12:55.720 --> 0:12:58.120
<v Speaker 1>good marketing strategy. They had really good games, which we

0:12:58.160 --> 0:13:01.000
<v Speaker 1>know is very important for the six US of a console. Yeah,

0:13:01.040 --> 0:13:03.319
<v Speaker 1>you need to have a good launch library. Yeah. This

0:13:03.400 --> 0:13:06.120
<v Speaker 1>is around the time we get Altered Beast. Yeah. I

0:13:06.160 --> 0:13:08.400
<v Speaker 1>watched a long play of that just the other day

0:13:08.440 --> 0:13:12.040
<v Speaker 1>and I forgot how bonkers that game. It is crazy. Yeah,

0:13:12.120 --> 0:13:14.600
<v Speaker 1>it's pretty nuts. If you don't know what we're talking about,

0:13:14.679 --> 0:13:20.079
<v Speaker 1>do a YouTube search for Altered Beasts Sega and uh. Yeah.

0:13:20.200 --> 0:13:23.280
<v Speaker 1>It's all about transforming into various types of monsters as

0:13:23.280 --> 0:13:25.840
<v Speaker 1>you make your way through multiple levels, and it's really hard.

0:13:26.160 --> 0:13:29.440
<v Speaker 1>It's a really hard game. But this gave Nintendo a

0:13:29.480 --> 0:13:32.760
<v Speaker 1>fight because up until that time they had the mark share.

0:13:33.120 --> 0:13:36.480
<v Speaker 1>By nine one, Sega was doing real well both in

0:13:36.520 --> 0:13:39.600
<v Speaker 1>the arcades and in the home console arena. And the arcades,

0:13:39.640 --> 0:13:41.600
<v Speaker 1>they were coming out with three D games like Virtual Racing,

0:13:41.960 --> 0:13:45.679
<v Speaker 1>Virtua Fighter, virtual games. There was virtual Tennis. I remember

0:13:46.320 --> 0:13:49.280
<v Speaker 1>that was all under the Sega label. There is Virtual

0:13:49.400 --> 0:13:53.920
<v Speaker 1>Virtue of Virtuous people now virtually Virtuous, and it's I

0:13:53.920 --> 0:13:56.280
<v Speaker 1>can identify with that. By that time, Sega was in

0:13:56.320 --> 0:14:00.720
<v Speaker 1>forty four countries and they came out with Sonic the Hedge. Yeah,

0:14:00.880 --> 0:14:04.240
<v Speaker 1>kind of their answer to uh to Nintendo's Mario. It

0:14:04.280 --> 0:14:07.200
<v Speaker 1>became like the mascot for Sega. Yeah, and it looks

0:14:07.240 --> 0:14:13.360
<v Speaker 1>like Sonic might outpace Mario. Well you can run really fast, mao. Well,

0:14:13.679 --> 0:14:18.920
<v Speaker 1>Sonic jumps higher. U. Now, Nintendo did gain groundback with

0:14:19.160 --> 0:14:22.800
<v Speaker 1>SNS when it came out. So Sega did a couple

0:14:22.840 --> 0:14:25.960
<v Speaker 1>of moves that would spell to bring for them. One

0:14:26.080 --> 0:14:29.080
<v Speaker 1>was the Sega thirty two X cartridge and the other

0:14:29.160 --> 0:14:32.240
<v Speaker 1>was the Sega c D. Yeah, these were both additions

0:14:32.280 --> 0:14:35.160
<v Speaker 1>to the Genesis. It was an attempt to boost the

0:14:35.200 --> 0:14:39.800
<v Speaker 1>genesis is power and to extend the lifespan of the

0:14:39.840 --> 0:14:45.960
<v Speaker 1>console by giving it additional capabilities beyond the basic system.

0:14:46.040 --> 0:14:48.760
<v Speaker 1>And essentially the company had a couple of choices, right,

0:14:48.760 --> 0:14:50.880
<v Speaker 1>they could have gone down that route to try and

0:14:51.400 --> 0:14:56.320
<v Speaker 1>augment an existing game console, or they could have designed

0:14:56.480 --> 0:15:00.160
<v Speaker 1>the next generation console to have those things built into

0:15:00.200 --> 0:15:02.760
<v Speaker 1>it natively and launched that. They decided to go with

0:15:02.800 --> 0:15:06.080
<v Speaker 1>the augmenting approach, so more more like a computer where

0:15:06.120 --> 0:15:09.080
<v Speaker 1>you would buy a new graphics card for it. Yeah.

0:15:09.080 --> 0:15:11.840
<v Speaker 1>Shortly after, they did also design a console which was

0:15:12.040 --> 0:15:15.160
<v Speaker 1>a whole another problem. Yeah, the Sega Saturn. The Sega

0:15:15.160 --> 0:15:17.760
<v Speaker 1>Saturn in ninety four. Now, Sega Saturn was a really

0:15:17.760 --> 0:15:20.280
<v Speaker 1>big hit in Japan, and at that time they also

0:15:20.680 --> 0:15:23.440
<v Speaker 1>launched things like in door theme parks and the Sega Channel,

0:15:23.760 --> 0:15:27.000
<v Speaker 1>which is a whole story of its own. But Sega

0:15:27.040 --> 0:15:29.640
<v Speaker 1>Saturn big hit in Japan, but not a big hit

0:15:29.680 --> 0:15:33.280
<v Speaker 1>in North America, and the peripherals for the Genesis weren't selling.

0:15:33.360 --> 0:15:36.440
<v Speaker 1>So these three moves are the things that brought Sega

0:15:36.680 --> 0:15:39.360
<v Speaker 1>to the brink. The stuff that would push Sega over

0:15:39.440 --> 0:15:41.720
<v Speaker 1>are yet to come, but this kind of sets the stage.

0:15:41.800 --> 0:15:44.520
<v Speaker 1>So with that in mind, let's take a quick break

0:15:44.520 --> 0:15:46.840
<v Speaker 1>and when we come back, we'll explain a bit more

0:15:46.880 --> 0:16:00.520
<v Speaker 1>about what pushed Sega over the edge. Alright, so we

0:16:00.560 --> 0:16:03.440
<v Speaker 1>mentioned the Sega Genesis and the Purples, or if you prefer,

0:16:03.520 --> 0:16:07.520
<v Speaker 1>the Sega Mega c D system. It was the Sega

0:16:07.560 --> 0:16:09.400
<v Speaker 1>c D in the US, it was the Mega c

0:16:09.560 --> 0:16:13.040
<v Speaker 1>D in Japan. So let's talk a little bit more

0:16:13.200 --> 0:16:18.840
<v Speaker 1>about this peripheral and why it failed to really get

0:16:18.840 --> 0:16:21.600
<v Speaker 1>a lot of traction. This was the peripheral, the additional

0:16:21.640 --> 0:16:25.000
<v Speaker 1>thing for the Genesis that would give it more capabilities.

0:16:25.160 --> 0:16:28.560
<v Speaker 1>The Genesis when it released was a cartridge based system,

0:16:28.760 --> 0:16:32.160
<v Speaker 1>very much like the Nintendo Entertainment System. Yes, s, even

0:16:32.200 --> 0:16:35.000
<v Speaker 1>the Nintendo sixty four that would come out later was

0:16:35.040 --> 0:16:40.800
<v Speaker 1>still cartridge based So what were the thoughts behind going

0:16:40.840 --> 0:16:45.440
<v Speaker 1>to a CD based system? All right, Well, first, the

0:16:45.440 --> 0:16:48.520
<v Speaker 1>Sega c D would allow for full motion video games,

0:16:48.960 --> 0:16:52.680
<v Speaker 1>which sounded good in theory back at the time. Yeah,

0:16:52.720 --> 0:16:55.160
<v Speaker 1>but they were really grainy. Yeah, and a lot of

0:16:55.160 --> 0:16:57.840
<v Speaker 1>them had very little to know gameplay. Let me let

0:16:57.840 --> 0:17:00.320
<v Speaker 1>me tell you about one of them. Sure, I'm the

0:17:00.360 --> 0:17:03.920
<v Speaker 1>famous One night Trap. Have you heard about this one? This? Yeah,

0:17:04.359 --> 0:17:07.320
<v Speaker 1>it started a person who had formerly start on the

0:17:07.720 --> 0:17:11.680
<v Speaker 1>show Different Strokes. Uh. It's about a group of young

0:17:11.760 --> 0:17:15.800
<v Speaker 1>women who are having a sleepover party and you're playing

0:17:16.119 --> 0:17:20.720
<v Speaker 1>a super creepy neighbor I'm guessing who is looking in

0:17:20.880 --> 0:17:23.280
<v Speaker 1>on the home while the women are having their party,

0:17:23.400 --> 0:17:29.280
<v Speaker 1>and there's about a billion masked intruders trying to get

0:17:29.320 --> 0:17:33.800
<v Speaker 1>in there, and you activate a series of traps in

0:17:33.920 --> 0:17:37.320
<v Speaker 1>various rooms to stop the invaders from getting at the

0:17:37.359 --> 0:17:40.520
<v Speaker 1>young women. And I'm talking about like crazy traps like

0:17:40.520 --> 0:17:43.879
<v Speaker 1>people are are. You're watching these guys sneak past a

0:17:43.920 --> 0:17:46.199
<v Speaker 1>wall and you hit a button at just the right

0:17:46.280 --> 0:17:48.840
<v Speaker 1>moment and then a video would play where the wall

0:17:48.840 --> 0:17:54.119
<v Speaker 1>would like rotate around, possibly sending those intruders to their demise.

0:17:54.240 --> 0:17:58.280
<v Speaker 1>You don't really know it was weird. And yeah, full

0:17:58.320 --> 0:18:00.600
<v Speaker 1>motion videos sounded great because you're like, look at the

0:18:00.680 --> 0:18:05.040
<v Speaker 1>amazing technical capability. We can actually show full motion video,

0:18:05.280 --> 0:18:07.400
<v Speaker 1>but it meant that we had to pre record everything,

0:18:08.240 --> 0:18:11.600
<v Speaker 1>so there was very little control, Like you couldn't control

0:18:12.000 --> 0:18:16.800
<v Speaker 1>a full motion video person imperfect motion because that capability

0:18:16.840 --> 0:18:19.280
<v Speaker 1>wasn't there. You would essentially do a choose your own

0:18:19.280 --> 0:18:22.280
<v Speaker 1>adventure kind of approach to games, which meant that there

0:18:22.320 --> 0:18:25.439
<v Speaker 1>was very little gameplay to actually have. Yeah, the CDs

0:18:25.480 --> 0:18:27.280
<v Speaker 1>were supposed to be able to store a lot more

0:18:27.320 --> 0:18:30.119
<v Speaker 1>information than cartridges could. Now on the flip side, you

0:18:30.160 --> 0:18:32.720
<v Speaker 1>had companies like Nintendo saying we don't want to go

0:18:32.800 --> 0:18:36.879
<v Speaker 1>down that path because we feel that the CD format

0:18:37.400 --> 0:18:40.879
<v Speaker 1>is easier to pirate, And in fact, Sega would have

0:18:40.960 --> 0:18:44.119
<v Speaker 1>problems with that as somebody who may or may not

0:18:44.200 --> 0:18:47.439
<v Speaker 1>have come into possession of an enormous folder of pirated discs.

0:18:47.760 --> 0:18:50.760
<v Speaker 1>I know nothing. Yeah, but there are other problems with

0:18:50.800 --> 0:18:54.400
<v Speaker 1>the Sega City beyond being piratable. Yeah, and you're right,

0:18:54.440 --> 0:18:58.120
<v Speaker 1>they could hold more storage. They also had better audio

0:18:58.280 --> 0:19:01.000
<v Speaker 1>because they used an audio D drive not a CD

0:19:01.160 --> 0:19:04.639
<v Speaker 1>ROM for it. But these units were not universal. So

0:19:04.680 --> 0:19:06.879
<v Speaker 1>depending on what version Genesis you got you'd have to

0:19:06.920 --> 0:19:09.679
<v Speaker 1>either get a Sega c D that was compatible with

0:19:09.720 --> 0:19:13.080
<v Speaker 1>that specifically, so some sat like completely underneath and some

0:19:13.560 --> 0:19:16.359
<v Speaker 1>we're on the side of. So that's that's confusing to

0:19:16.400 --> 0:19:18.800
<v Speaker 1>the consumer. Yes, and then all of these peripherals had

0:19:18.800 --> 0:19:21.800
<v Speaker 1>their own power sources, right, so so it's not like

0:19:21.840 --> 0:19:24.600
<v Speaker 1>they even could just take power from the main console.

0:19:24.640 --> 0:19:27.600
<v Speaker 1>You had to plug them in separately. And also it

0:19:27.760 --> 0:19:29.880
<v Speaker 1>meant and I love that you have this note here

0:19:29.920 --> 0:19:33.080
<v Speaker 1>because it's it's a clear problem. It meant that you

0:19:33.119 --> 0:19:37.160
<v Speaker 1>were already limiting your market right because the only people

0:19:37.240 --> 0:19:39.960
<v Speaker 1>you can sell that peripheral to our people who either

0:19:40.160 --> 0:19:43.720
<v Speaker 1>own a Sega Genesis or buying a Sega Genesis at

0:19:43.760 --> 0:19:45.679
<v Speaker 1>the same time, and they just want to have the

0:19:45.760 --> 0:19:48.320
<v Speaker 1>full thing kitted out, which takes a lot of money. Yeah,

0:19:48.480 --> 0:19:51.600
<v Speaker 1>So so you're essentially saying these existing customers I already have,

0:19:51.720 --> 0:19:54.520
<v Speaker 1>I'm trying to up sell those customers, but you're not

0:19:54.640 --> 0:19:58.000
<v Speaker 1>winning new customers with that approach, So you've already limited

0:19:58.240 --> 0:20:01.400
<v Speaker 1>the amount of success you can have that product, as

0:20:01.400 --> 0:20:03.600
<v Speaker 1>opposed to coming out with a brand new console that

0:20:03.840 --> 0:20:07.679
<v Speaker 1>might win not just your existing customers but new customers.

0:20:08.320 --> 0:20:12.000
<v Speaker 1>And that ended up being one of those strategies that

0:20:12.240 --> 0:20:15.720
<v Speaker 1>ultimately would come back to slap them in the face.

0:20:16.520 --> 0:20:18.800
<v Speaker 1>And and we'll get to that because they did design

0:20:18.880 --> 0:20:21.159
<v Speaker 1>a CD console it was a Saturn. But first I

0:20:21.240 --> 0:20:23.640
<v Speaker 1>also want to talk about the thirty two X. It

0:20:23.680 --> 0:20:26.600
<v Speaker 1>was actually made to compete with the Attari Jaguar, and

0:20:26.600 --> 0:20:29.520
<v Speaker 1>I have very little software support. Yeah, which is kind

0:20:29.520 --> 0:20:31.920
<v Speaker 1>of interesting because the Attari Jaguar, it turns out you

0:20:31.960 --> 0:20:35.000
<v Speaker 1>didn't really need to compete against it now and that's

0:20:35.000 --> 0:20:36.800
<v Speaker 1>the only reason I wanted to mention. It was supposed

0:20:36.800 --> 0:20:39.639
<v Speaker 1>to bring arcade quality games to your home. It was

0:20:39.640 --> 0:20:42.679
<v Speaker 1>called three two X because you had the sixteen system

0:20:44.400 --> 0:20:48.320
<v Speaker 1>system and that's cool, but again expensive. You can't really

0:20:48.480 --> 0:20:50.640
<v Speaker 1>enter in if you've got to buy three separate machines

0:20:50.920 --> 0:20:53.919
<v Speaker 1>unless you've got a lot of extra money. And the

0:20:53.920 --> 0:20:56.920
<v Speaker 1>thirty two X only sold six and sixty five thousand

0:20:57.000 --> 0:21:00.960
<v Speaker 1>units globally. It sounds like a lot, but it's not. Also, uh,

0:21:01.000 --> 0:21:05.399
<v Speaker 1>it couldn't quite match the quality of the arcade experience,

0:21:05.760 --> 0:21:08.040
<v Speaker 1>and that was the big selling point, right They were saying,

0:21:08.320 --> 0:21:11.199
<v Speaker 1>this is going to bring the experience you have at

0:21:11.200 --> 0:21:15.280
<v Speaker 1>the arcade into your home, and the reality was it

0:21:15.359 --> 0:21:19.320
<v Speaker 1>wasn't quite good enough for that, and so some of

0:21:19.359 --> 0:21:21.920
<v Speaker 1>the people who bought it felt like they didn't get

0:21:21.960 --> 0:21:25.520
<v Speaker 1>the promise that they were, you know, it wasn't delivered upon. Yeah.

0:21:25.720 --> 0:21:28.200
<v Speaker 1>So then we get the Saturn CD, which we previously

0:21:28.240 --> 0:21:30.760
<v Speaker 1>said did really well in Japan and not so great

0:21:30.800 --> 0:21:33.280
<v Speaker 1>in the US. Yeah. In Japan, it's sold almost five

0:21:33.359 --> 0:21:36.080
<v Speaker 1>hundred thousand units in the first month. But then they

0:21:36.080 --> 0:21:40.200
<v Speaker 1>announced to be three in the US, and they were

0:21:40.240 --> 0:21:43.200
<v Speaker 1>trying to compete with the very new PlayStation and the

0:21:43.320 --> 0:21:48.000
<v Speaker 1>Nintendo sixty four, which we're both already out or just

0:21:48.080 --> 0:21:50.840
<v Speaker 1>about to come out, and so they panicked and they

0:21:50.880 --> 0:21:54.160
<v Speaker 1>announced that the Saturn was coming out six months ahead

0:21:54.160 --> 0:21:57.000
<v Speaker 1>of schedule, and it was going to cost four hundred

0:21:57.080 --> 0:21:59.480
<v Speaker 1>dollars instead of the around eight hundred that it would

0:21:59.520 --> 0:22:01.879
<v Speaker 1>cost you to get basic model from Japan. Yeah, so

0:22:01.920 --> 0:22:05.520
<v Speaker 1>this was an attempt for them to try and steal

0:22:05.640 --> 0:22:08.360
<v Speaker 1>some of that market share away from their competitors, right,

0:22:08.400 --> 0:22:12.639
<v Speaker 1>Like there vastly under pricing the console is one of

0:22:12.640 --> 0:22:15.040
<v Speaker 1>the strategies that a lot of console makers have where

0:22:15.119 --> 0:22:17.800
<v Speaker 1>you sell the console at a loss and you hope

0:22:17.840 --> 0:22:21.040
<v Speaker 1>to make it up in selling titles games. Except for

0:22:21.080 --> 0:22:23.800
<v Speaker 1>they didn't have enough games because they didn't think a

0:22:23.840 --> 0:22:27.640
<v Speaker 1>lot of the Japanese games would translate well to America,

0:22:27.760 --> 0:22:30.040
<v Speaker 1>so those didn't get released in the US. And then

0:22:30.040 --> 0:22:32.879
<v Speaker 1>you've got all of these game developers who are trying

0:22:32.920 --> 0:22:37.720
<v Speaker 1>to program these games for the release of the Sega Saturn,

0:22:38.320 --> 0:22:40.920
<v Speaker 1>which is already a little bit more complicated to program

0:22:41.000 --> 0:22:43.840
<v Speaker 1>for because it used dual CPUs, which is a redesign

0:22:43.880 --> 0:22:47.240
<v Speaker 1>after they found out what the PlayStation specs were. Yeah,

0:22:47.400 --> 0:22:49.840
<v Speaker 1>and so they're rushing to get their games out. And

0:22:50.520 --> 0:22:52.400
<v Speaker 1>Jonathan and I are huge geeks. We've had all these

0:22:52.400 --> 0:22:57.520
<v Speaker 1>conversations about how rushing a game just leads to poor gameplay. Yeah,

0:22:57.680 --> 0:23:00.560
<v Speaker 1>and that was true in this case. And so there

0:23:00.600 --> 0:23:03.520
<v Speaker 1>was poor gameplay, there was a very limited library. And

0:23:03.560 --> 0:23:07.360
<v Speaker 1>then they also didn't adjust their marketing for the gamers

0:23:07.359 --> 0:23:10.680
<v Speaker 1>that were growing up. They were still focusing largely on teenagers. Yeah,

0:23:10.720 --> 0:23:13.680
<v Speaker 1>and as it turned out, the people who grew up

0:23:13.720 --> 0:23:17.200
<v Speaker 1>with games were sticking with games, and if you marketed

0:23:17.240 --> 0:23:19.960
<v Speaker 1>toward them, you tended to do well. And if you

0:23:20.119 --> 0:23:24.719
<v Speaker 1>just kept on aiming for a constantly refreshing young market,

0:23:25.280 --> 0:23:29.040
<v Speaker 1>it didn't do as well. And that really hurts Sega. Yeah,

0:23:29.080 --> 0:23:32.320
<v Speaker 1>I I think the process of making it difficult to program,

0:23:32.320 --> 0:23:35.280
<v Speaker 1>like we've heard that before two. PlayStation three had a

0:23:35.320 --> 0:23:39.480
<v Speaker 1>similar issue because they changed the architecture for the system,

0:23:39.560 --> 0:23:42.520
<v Speaker 1>And if you were working for the company, So if

0:23:42.520 --> 0:23:45.000
<v Speaker 1>you were working for Sega, if you were a developer

0:23:45.240 --> 0:23:47.680
<v Speaker 1>and you worked for Sega, or you were a developer

0:23:47.680 --> 0:23:49.720
<v Speaker 1>and you worked for Sony, you had a better chance

0:23:49.720 --> 0:23:53.479
<v Speaker 1>of developing a decent title for that console. But if

0:23:53.480 --> 0:23:56.199
<v Speaker 1>you're a third party developer, and third parties are the

0:23:56.200 --> 0:23:58.440
<v Speaker 1>ones that are making some of the most popular titles

0:23:58.480 --> 0:24:02.040
<v Speaker 1>out there, certainly, and you in counter this problem, then

0:24:02.480 --> 0:24:05.320
<v Speaker 1>internally you start asking yourself the question, doesn't make sense

0:24:05.320 --> 0:24:07.359
<v Speaker 1>for us to even make a game for the system,

0:24:07.400 --> 0:24:09.720
<v Speaker 1>considering how much time and effort it's going to take,

0:24:09.960 --> 0:24:12.679
<v Speaker 1>Or should we just focus on making titles for a

0:24:12.760 --> 0:24:15.439
<v Speaker 1>competing system where we know we can turn them out faster.

0:24:16.040 --> 0:24:20.000
<v Speaker 1>So it was a whole combination of things, largely on

0:24:20.040 --> 0:24:24.639
<v Speaker 1>Sega's rushed decisions to try and compete more vigorously against

0:24:24.640 --> 0:24:28.040
<v Speaker 1>the PlayStation in sixty four that really set them back well,

0:24:28.080 --> 0:24:31.080
<v Speaker 1>and they couldn't even because this rush deadline also meant

0:24:31.119 --> 0:24:34.199
<v Speaker 1>that their systems were in core supply shortly after they

0:24:34.200 --> 0:24:37.639
<v Speaker 1>announced that their system was coming out early. PlayStation well,

0:24:37.680 --> 0:24:41.200
<v Speaker 1>I guess Sony said, hey, our PlayStation is only two

0:24:41.280 --> 0:24:45.000
<v Speaker 1>hundred dollars and so three nine. So now they're coming

0:24:45.000 --> 0:24:47.480
<v Speaker 1>out early, but they can't compete with PlayStation in price.

0:24:47.880 --> 0:24:51.680
<v Speaker 1>Yea and Nintendo had better games and gameplay, it's more powerful,

0:24:52.320 --> 0:24:55.120
<v Speaker 1>so it was it was like a double whammy. So

0:24:55.400 --> 0:24:58.240
<v Speaker 1>you found a quote from the guy who had was

0:24:58.320 --> 0:25:03.000
<v Speaker 1>CEO of Sega during this time, Tom Kolinski. He had

0:25:03.000 --> 0:25:05.360
<v Speaker 1>an interview and his quote is I'm going to read

0:25:05.400 --> 0:25:09.520
<v Speaker 1>it out verbatim. Had we waited until we had more

0:25:09.760 --> 0:25:13.399
<v Speaker 1>and better games launching with all retailers instead of with

0:25:13.440 --> 0:25:16.720
<v Speaker 1>a few with marketing that could reach every player, we

0:25:16.760 --> 0:25:19.520
<v Speaker 1>would have been much more successful, even if that meant

0:25:19.600 --> 0:25:23.359
<v Speaker 1>waiting for a late October or November launch. So we

0:25:23.480 --> 0:25:25.880
<v Speaker 1>usually put our lessons at the end of Brink episodes,

0:25:26.040 --> 0:25:28.000
<v Speaker 1>but here's a lesson right in the middle of this one,

0:25:28.240 --> 0:25:32.000
<v Speaker 1>which is sometimes being first is not as important as

0:25:32.000 --> 0:25:34.119
<v Speaker 1>being best. Yeah, and I'm sorry. We probably could have

0:25:34.160 --> 0:25:35.920
<v Speaker 1>just said that quote instead of talking for the last

0:25:35.920 --> 0:25:39.080
<v Speaker 1>seven minutes, But then you wouldn't have the Brink. You

0:25:39.119 --> 0:25:41.800
<v Speaker 1>wouldn't have the braink But also around this time, our

0:25:41.840 --> 0:25:45.240
<v Speaker 1>kid Attendant started falling. It didn't help. I mean, we

0:25:45.280 --> 0:25:49.000
<v Speaker 1>still have arcades, but and they do better overseas than

0:25:49.040 --> 0:25:51.680
<v Speaker 1>in the US. But in the US, in the US,

0:25:51.760 --> 0:25:53.920
<v Speaker 1>it used to be a staple, like every mall had

0:25:53.960 --> 0:25:56.600
<v Speaker 1>at least one arcade, and now like there's only a

0:25:56.640 --> 0:26:00.960
<v Speaker 1>few game centers or bowling alleys that that even carry

0:26:01.040 --> 0:26:03.679
<v Speaker 1>video games. So yeah, it's they're few and far between

0:26:03.680 --> 0:26:06.560
<v Speaker 1>in the States. And I believe that at the time,

0:26:06.600 --> 0:26:10.359
<v Speaker 1>Sega was looking at a merger with Bandi, and in

0:26:10.480 --> 0:26:13.200
<v Speaker 1>ninet that was called off, and all of these things

0:26:13.240 --> 0:26:18.200
<v Speaker 1>led to downsizing in layoffs, not surprisingly. Yeah, so they

0:26:18.560 --> 0:26:22.360
<v Speaker 1>really were setting their hopes on the Dreamcast. They really

0:26:22.400 --> 0:26:25.199
<v Speaker 1>thought maybe the Dreamcast system could succeed where the Saturn

0:26:25.240 --> 0:26:27.399
<v Speaker 1>had failed. They really put a lot of work and

0:26:27.480 --> 0:26:31.520
<v Speaker 1>design and the Dreamcast and it showed. But the damage

0:26:31.560 --> 0:26:34.600
<v Speaker 1>had been done already right there. The missteps they made

0:26:34.640 --> 0:26:38.920
<v Speaker 1>with the Genesis peripherals, the missteps with their c D

0:26:39.119 --> 0:26:42.400
<v Speaker 1>system had kind of turned a lot of gamers off.

0:26:42.440 --> 0:26:46.520
<v Speaker 1>They had a bad perception of Sega the company as

0:26:46.520 --> 0:26:48.840
<v Speaker 1>far as hardware as concerned. Yeah, but we're going to

0:26:48.960 --> 0:26:59.919
<v Speaker 1>talk more about that right after this quick break. All right,

0:27:00.040 --> 0:27:03.800
<v Speaker 1>so now we're going to talk about the Dreamcast system

0:27:03.840 --> 0:27:06.360
<v Speaker 1>I still own. I think we own one too. It's

0:27:06.359 --> 0:27:08.400
<v Speaker 1>actually really easy to hook it up because you can

0:27:08.440 --> 0:27:11.520
<v Speaker 1>just hook it up through a coaxial cable to your machine.

0:27:11.560 --> 0:27:14.479
<v Speaker 1>In fact, you could even feed cable through a cable

0:27:14.880 --> 0:27:18.320
<v Speaker 1>system to your game system and then from the game

0:27:18.359 --> 0:27:21.080
<v Speaker 1>system to the television, because I used to do that.

0:27:21.560 --> 0:27:24.359
<v Speaker 1>My my Saga Dreamcast, which I do still own, is

0:27:24.400 --> 0:27:28.040
<v Speaker 1>not currently connected to my television, but it could be.

0:27:28.440 --> 0:27:31.159
<v Speaker 1>It should be, Jonathan, it should be. Well. The Dreamcast

0:27:31.240 --> 0:27:34.679
<v Speaker 1>came out in Japan and ninety nine in the US

0:27:35.359 --> 0:27:37.800
<v Speaker 1>about a year apart from each other, not like a

0:27:37.800 --> 0:27:40.040
<v Speaker 1>few months apart, but about a year. And it was

0:27:40.040 --> 0:27:43.560
<v Speaker 1>a sixth generation console for home by Sega and the

0:27:43.640 --> 0:27:48.800
<v Speaker 1>last one and uh, gamers who got it saw that

0:27:49.160 --> 0:27:54.080
<v Speaker 1>the system was pretty boss. Yeah, people still say that

0:27:54.119 --> 0:27:57.080
<v Speaker 1>it's not everybody. A lot of people say that it's

0:27:57.119 --> 0:28:00.080
<v Speaker 1>one of the best consoles that's been created. It the

0:28:00.160 --> 0:28:03.480
<v Speaker 1>least a toe to toe with the competing consoles on them.

0:28:03.520 --> 0:28:06.560
<v Speaker 1>It was. It was advanced compared to the competing consoles

0:28:06.560 --> 0:28:09.520
<v Speaker 1>on the market. It even I would argue it didn't

0:28:09.800 --> 0:28:14.080
<v Speaker 1>equal the following generation of consoles, but it was pretty

0:28:14.240 --> 0:28:16.840
<v Speaker 1>darn clothes. Well. It was the first one to have

0:28:16.880 --> 0:28:19.920
<v Speaker 1>a built in modem for online gaming, it was the

0:28:19.920 --> 0:28:23.560
<v Speaker 1>first one to do voice recognition for online gaming, and

0:28:23.600 --> 0:28:26.760
<v Speaker 1>it had really great graphics and really great sound. It

0:28:26.800 --> 0:28:31.959
<v Speaker 1>also had that that fish Man game, you know what

0:28:31.960 --> 0:28:35.920
<v Speaker 1>it was man, which is interesting. If you're not familiar

0:28:35.960 --> 0:28:39.080
<v Speaker 1>with it, you should or should not, go look up.

0:28:39.160 --> 0:28:41.120
<v Speaker 1>I can't. I can't even recommend for you to go

0:28:41.120 --> 0:28:43.600
<v Speaker 1>look at a YouTube rio because it's weird. Yeah, if

0:28:43.720 --> 0:28:46.440
<v Speaker 1>if you feel the need to not sleep ever again,

0:28:46.640 --> 0:28:48.680
<v Speaker 1>go look it up. But then they came out with

0:28:48.840 --> 0:28:52.880
<v Speaker 1>really great games, absolutely Crazy Taxi and Jet Grind, radio

0:28:52.960 --> 0:28:56.160
<v Speaker 1>imports of their Arcade games that also we're really great

0:28:56.200 --> 0:28:58.680
<v Speaker 1>on this console, shem You, and Soul Caliber too, just

0:28:58.720 --> 0:29:01.320
<v Speaker 1>to name a few. Yeah, Soul Caliber was probably my

0:29:01.320 --> 0:29:04.080
<v Speaker 1>favorite series. Yeah, and they even won an award for

0:29:04.120 --> 0:29:07.360
<v Speaker 1>the most successful hardware launch in history, and it sold

0:29:07.680 --> 0:29:09.920
<v Speaker 1>over five hundred thousand units in the first week, as

0:29:09.920 --> 0:29:12.160
<v Speaker 1>opposed to the Saturn, which had only sold that many

0:29:12.200 --> 0:29:16.000
<v Speaker 1>in a month. Yeah, so incredibly well out of the gate.

0:29:16.080 --> 0:29:19.680
<v Speaker 1>But unfortunately that was not sustainable. Yeah, because then we

0:29:19.760 --> 0:29:23.840
<v Speaker 1>got the PlayStation two. Yeah, and the PS two ended

0:29:23.920 --> 0:29:27.000
<v Speaker 1>up winning over a lot of people right away. PS

0:29:27.040 --> 0:29:29.880
<v Speaker 1>two is a great machine. I still think the Dreamcast

0:29:29.960 --> 0:29:31.720
<v Speaker 1>is better than the PS but a lot of people

0:29:31.720 --> 0:29:33.920
<v Speaker 1>had already switched over to PlayStation Yeah. There are a

0:29:33.920 --> 0:29:36.360
<v Speaker 1>lot of people who are already in the Sony ecosystem,

0:29:36.400 --> 0:29:39.040
<v Speaker 1>and they thought, oh, well that I already loved this

0:29:39.120 --> 0:29:42.160
<v Speaker 1>game system, I bet this one's going to be it's

0:29:42.200 --> 0:29:44.440
<v Speaker 1>too I bets twice as good. I'm gonna go with that.

0:29:44.680 --> 0:29:47.360
<v Speaker 1>So they stopped making the Dreamcast in two thousand one,

0:29:47.640 --> 0:29:50.160
<v Speaker 1>and support for it ended in two thousand three, and

0:29:50.480 --> 0:29:54.320
<v Speaker 1>games were produced into two thousand seven, over thirty of them.

0:29:54.440 --> 0:29:57.840
<v Speaker 1>But unless you get a really ambitious kickstarter, you're not

0:29:57.880 --> 0:30:00.640
<v Speaker 1>going to get more games. Interesting. I didn't realize they

0:30:00.680 --> 0:30:02.760
<v Speaker 1>were being made even that late. I know that I

0:30:02.840 --> 0:30:07.120
<v Speaker 1>got my Dreamcast after two thousand one, which is when

0:30:07.160 --> 0:30:09.920
<v Speaker 1>they had stopped making the Dreamcast. But you know, I've

0:30:09.920 --> 0:30:12.200
<v Speaker 1>only been around for two years. In the US, you

0:30:12.280 --> 0:30:14.560
<v Speaker 1>had a lot of fans that were making games. You

0:30:14.560 --> 0:30:17.920
<v Speaker 1>had a lot of crowdsourced gotcha games. Apparently it was

0:30:17.960 --> 0:30:21.200
<v Speaker 1>pretty easy to make them for the Dreamcast. It's definitely

0:30:21.200 --> 0:30:22.959
<v Speaker 1>easy to pirate them, not that I would know from

0:30:23.040 --> 0:30:25.680
<v Speaker 1>personal experience. I didn't fired them. I just I just

0:30:25.760 --> 0:30:27.760
<v Speaker 1>got hold of something, and I mean someone I know

0:30:27.920 --> 0:30:30.000
<v Speaker 1>got hold of a whole. Yeah, I just keep digging

0:30:30.000 --> 0:30:32.480
<v Speaker 1>that whole Jonathan um. In March of two thousand one,

0:30:32.480 --> 0:30:34.600
<v Speaker 1>they announced, you know, we're out of console game We're

0:30:34.640 --> 0:30:37.240
<v Speaker 1>just going to focus on software and third party game publishing.

0:30:37.920 --> 0:30:41.520
<v Speaker 1>They did some restructures. The first game they released for

0:30:41.560 --> 0:30:44.920
<v Speaker 1>another competitor was for Nintendo. I feel like this was

0:30:44.960 --> 0:30:48.280
<v Speaker 1>probably what broke the spirit of the company right because

0:30:49.000 --> 0:30:52.880
<v Speaker 1>the Dreamcast, like we said, was truly a revolutionary product.

0:30:52.960 --> 0:30:56.560
<v Speaker 1>It was a good game console, people liked it, and

0:30:56.680 --> 0:31:01.040
<v Speaker 1>yet the company, like the actual hardware, ultimately failed in

0:31:01.080 --> 0:31:03.760
<v Speaker 1>the market. Like it had a great reception and had

0:31:04.000 --> 0:31:06.960
<v Speaker 1>early buzz, but it wasn't able to keep on with that.

0:31:07.720 --> 0:31:10.760
<v Speaker 1>And I think that must have been a very hard

0:31:10.920 --> 0:31:14.120
<v Speaker 1>decision to come to at Sega, to say, listen, we

0:31:14.160 --> 0:31:17.480
<v Speaker 1>gave it our best shot and it wasn't enough. Yeah,

0:31:17.760 --> 0:31:20.440
<v Speaker 1>it even gets a little bit sadder before it gets better.

0:31:20.840 --> 0:31:24.160
<v Speaker 1>They looked at a bunch of mergers. The president of

0:31:24.160 --> 0:31:27.800
<v Speaker 1>Sega at that time of Sega Japan passed away shortly

0:31:27.800 --> 0:31:29.720
<v Speaker 1>after that. He did give seven hundred million dollars to

0:31:29.760 --> 0:31:34.840
<v Speaker 1>the company UM to try to help bolster it's it's success,

0:31:35.600 --> 0:31:38.720
<v Speaker 1>it didn't really help. In two thousand three, they announced

0:31:38.760 --> 0:31:41.840
<v Speaker 1>a merger of Semi Corps, which made Pachinko machines and

0:31:41.880 --> 0:31:44.480
<v Speaker 1>things like that. Yeah, and then Namco said no, we

0:31:44.560 --> 0:31:48.240
<v Speaker 1>want to buy Sega, and then both of those fell through.

0:31:48.920 --> 0:31:50.880
<v Speaker 1>And then a few months later Sammy Corp. Came back

0:31:51.240 --> 0:31:54.160
<v Speaker 1>and bought Sega. But in two thousand twelve they had

0:31:54.160 --> 0:31:57.600
<v Speaker 1>to restructure again, so they cut more jobs, they closed

0:31:57.640 --> 0:32:00.800
<v Speaker 1>multiple branches, and they announced that they would only be

0:32:00.880 --> 0:32:04.440
<v Speaker 1>focusing on developing digital contents so free to play in

0:32:04.520 --> 0:32:07.040
<v Speaker 1>phone apps and things like that. Yeah, far cry from

0:32:07.040 --> 0:32:10.480
<v Speaker 1>the old arcade and console days. Yeah, and then driving

0:32:10.480 --> 0:32:14.000
<v Speaker 1>their existing IPCA Sonic. Sonic still comes out with games

0:32:14.440 --> 0:32:18.240
<v Speaker 1>and people still like them for the most part, so

0:32:18.480 --> 0:32:21.720
<v Speaker 1>they can make some money licensing that intellectual property. And

0:32:22.160 --> 0:32:24.960
<v Speaker 1>since then they've even they've even made a few acquisitions,

0:32:25.040 --> 0:32:26.720
<v Speaker 1>and like I said, there have been some talks of

0:32:26.800 --> 0:32:30.280
<v Speaker 1>a comeback recently. Yeah. So so they continue to make

0:32:30.320 --> 0:32:34.840
<v Speaker 1>games for other platforms, but they haven't shown any sign

0:32:34.840 --> 0:32:38.200
<v Speaker 1>of getting back into the the home console market. Apart

0:32:38.240 --> 0:32:41.040
<v Speaker 1>from there were rumors every few years. Yeah, but I

0:32:41.120 --> 0:32:44.400
<v Speaker 1>heard about something in twenty but I couldn't substantiate it. Yeah,

0:32:44.720 --> 0:32:47.719
<v Speaker 1>so we hear this pretty much every few years, like,

0:32:47.920 --> 0:32:50.320
<v Speaker 1>let's wait till e three and maybe we'll hear another

0:32:50.480 --> 0:32:53.560
<v Speaker 1>announcement of this beloved game company coming up with a

0:32:53.560 --> 0:32:57.600
<v Speaker 1>console again. And honestly, there might be a possibility of

0:32:57.640 --> 0:33:00.320
<v Speaker 1>that happening. You know, we've got the next generation of

0:33:00.360 --> 0:33:03.320
<v Speaker 1>consoles right around the corner. Sony's getting ready with their

0:33:03.360 --> 0:33:05.760
<v Speaker 1>big announcement for the PS five. They've talked a little

0:33:05.800 --> 0:33:08.840
<v Speaker 1>bit about it already. There's always rumors about what the

0:33:08.880 --> 0:33:12.240
<v Speaker 1>next Microsoft console is going to be, So maybe we

0:33:12.280 --> 0:33:16.480
<v Speaker 1>will see another attempt in the future. It is very

0:33:16.560 --> 0:33:20.600
<v Speaker 1>challenging to get into a market that has been dominated

0:33:20.600 --> 0:33:23.960
<v Speaker 1>by three powerhouse players. I think their biggest hope would

0:33:24.000 --> 0:33:27.560
<v Speaker 1>be really banking on those gamers who are now grown

0:33:27.640 --> 0:33:30.320
<v Speaker 1>up in middle aged. All that hurt to say, and

0:33:30.360 --> 0:33:35.960
<v Speaker 1>now have you know, expendable income to relive their fond memories.

0:33:36.200 --> 0:33:38.760
<v Speaker 1>I'm sorry, I can't hear you my elderly ears. I

0:33:38.840 --> 0:33:42.760
<v Speaker 1>was putting myself into that category as well. Jonathan, there

0:33:42.840 --> 0:33:45.040
<v Speaker 1>there are a couple of fun facts. I do want

0:33:45.040 --> 0:33:47.040
<v Speaker 1>to at least say one of them, which is the

0:33:47.040 --> 0:33:52.880
<v Speaker 1>Sega Genesis motto, which is Genesis does wet nintend don't. Yeah,

0:33:53.200 --> 0:33:56.120
<v Speaker 1>now I remember that ad campaign. Yeah, And there's some

0:33:56.160 --> 0:33:58.440
<v Speaker 1>other things we could talk about. We didn't mention the

0:33:58.520 --> 0:34:02.840
<v Speaker 1>infamous game gear. That was a handheld game system that

0:34:02.920 --> 0:34:06.040
<v Speaker 1>Sega came out with, but it was plagued with problems,

0:34:06.080 --> 0:34:07.840
<v Speaker 1>not the least of which was if you wanted to

0:34:07.880 --> 0:34:10.680
<v Speaker 1>play it, you better have a steady supply of batteries

0:34:10.680 --> 0:34:12.959
<v Speaker 1>on hand because it drained those suckers and it took

0:34:13.040 --> 0:34:17.279
<v Speaker 1>like six from That was not the most efficient game

0:34:17.360 --> 0:34:20.879
<v Speaker 1>system out there. And um, yeah, there's there's a lot

0:34:20.880 --> 0:34:22.840
<v Speaker 1>more we could say obviously about Sega, but that was

0:34:22.920 --> 0:34:27.080
<v Speaker 1>the real nut of the problem that they faced was

0:34:27.120 --> 0:34:31.960
<v Speaker 1>that they probably, rather than go with the Sega Genesis peripherals,

0:34:32.040 --> 0:34:37.560
<v Speaker 1>should have thrown more attention and support behind and that

0:34:37.880 --> 0:34:42.120
<v Speaker 1>might have given the Saturn a real chance of success. Instead,

0:34:42.160 --> 0:34:45.880
<v Speaker 1>they kind of confused the market and cannibalize their own sales,

0:34:46.280 --> 0:34:48.439
<v Speaker 1>and then by the time the Dreamcast came around, which

0:34:48.440 --> 0:34:52.560
<v Speaker 1>was again truly an awesome console, they just didn't have

0:34:52.680 --> 0:34:58.000
<v Speaker 1>enough goodwill out there and enough enthusiasm too push them

0:34:58.000 --> 0:34:59.800
<v Speaker 1>hard enough so that when Sony came out with a

0:34:59.840 --> 0:35:03.000
<v Speaker 1>p S two, they could really compete, which is a shame.

0:35:03.480 --> 0:35:06.440
<v Speaker 1>But you know, we don't know what the future holds.

0:35:06.480 --> 0:35:09.240
<v Speaker 1>Maybe we will see Sega return truly from the brink.

0:35:09.239 --> 0:35:11.560
<v Speaker 1>I would say right now, they're still beyond it because

0:35:11.600 --> 0:35:14.480
<v Speaker 1>they're a shadow of what they used to be. But

0:35:15.040 --> 0:35:17.560
<v Speaker 1>who knows. Maybe once they do the Sonic the Hedgehog

0:35:17.600 --> 0:35:22.000
<v Speaker 1>redesign for the movie. Yikes, I've seen some good fan

0:35:22.160 --> 0:35:24.520
<v Speaker 1>art of what the redesign could look like. Yeah, but

0:35:24.600 --> 0:35:28.280
<v Speaker 1>that's fan art, I mean maybe. Honestly, I was surprised

0:35:28.280 --> 0:35:33.000
<v Speaker 1>to see that a company would take that initial reaction

0:35:33.160 --> 0:35:37.279
<v Speaker 1>so seriously as to go that incredible step, because I

0:35:37.280 --> 0:35:42.080
<v Speaker 1>mean that is that that's not a small endeavor to redesign, reanimate,

0:35:42.400 --> 0:35:46.560
<v Speaker 1>re render all of that work, because you figure they

0:35:46.640 --> 0:35:48.719
<v Speaker 1>must be almost done with the movie by the time

0:35:48.719 --> 0:35:51.880
<v Speaker 1>they're releasing trailers, at least a good portion of the movie,

0:35:52.040 --> 0:35:55.400
<v Speaker 1>and then you're essentially deleting the character and reinserting the

0:35:55.480 --> 0:35:58.719
<v Speaker 1>character with possibly with the same animations, but it's still

0:35:58.760 --> 0:36:02.000
<v Speaker 1>a totally different design. Is gonna cause all that rendering

0:36:02.040 --> 0:36:06.560
<v Speaker 1>to back again well, especially after researching this episode and

0:36:06.600 --> 0:36:09.480
<v Speaker 1>talking about Sega. I hope that the redesign is successful

0:36:09.640 --> 0:36:12.560
<v Speaker 1>and that a new generation falls in love with little

0:36:12.600 --> 0:36:17.040
<v Speaker 1>Blue Speedy Hedgehog. Yeah I do too. I hope you

0:36:17.120 --> 0:36:20.520
<v Speaker 1>enjoyed that episode of Business on the Brink. That was

0:36:20.560 --> 0:36:24.000
<v Speaker 1>an interesting show to work on. Big shout out to

0:36:24.160 --> 0:36:28.000
<v Speaker 1>my co host Ariel who I mean, you just don't know.

0:36:28.160 --> 0:36:31.000
<v Speaker 1>She did so much work on that show. She was

0:36:31.280 --> 0:36:37.000
<v Speaker 1>an incredible researcher and organizer and was a joy to

0:36:37.040 --> 0:36:41.160
<v Speaker 1>work with. Uh. We also did large Nerdron Collider together,

0:36:41.560 --> 0:36:43.920
<v Speaker 1>which is currently on hiatus but is planning to come

0:36:43.920 --> 0:36:48.399
<v Speaker 1>back very soon. She's actually on vacation right now with

0:36:48.440 --> 0:36:51.920
<v Speaker 1>her family, so wishing her all the best. Wishing you

0:36:52.080 --> 0:36:54.880
<v Speaker 1>all the best. Hope you are happy and healthy and safe.

0:36:55.520 --> 0:36:58.560
<v Speaker 1>I'll be getting there soon enough. It's just a little

0:36:59.600 --> 0:37:03.560
<v Speaker 1>momping the road and uh yeah, that's it for this episode.

0:37:03.600 --> 0:37:05.560
<v Speaker 1>If you would like to leave me a message, there

0:37:05.560 --> 0:37:07.759
<v Speaker 1>are a couple of ways you can do that. You

0:37:07.760 --> 0:37:11.120
<v Speaker 1>can send me a voice message by going to the

0:37:11.160 --> 0:37:14.480
<v Speaker 1>I Heart Radio app, navigate to the text stuff page.

0:37:14.800 --> 0:37:17.200
<v Speaker 1>There's a little microphone icon that you can click on

0:37:17.840 --> 0:37:21.680
<v Speaker 1>and then leave up to a thirty second long voice message. Uh.

0:37:21.719 --> 0:37:23.359
<v Speaker 1>And you can even let me know if you would

0:37:23.400 --> 0:37:26.000
<v Speaker 1>like us to use the audio in an episode and

0:37:26.120 --> 0:37:29.080
<v Speaker 1>we will lea use that to help launch an episode,

0:37:29.520 --> 0:37:31.000
<v Speaker 1>or you know, you can just tell me what your

0:37:31.040 --> 0:37:34.160
<v Speaker 1>ideas or your quest or anything like that. Or if

0:37:34.200 --> 0:37:36.080
<v Speaker 1>you don't want to leave a voice message, you can

0:37:36.080 --> 0:37:38.680
<v Speaker 1>also always leave a message to me on Twitter. The

0:37:38.760 --> 0:37:41.400
<v Speaker 1>handle for the show is tech Stuff H s W

0:37:42.160 --> 0:37:50.240
<v Speaker 1>and I'll talk to you again really soon. Tech Stuff

0:37:50.360 --> 0:37:53.520
<v Speaker 1>is an I Heart Radio production. For more podcasts from

0:37:53.520 --> 0:37:57.279
<v Speaker 1>my Heart Radio, visit the i Heart Radio app, Apple Podcasts,

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