WEBVTT - Video Game Tech '89

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<v Speaker 1>Welcome to Tech Stuff, a production of I Heart Radios

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<v Speaker 1>How Stuff Works. Hey there, and welcome to tech Stuff.

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<v Speaker 1>I'm your host, Jonathan Strickland. I'm an executive producer with

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<v Speaker 1>iHeart Radio and How Stuff Works, and I love all

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<v Speaker 1>things tech. And it's two thousand nineteen at least it

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<v Speaker 1>is when I'm recording this episode, and I thought it

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<v Speaker 1>might be fun, just for the heck of it to

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<v Speaker 1>look back thirty years ago to the latest in video

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<v Speaker 1>game technology, both to walk down memory lane, since I

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<v Speaker 1>was very much around in nine, or also to just

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<v Speaker 1>reflect on how far we've come since then. You know,

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<v Speaker 1>I've come a very far away. I was a teenager

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<v Speaker 1>in nineteen eighty nine. And I should also point out

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<v Speaker 1>I'm framing this episode in the context of North America

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<v Speaker 1>and specifically the United States. I will mention other regions

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<v Speaker 1>as well, but this is largely because of me looking

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<v Speaker 1>back at thirty years ago in the US and what

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<v Speaker 1>was the video game industry like at that point. Now,

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<v Speaker 1>some very important stuff came out in nineteen eighty nine.

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<v Speaker 1>Some of it would set companies on a path of

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<v Speaker 1>unprecedented success, and some would turn out to be massive misfires,

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<v Speaker 1>and some companies would have a little bit of both,

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<v Speaker 1>and there were a few big moves on the business

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<v Speaker 1>side as well. But first let's give some context for

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<v Speaker 1>nineteen eighty nine. So by nineteen eighty nine, the video

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<v Speaker 1>game industry was in a booming renaissance. The first wave

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<v Speaker 1>of home video game tech had really begun in the

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<v Speaker 1>late nineteen seventies, and it ended, at least in North

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<v Speaker 1>America in a crashing halt in nineteen eighty three. Now,

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<v Speaker 1>the reasons for the video game crash are numerous, and

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<v Speaker 1>I've covered them in previous episodes, so we're not going

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<v Speaker 1>to go into it here, but the industry seemed truly

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<v Speaker 1>dead and literally buried. At least that was the literal

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<v Speaker 1>case for many copies of the Atari twenty Game Et

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<v Speaker 1>the Extraterrestrial and a few other titles that were just

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<v Speaker 1>sitting around taking up space. Then they ended up sitting

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<v Speaker 1>around inside a landfill. Then a company known more for

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<v Speaker 1>playing cards than video games made a go of of

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<v Speaker 1>it in North America. That company was Nintendo, which had

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<v Speaker 1>already made some arcade games, but was a brand new

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<v Speaker 1>player in the home video game console market in the

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<v Speaker 1>United States, and unfortunately, due to timing, they're coming in

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<v Speaker 1>just after the video game crash. Initially, retailers resisted shouldering

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<v Speaker 1>the risk of carrying video game systems again, but Nintendo

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<v Speaker 1>won them over, and as I'm sure you're all aware,

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<v Speaker 1>that turned into a huge success. So by nine nine,

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<v Speaker 1>the video game market was established again, and it also

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<v Speaker 1>had several companies competing for customers. Now, back in the

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<v Speaker 1>early nineteen eighties, those companies would include things like Atari

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<v Speaker 1>and Colco and Mattel Electronics, among others. Atari was still

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<v Speaker 1>around nine nine, but it was no longer the dominant force.

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<v Speaker 1>That designation belonged to squarely to Nintendo, and Nintendo debuted

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<v Speaker 1>a killer product in nineteen eighty nine in the United States.

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<v Speaker 1>The company launched the Game Boy both in Japan and

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<v Speaker 1>in North America in nineteen nine. Japan got it several

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<v Speaker 1>months earlier. It was largely the brainchild of Gunpie Yakoi,

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<v Speaker 1>and I apologize sincerely for butchering names, but he had

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<v Speaker 1>previously led the company on a design for a line

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<v Speaker 1>of portable gaming devices called the Game and Watch. These

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<v Speaker 1>were dedicated to a single title each. They were a

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<v Speaker 1>little handhold, simple game consoles that only had a single

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<v Speaker 1>title programmed hard coded onto the machine. They had a

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<v Speaker 1>very primitive CPU, or really that just primitive microprocessors, and

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<v Speaker 1>they had very very simple graphics compared to something like

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<v Speaker 1>the Game Boy. Now, once technology had advanced to a

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<v Speaker 1>point where more robust and a programmable handheld system would

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<v Speaker 1>become feasible, the company got to work designing the game

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<v Speaker 1>Boy system uh the coin. A designer named Satro Okada

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<v Speaker 1>worked to make this a reality, and Okada's original design

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<v Speaker 1>was a bit more ambitious, but it also would have

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<v Speaker 1>been much more expensive. So while he had initially planned

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<v Speaker 1>for a much more feature robust version of the Game Boy,

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<v Speaker 1>Nintendo executives decided that it was better to cut a

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<v Speaker 1>few features and launch a system that wouldn't cost too

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<v Speaker 1>much and that would help encourage people to adopt the system.

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<v Speaker 1>The handheld game console, the game Boy would revolutionize home gaming.

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<v Speaker 1>Suddenly video games were true le portable. Most handheld games

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<v Speaker 1>preceding the Game Boy were dedicated to a single title,

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<v Speaker 1>like those game and watch games. Many of those handheld

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<v Speaker 1>gaming systems were incredibly primitive. The game Boy brought a

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<v Speaker 1>level of sophistication to portability that was a perfect fit,

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<v Speaker 1>and in North America, this was paired with an amazing

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<v Speaker 1>puzzle game that worked so well with the form factor

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<v Speaker 1>of the Game Boy that it became nearly ubiquitous. That

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<v Speaker 1>game was, of course, Tetris, a game designed by a

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<v Speaker 1>Russian programmer and released earlier in the nineteen eighties, and

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<v Speaker 1>that story alone is fascinating, but I've covered it in

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<v Speaker 1>previous episodes of tech Stuff. The original Nintendo Game Boy

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<v Speaker 1>was an eight bit bit system. That means that it

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<v Speaker 1>had the same processing power as a full Nintendo Entertainment System,

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<v Speaker 1>and I'll go into more detail about eight bit versus

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<v Speaker 1>sixteen bit a little bit later in this episode. But

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<v Speaker 1>like the Nintendo Entertainment System or any GAS, games for

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<v Speaker 1>the Game Boy would appear are on cartridges, just much

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<v Speaker 1>much smaller cartridges than what you would find on the NES.

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<v Speaker 1>So a video game cartridge has the game hard coded

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<v Speaker 1>onto the physical cartridge itself. It's like a circuit board,

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<v Speaker 1>and that limits how much data you can store on

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<v Speaker 1>the card. You're actually talking about physical circuitry. You can

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<v Speaker 1>only get it so small. But it also tends to

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<v Speaker 1>mean that you have a super fast gaming system. It

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<v Speaker 1>can load games very quickly compared to ones that are

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<v Speaker 1>reading it off, say, an optical disk. The original game

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<v Speaker 1>Boy had a direction pad and to control buttons labeled

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<v Speaker 1>A and B. It also had a select button and

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<v Speaker 1>a start button. Had a monochromatic liquid crystal display or

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<v Speaker 1>l c D. Technically it could show up to four

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<v Speaker 1>shades of gray, and it had a resolution of one

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<v Speaker 1>sixty six by one pixels, so not super high resolution.

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<v Speaker 1>But it was a very tiny screen as well, so

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<v Speaker 1>it didn't matter so much. Games ran on a pretty

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<v Speaker 1>good clip with a frame rate of nearly sixty frames

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<v Speaker 1>per second, and there were control dials for volume and contrast.

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<v Speaker 1>You can change the contrast so you could play the

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<v Speaker 1>game in different levels of light and still see what

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<v Speaker 1>was going on on the screen. In addition to the

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<v Speaker 1>eight bit processor, it had eight kilobytes of RAM that's

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<v Speaker 1>random access memory, and the basic handheld device had four

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<v Speaker 1>channels for sound, but it also only had a single speaker. However,

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<v Speaker 1>you could get stereo sound by plugging in headphones into

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<v Speaker 1>a headphone jack, and Nintendo bundled headphones with the game

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<v Speaker 1>Boys so you could do this. One innovation that the

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<v Speaker 1>game Boy brought in was the ability to link together

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<v Speaker 1>multiple game Boy devices, so you could link to game

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<v Speaker 1>Boys together through their serial ports, or you could use

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<v Speaker 1>special adapters and you could link more game Boy systems together,

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<v Speaker 1>which we become really useful when the Pokemon games started

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<v Speaker 1>coming out. The game Boy relied on four double A

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<v Speaker 1>batteries for power, which Nintendo claimed would provide thirty plus

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<v Speaker 1>hours of game time before you drained all the juice

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<v Speaker 1>from those batteries. More conservative estimates put that playtime closer

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<v Speaker 1>to ten to fourteen hours, so about half of what

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<v Speaker 1>Nintendo was claiming. But the battery life really did set

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<v Speaker 1>it apart from the competitors that would follow the game

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<v Speaker 1>Boy just a little bit later. You could also purchase

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<v Speaker 1>some additional peripherals, such as an AC adapter, and you

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<v Speaker 1>could plug your game Boy into the wall so you

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<v Speaker 1>didn't have to worry about using batteries at all. Of course,

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<v Speaker 1>that also makes it much less portable. Or you could

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<v Speaker 1>buy a rechargeable battery pack to cut down on those

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<v Speaker 1>a A battery purchases, but then of course you would

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<v Speaker 1>have to recharge the battery pack whenever you had drained

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<v Speaker 1>it down. The game Boy would become one of the

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<v Speaker 1>top selling video game systems of all time. That being said,

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<v Speaker 1>it is hard to say exactly how well the original

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<v Speaker 1>game Boy did because Nintendo would lump together the group

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<v Speaker 1>sales figures for the game Boy and the game Boy Color,

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<v Speaker 1>which came out nearly a decade after the original game Boy.

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<v Speaker 1>All of those get lumped into one category. The original

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<v Speaker 1>retail price for the game Boy was eighty nine dollars

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<v Speaker 1>and cents. Nintendo's game Boy got a head start against

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<v Speaker 1>other handheld devices that would launch a little later in

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<v Speaker 1>nineteen beyond, and it was a hit pretty much right

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<v Speaker 1>at the get go. In Japan, Nintendo's sold out of

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<v Speaker 1>its initial production run right away. I g N reports

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<v Speaker 1>that on the first day of sales in North America,

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<v Speaker 1>forty thousand people bought a game Boy, not bad for

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<v Speaker 1>its brand new debut in a brand new market. Nintendo

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<v Speaker 1>did have competitors, though, and most of them were from Japan.

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<v Speaker 1>One of those competitors was ANYC Corporation, which is still

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<v Speaker 1>very much round today and is involved in several high

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<v Speaker 1>tech businesses, but not so much in video games anymore.

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<v Speaker 1>The company wanted to get into this lucrative home video

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<v Speaker 1>game business in the nineteen eighties, and to do that,

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<v Speaker 1>NBC partnered with another Japanese company called Hudson Soft, which

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<v Speaker 1>very much does not exist anymore today as it merged

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<v Speaker 1>with Konami in two thousand twelve. The result was a

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<v Speaker 1>machine that in Japan was called the PC Engine, and

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<v Speaker 1>it came out in Japan in nineteen seven. It would

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<v Speaker 1>take two more years to make its way over to

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<v Speaker 1>North America, and in August it would debut in the

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<v Speaker 1>United States under a different name, the Turbo Graphics sixteen.

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<v Speaker 1>The Turbo Graphics sixteen was the an early console in

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<v Speaker 1>the market that would help bring in the sixteen bit era.

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<v Speaker 1>But that's with a few qualifiers. Systems like the Famicom

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<v Speaker 1>better known as the Ninteno entertainment system in the US

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<v Speaker 1>where eight bit systems not sixteen bit systems. Now, let's

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<v Speaker 1>talk about that difference. Remember that a bit is a

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<v Speaker 1>basic unit of information in computer language. It's a zero

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<v Speaker 1>or it's a one, So it's akin to a physical switch,

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<v Speaker 1>either being switched off or switched on. An eight bet

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<v Speaker 1>processor can perform operations on data up to eight bits

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<v Speaker 1>in size, and if you were to write out all

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<v Speaker 1>the different arrangements of eight bits, from having eight zeros

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<v Speaker 1>in a row to eight ones in a row and

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<v Speaker 1>every variation in between. You would count those all up

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<v Speaker 1>and you would find out you have two hundred fifty

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<v Speaker 1>six variations of standing for the numbers of zero to

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<v Speaker 1>two D. A sixteen bit processor can handle data of

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<v Speaker 1>up to sixteen bits in size, and you might at

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<v Speaker 1>first think, oh, it can hold twice as much or

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<v Speaker 1>handle twice as much information, or information that's twice as large,

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<v Speaker 1>but it's actually way way more than that. We're talking

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<v Speaker 1>instead of two hundred fifty six variations, sixty five thousand,

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<v Speaker 1>five hundred thirty six variations, and if you're paying attention,

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<v Speaker 1>that's two hundred fifty six squared. This same mathematical relationship

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<v Speaker 1>holds true as you go up bit sizes. So a

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<v Speaker 1>thirty two bit processor can handle data of up to

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<v Speaker 1>thirty two bits and size, which has four billion, two million,

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<v Speaker 1>nine hundred sixty seven thousand, two hundred nine variations, which

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<v Speaker 1>is also sixty thousand, five hundred thirty six squared, and

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<v Speaker 1>so on. So you see, as you increase the bit

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<v Speaker 1>size that a processor can handle, it can handle an

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<v Speaker 1>enormous amount more information. Anyway, back to sixteen bits. What

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<v Speaker 1>this means from a user experience standpoint is that the

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<v Speaker 1>mass seen can process more data in the same amount

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<v Speaker 1>of time as an eight bit machine, which for video

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<v Speaker 1>games tends to most easily be perceived in the form

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<v Speaker 1>of better graphics and sound. But here's where we get

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<v Speaker 1>into some of those qualifiers. The Turbo Graphics sixteen actually

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<v Speaker 1>wasn't a true sixteen bit system. It had an eight

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<v Speaker 1>bit CPU, just like the Nintendo Entertainment System, but it

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<v Speaker 1>also had a sixteen bet video display controller and a

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<v Speaker 1>sixteen bit video color encoder. Now this meant that the

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<v Speaker 1>Turbo Graphics sixteen could spit out better graphics and way

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<v Speaker 1>more colors than an AS could do. The NES was

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<v Speaker 1>limited to sixty four preset colors, and it could only

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<v Speaker 1>display twenty five of those at one time on a screen. Typically,

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<v Speaker 1>the Tobographics sixteen had a palette of five hundred twelve colors,

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<v Speaker 1>which is technically nine bits in size, and it could

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<v Speaker 1>show four eight two of those on screen at once,

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<v Speaker 1>although that was divided into colors that would be in

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<v Speaker 1>the background and colors that were in moving components on

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<v Speaker 1>the screen that we would call sprites. The resolution of

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<v Speaker 1>the Turbo Graphics sixteen might make you wins today, as

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<v Speaker 1>most games used a resolution of two hundred fifty six

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<v Speaker 1>by two hundred thirty nine pixels, essentially the same resolution

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<v Speaker 1>as the NES. Some games would boast a resolution of

0:14:22.520 --> 0:14:27.120
<v Speaker 1>up to five twelve by two pixels, but they were rare.

0:14:28.000 --> 0:14:32.480
<v Speaker 1>There were many variations of the PC Engine slash Turbo

0:14:32.480 --> 0:14:36.160
<v Speaker 1>Graphics sixteen. In fact, there were enough different versions of

0:14:36.160 --> 0:14:39.240
<v Speaker 1>this game system to justify a full episode of tech Stuff.

0:14:39.960 --> 0:14:43.520
<v Speaker 1>An EC released peripherals to augment the system, as well

0:14:43.560 --> 0:14:48.720
<v Speaker 1>as updated versions of that system that incorporated those upgrades

0:14:49.160 --> 0:14:52.480
<v Speaker 1>later on. So one of those was an external CD

0:14:52.800 --> 0:14:56.560
<v Speaker 1>ROM drive. It originally was an additional peripheral you could buy.

0:14:56.760 --> 0:14:58.760
<v Speaker 1>You could hook it up to your Turbo Graphics sixteen

0:14:59.240 --> 0:15:01.800
<v Speaker 1>and then you would have a CD ROM. Later versions

0:15:01.800 --> 0:15:06.080
<v Speaker 1>of the Turbo Graphics sixteen would have it incorporated into

0:15:06.160 --> 0:15:09.960
<v Speaker 1>the design of the overall console. Now I mentioned this

0:15:10.120 --> 0:15:13.920
<v Speaker 1>in this episode because it was released four of the

0:15:13.920 --> 0:15:17.800
<v Speaker 1>Turbo Graphics sixteen in North America in late nine nine,

0:15:17.960 --> 0:15:20.800
<v Speaker 1>So you had the CD ROM system go on the

0:15:20.840 --> 0:15:24.160
<v Speaker 1>market about a month or two after the actual system

0:15:24.280 --> 0:15:29.120
<v Speaker 1>was on sale, and that means that it's something that

0:15:29.160 --> 0:15:31.760
<v Speaker 1>we should talk about in this episode. Now I'm going

0:15:31.800 --> 0:15:34.600
<v Speaker 1>to mention a little bit more about the Turbo Graphics

0:15:34.640 --> 0:15:37.600
<v Speaker 1>sixteen and its fate in just a moment, but first

0:15:37.920 --> 0:15:48.440
<v Speaker 1>let's take a quick break. The Japanese design for the

0:15:48.480 --> 0:15:53.000
<v Speaker 1>PC Engine was incredibly efficient and made the PC Engine

0:15:53.040 --> 0:15:58.160
<v Speaker 1>one of the smallest consoles. Ever, it's very compact. The

0:15:58.160 --> 0:16:03.280
<v Speaker 1>original machine ran on artridges called WHO cards, and they

0:16:03.280 --> 0:16:06.400
<v Speaker 1>were about the dimension of a credit card, but thicker,

0:16:07.160 --> 0:16:10.760
<v Speaker 1>and the CD ROM peripheral meant game designers could take

0:16:10.800 --> 0:16:13.880
<v Speaker 1>advantage of the increased storage capacity of the compact disc

0:16:14.200 --> 0:16:17.560
<v Speaker 1>to build longer, more intricate games, though they were still

0:16:17.680 --> 0:16:20.760
<v Speaker 1>limited by the capabilities of the processor and the chips

0:16:20.800 --> 0:16:23.480
<v Speaker 1>and the Turbographics sixteen. It's not like those games can

0:16:23.520 --> 0:16:27.120
<v Speaker 1>magically just be better, uh as far as graphics and

0:16:27.240 --> 0:16:30.760
<v Speaker 1>sound word concern It also had only one game control

0:16:30.800 --> 0:16:34.320
<v Speaker 1>report on the console, though you could purchase a peripheral

0:16:34.360 --> 0:16:37.240
<v Speaker 1>called a Turbo Tap to allow you to plug into

0:16:37.360 --> 0:16:41.000
<v Speaker 1>up to five controllers onto that system. And the Turbo

0:16:41.040 --> 0:16:45.840
<v Speaker 1>Graphics sixteen wasn't nearly as small the US version as

0:16:45.920 --> 0:16:50.000
<v Speaker 1>the Japanese version of that same machine, So the form

0:16:50.120 --> 0:16:53.600
<v Speaker 1>factor for the Turbo Graphics sixteen is different from the

0:16:53.680 --> 0:16:56.760
<v Speaker 1>PC Engine, even though the guts are exactly the same,

0:16:57.560 --> 0:17:00.840
<v Speaker 1>and this was done on purpose. The general full pilosophy

0:17:01.040 --> 0:17:06.000
<v Speaker 1>was that Americans would prefer something bigger and more futuristic

0:17:06.040 --> 0:17:11.480
<v Speaker 1>looking and more that for Americans, you wanted to have

0:17:11.560 --> 0:17:17.080
<v Speaker 1>a bigger console because the perceived uh quality, the perceived

0:17:17.560 --> 0:17:21.439
<v Speaker 1>value of the console would be greater because it was bigger.

0:17:21.840 --> 0:17:24.840
<v Speaker 1>In other words, if you're selling something that was smaller,

0:17:24.880 --> 0:17:27.520
<v Speaker 1>even though it was smaller because it was very well engineered,

0:17:28.680 --> 0:17:31.200
<v Speaker 1>people would think, well, that's not worth the money they're

0:17:31.200 --> 0:17:34.320
<v Speaker 1>asking because look at the size of the thing. They

0:17:34.359 --> 0:17:36.840
<v Speaker 1>were thinking about the size of the form factor, not

0:17:36.880 --> 0:17:42.439
<v Speaker 1>necessarily its performance. The PC engine did quite well in Japan,

0:17:42.920 --> 0:17:47.800
<v Speaker 1>but the Turbographics sixteen really never matched that performance here

0:17:47.800 --> 0:17:52.840
<v Speaker 1>in North America. The console costs one dollars and nine

0:17:53.359 --> 0:17:56.800
<v Speaker 1>cents in the US upon hitting store shelves, making it

0:17:56.880 --> 0:18:00.960
<v Speaker 1>nearly twice as expensive as the ness, and if you

0:18:01.000 --> 0:18:04.199
<v Speaker 1>wanted to add that CD ROM peripheral at the end

0:18:04.200 --> 0:18:06.959
<v Speaker 1>of nineteen nine, you would have to shell out an

0:18:06.960 --> 0:18:11.720
<v Speaker 1>additional three hundred nine dollars and cents. That was a

0:18:11.800 --> 0:18:14.760
<v Speaker 1>heck of a steep price to pay, and very few

0:18:14.800 --> 0:18:18.160
<v Speaker 1>people did it. I mean, you're talking about a peripheral.

0:18:18.280 --> 0:18:22.119
<v Speaker 1>That's two hundred dollars more than the base console that

0:18:22.280 --> 0:18:26.800
<v Speaker 1>it is augmenting. Now, what this meant for developers was

0:18:26.840 --> 0:18:29.080
<v Speaker 1>that there were so few people who are buying the

0:18:29.119 --> 0:18:33.320
<v Speaker 1>CD ROM peripheral, it didn't make sense to dedicate resources

0:18:33.359 --> 0:18:37.359
<v Speaker 1>in a game development studio to build games for that peripheral,

0:18:38.320 --> 0:18:41.480
<v Speaker 1>so it would become a very expensive add on to

0:18:41.640 --> 0:18:45.880
<v Speaker 1>a video game console that was largely unsupported. So gamers

0:18:45.920 --> 0:18:49.000
<v Speaker 1>tend to blame the failure of the Turbographics sixteen in

0:18:49.040 --> 0:18:53.440
<v Speaker 1>the US on several factors, such as a lackluster video

0:18:53.480 --> 0:18:59.800
<v Speaker 1>game library. Nintendo was really busy working with deals uh

0:19:00.119 --> 0:19:05.200
<v Speaker 1>on third party developers into what amounted to exclusivity deals,

0:19:05.240 --> 0:19:08.720
<v Speaker 1>like the developers weren't really able to develop for other platforms,

0:19:09.320 --> 0:19:11.920
<v Speaker 1>there was no real marketing support in the United States,

0:19:12.080 --> 0:19:14.400
<v Speaker 1>and there was also the debut of another system I'll

0:19:14.440 --> 0:19:17.359
<v Speaker 1>get to in just a moment that was technically superior

0:19:17.480 --> 0:19:23.000
<v Speaker 1>to the Turbographics sixteen. By nine, NC decided that enough

0:19:23.080 --> 0:19:27.320
<v Speaker 1>was enough and discontinued production of the console. The company

0:19:27.359 --> 0:19:30.960
<v Speaker 1>would go on to produce a thirty two bit successor

0:19:31.480 --> 0:19:35.080
<v Speaker 1>called the PCFX, but that was only ever released in

0:19:35.160 --> 0:19:39.280
<v Speaker 1>Japan in n One other thing to add, there is

0:19:39.320 --> 0:19:43.080
<v Speaker 1>a Turbo Graphics sixteen mini consoles scheduled to come out

0:19:43.119 --> 0:19:46.840
<v Speaker 1>in March twenty with fifty seven games those Some of

0:19:46.880 --> 0:19:50.480
<v Speaker 1>those games are the English and Japanese versions of the

0:19:50.560 --> 0:19:53.560
<v Speaker 1>same title, so you get a couple of duplicates, but

0:19:53.800 --> 0:19:56.520
<v Speaker 1>they are you know, one of them has been regionalized

0:19:56.600 --> 0:19:59.600
<v Speaker 1>for the United States and probably has slightly different content

0:19:59.720 --> 0:20:02.600
<v Speaker 1>than the original Japanese version. But if you were ever

0:20:02.680 --> 0:20:05.320
<v Speaker 1>curious about the Turbo Graphics sixteen, you can actually pick

0:20:05.359 --> 0:20:08.760
<v Speaker 1>up one of these Turbo Graphics sixteen minis and for

0:20:08.800 --> 0:20:12.800
<v Speaker 1>about a hundred bucks to try it out. Now let's

0:20:12.800 --> 0:20:16.520
<v Speaker 1>shift gears and talk about the Sega Genesis launch in

0:20:16.600 --> 0:20:20.480
<v Speaker 1>North America. This is a console that had also already

0:20:20.520 --> 0:20:25.080
<v Speaker 1>premiered in Japan. This one came out nineteen under its

0:20:25.119 --> 0:20:28.879
<v Speaker 1>original name, which was the Sega Mega Drive, but it

0:20:29.040 --> 0:20:32.240
<v Speaker 1>was brand new over here in the United States nineteen nine.

0:20:32.760 --> 0:20:35.600
<v Speaker 1>Over Here we called it the Genesis, and pretty much

0:20:35.600 --> 0:20:38.960
<v Speaker 1>everywhere else in the world it remained the Mega Drive. Also,

0:20:39.000 --> 0:20:41.320
<v Speaker 1>this is where we get another qualifier for that Turbo

0:20:41.359 --> 0:20:46.160
<v Speaker 1>Graphics sixteen see In Japan, the PC Engine, also known

0:20:46.200 --> 0:20:51.320
<v Speaker 1>as the Turbo Graphics sixteen launched first, but in North America,

0:20:51.760 --> 0:20:56.680
<v Speaker 1>the Genesis or the Mega Drive released on August fourteenth,

0:20:56.760 --> 0:21:01.240
<v Speaker 1>nineteen eighty nine, and the Turbographics sixteen least on August

0:21:01.320 --> 0:21:04.360
<v Speaker 1>twenty nine of that same year, so here in the States,

0:21:04.800 --> 0:21:08.760
<v Speaker 1>the first sixteen bit game system really goes to the Genesis.

0:21:09.400 --> 0:21:12.800
<v Speaker 1>More on that in a second. Sega had previously attempted

0:21:13.000 --> 0:21:17.320
<v Speaker 1>to compete with Nintendo and also a flailing Atari, with

0:21:17.480 --> 0:21:20.439
<v Speaker 1>the Sega Master System a few years earlier, but that

0:21:20.520 --> 0:21:22.480
<v Speaker 1>console didn't get a whole lot of lo from the

0:21:22.520 --> 0:21:25.520
<v Speaker 1>gaming community at large in the United States. It did

0:21:25.600 --> 0:21:28.720
<v Speaker 1>much better in places like Europe, and in Brazil it

0:21:28.760 --> 0:21:32.879
<v Speaker 1>became a dominant video game console. There was an even

0:21:32.880 --> 0:21:36.440
<v Speaker 1>earlier Sega video game console called the SG one thousand,

0:21:36.760 --> 0:21:40.320
<v Speaker 1>but that one never launched in North America at all. Now,

0:21:40.320 --> 0:21:44.240
<v Speaker 1>the story goes that Sega originally intended the Mega Drive

0:21:44.560 --> 0:21:48.240
<v Speaker 1>or Genesis to be another eight bit video game system

0:21:48.320 --> 0:21:52.720
<v Speaker 1>like the Nintendo Entertainment System, but then Sega executives heard

0:21:52.840 --> 0:21:56.320
<v Speaker 1>rumor that Nintendo was developing the next generation of video

0:21:56.359 --> 0:22:00.800
<v Speaker 1>game hardware, and they didn't want to trade behind the

0:22:00.840 --> 0:22:04.840
<v Speaker 1>dominant company in home video games. On a technical level, Again,

0:22:05.400 --> 0:22:07.160
<v Speaker 1>they didn't want to have to try and catch up.

0:22:07.359 --> 0:22:10.200
<v Speaker 1>They definitely didn't want to release an eight bit system

0:22:10.280 --> 0:22:13.320
<v Speaker 1>just a year or two before a sixteen bit system

0:22:13.359 --> 0:22:16.760
<v Speaker 1>from Nintendo. So they set a big goal, and that

0:22:16.840 --> 0:22:19.200
<v Speaker 1>was to be the first to market with a true

0:22:19.359 --> 0:22:24.280
<v Speaker 1>sixteen bit video game system. Unlike the Turbographics sixteen, the

0:22:24.359 --> 0:22:27.840
<v Speaker 1>CPU and the Sega Genesis is a real, honest to

0:22:27.920 --> 0:22:32.080
<v Speaker 1>goodness sixteen bit CPU. So not only did it come

0:22:32.080 --> 0:22:35.320
<v Speaker 1>out first in the States, it could also boast being

0:22:35.359 --> 0:22:40.080
<v Speaker 1>more technologically advanced than the console that released right after

0:22:40.200 --> 0:22:44.280
<v Speaker 1>it came out. In addition to the more powerful CPU,

0:22:44.359 --> 0:22:47.720
<v Speaker 1>the Genesis had seventy two kilobytes of RAM and sixty

0:22:47.800 --> 0:22:51.760
<v Speaker 1>four kilobytes of video RAM. It had a color palette

0:22:51.760 --> 0:22:54.520
<v Speaker 1>of five hundred twelve colors and was able to show

0:22:54.640 --> 0:22:58.040
<v Speaker 1>up to sixty one on screen at once, so in

0:22:58.080 --> 0:23:01.920
<v Speaker 1>that way, it was actually lagging by hind the Turbographics sixteen,

0:23:02.000 --> 0:23:05.119
<v Speaker 1>which could show more colors on screen at a single moment.

0:23:05.800 --> 0:23:08.879
<v Speaker 1>One feature that I don't think was widely known in

0:23:08.920 --> 0:23:12.720
<v Speaker 1>the US was that the Sega Genesis was also backwards

0:23:12.720 --> 0:23:16.600
<v Speaker 1>compatible with the Sega Master System. That was, if you

0:23:16.760 --> 0:23:21.400
<v Speaker 1>bought the peripheral called the power Base Converter, which makes

0:23:21.440 --> 0:23:24.199
<v Speaker 1>it sound like a video game peripheral that Luke Skywalker

0:23:24.240 --> 0:23:28.320
<v Speaker 1>would use. The original game bundled with the Sega Genesis

0:23:28.400 --> 0:23:31.919
<v Speaker 1>was Altered Beasts, which is a pretty trippy game that

0:23:31.960 --> 0:23:34.720
<v Speaker 1>I used to play in the arcades. And unlike the

0:23:34.880 --> 0:23:39.720
<v Speaker 1>NBC launch of the Turbographics sixteen, which seemed anemic from

0:23:39.720 --> 0:23:43.760
<v Speaker 1>a marketing perspective in the US, Sega North America came

0:23:43.800 --> 0:23:48.359
<v Speaker 1>out like guns a blazon to promote the Genesis, including

0:23:48.400 --> 0:23:52.399
<v Speaker 1>commercials with celebrity appearances, and that helped push the Genesis

0:23:52.520 --> 0:23:57.360
<v Speaker 1>into a solid second place behind Nintendo Entertainment System, even

0:23:57.359 --> 0:24:00.080
<v Speaker 1>though the NES was still an eight bit system. The

0:24:00.080 --> 0:24:03.639
<v Speaker 1>Turbo Graphics sixteen became and also ran in the United

0:24:03.680 --> 0:24:06.280
<v Speaker 1>States and didn't make much of a dent. Now. While

0:24:06.280 --> 0:24:09.560
<v Speaker 1>the Genesis did not immediately overtake Nintendo's market share in

0:24:09.600 --> 0:24:13.040
<v Speaker 1>North America, that would change with the introduction of a

0:24:13.080 --> 0:24:16.720
<v Speaker 1>certain speedy, little blue guy called Sonic a couple of

0:24:16.800 --> 0:24:20.080
<v Speaker 1>years later. That's when we saw Sega on top in

0:24:20.160 --> 0:24:23.240
<v Speaker 1>the console wars for a short while, and it didn't

0:24:23.280 --> 0:24:25.879
<v Speaker 1>hurt that. At the same time, the company dropped the

0:24:25.920 --> 0:24:30.640
<v Speaker 1>price for the Sega Genesis console, so it shot ahead

0:24:30.960 --> 0:24:33.479
<v Speaker 1>for at least a short while in the United States.

0:24:34.240 --> 0:24:37.200
<v Speaker 1>Speaking of price, when the Genesis first went on the market,

0:24:37.240 --> 0:24:40.960
<v Speaker 1>it would set you back one eighty nine dollars, making

0:24:41.000 --> 0:24:43.879
<v Speaker 1>it just a hundred dollars more than a Nintendo Game

0:24:43.920 --> 0:24:47.359
<v Speaker 1>Boy at that same time. Not long after both the

0:24:47.440 --> 0:24:51.480
<v Speaker 1>Genesis and the Turbo Graphics sixteen hit the market, another

0:24:51.560 --> 0:24:54.560
<v Speaker 1>system went gold in North America, and this was a

0:24:54.600 --> 0:24:59.600
<v Speaker 1>system from an established American name in video games. It

0:24:59.680 --> 0:25:04.360
<v Speaker 1>came on the former heavyweight champion of home gaming, Atari,

0:25:04.840 --> 0:25:09.480
<v Speaker 1>and it was poised to revolutionize handheld gaming. The system

0:25:09.680 --> 0:25:13.639
<v Speaker 1>was the Atari Links, which actually didn't start out as

0:25:13.640 --> 0:25:18.520
<v Speaker 1>an Atari handheld system at all. Instead, it began as

0:25:18.560 --> 0:25:21.960
<v Speaker 1>a project at a company called Epics E P y

0:25:22.400 --> 0:25:26.800
<v Speaker 1>X in eighty six or early seven. A couple of

0:25:26.840 --> 0:25:31.240
<v Speaker 1>the designers, Dave Needle and R. J. Michael, had worked

0:25:31.320 --> 0:25:36.479
<v Speaker 1>on the original Amiga computer system design. Like Nintendo, they

0:25:36.520 --> 0:25:39.960
<v Speaker 1>wanted to bring handheld gaming into the next era, and

0:25:40.000 --> 0:25:43.320
<v Speaker 1>their design was much more ambitious than the game Boy was.

0:25:43.840 --> 0:25:45.680
<v Speaker 1>And keep in mind this was being developed at the

0:25:45.720 --> 0:25:49.160
<v Speaker 1>same time that the game Boy was being developed. This

0:25:49.280 --> 0:25:53.359
<v Speaker 1>was called the Handy in epics. It was the code

0:25:53.440 --> 0:25:55.720
<v Speaker 1>name for it. The less said about that, the better,

0:25:55.760 --> 0:25:59.720
<v Speaker 1>I think. But it was a beefy handheld system. If

0:25:59.760 --> 0:26:03.200
<v Speaker 1>you're familiar with the Amiga, then that statement probably doesn't

0:26:03.200 --> 0:26:05.480
<v Speaker 1>come as much of the surprise because the Amiga was

0:26:05.560 --> 0:26:09.440
<v Speaker 1>known as a computer with superior graphics and sound at

0:26:09.480 --> 0:26:13.760
<v Speaker 1>the time of its production. The handheld console called the

0:26:13.840 --> 0:26:17.720
<v Speaker 1>Handy would follow a similar path. So the CPU and

0:26:17.800 --> 0:26:22.439
<v Speaker 1>the Handy slash Links was an eight bit processor like

0:26:22.520 --> 0:26:26.560
<v Speaker 1>that of the Turbographics sixteen and the No Entertainment System,

0:26:26.600 --> 0:26:31.520
<v Speaker 1>but it also had two coprocessors nicknamed Suzie and Mikey,

0:26:31.560 --> 0:26:34.880
<v Speaker 1>and these were custom built sixteen bit chips running at

0:26:34.880 --> 0:26:37.840
<v Speaker 1>a clock speed of sixteen mega hurts. It also had

0:26:37.880 --> 0:26:42.320
<v Speaker 1>a math coprocessor. These chips gave the future Links the

0:26:42.400 --> 0:26:49.159
<v Speaker 1>ability to create sophisticated, colorful gaming experiences. In fact, the

0:26:49.200 --> 0:26:52.159
<v Speaker 1>device would be able to display up to four thousand,

0:26:52.440 --> 0:26:56.160
<v Speaker 1>ninety six colors total, though it could only show sixteen

0:26:56.280 --> 0:27:00.960
<v Speaker 1>simultaneous colors per scan line on the screen. The standard

0:27:00.960 --> 0:27:05.160
<v Speaker 1>resolution was one hundred sixty pixels by one hundred two pixels,

0:27:05.480 --> 0:27:08.959
<v Speaker 1>with a sort of faux high resolution mode capable of

0:27:08.960 --> 0:27:11.720
<v Speaker 1>displaying a picture of up to four hundred eighty by

0:27:11.800 --> 0:27:15.320
<v Speaker 1>one hundred two pixels. The screen itself measured just three

0:27:15.320 --> 0:27:18.200
<v Speaker 1>and a half inches on the diagonal, so again, at

0:27:18.240 --> 0:27:21.040
<v Speaker 1>that small of a screen, the resolution was pretty darn good,

0:27:21.400 --> 0:27:23.600
<v Speaker 1>and it could display up to a hundred eight on

0:27:23.800 --> 0:27:27.000
<v Speaker 1>screen sprites at the same time and could support a

0:27:27.040 --> 0:27:30.840
<v Speaker 1>frame rate of up to seventy frames per second. It

0:27:30.920 --> 0:27:33.919
<v Speaker 1>was a much bigger than the Game Boy when it

0:27:33.960 --> 0:27:37.720
<v Speaker 1>came out, almost twice as wide as the Game Boy

0:27:37.960 --> 0:27:41.280
<v Speaker 1>was tall, and like the Game Boy, it was a

0:27:41.359 --> 0:27:44.880
<v Speaker 1>cartridge based system, and it also had a D pad

0:27:44.920 --> 0:27:48.360
<v Speaker 1>for control and two pairs of buttons in the original

0:27:48.400 --> 0:27:50.280
<v Speaker 1>build out for the device, so there was an A

0:27:50.400 --> 0:27:52.840
<v Speaker 1>button and a B button, and then there was another

0:27:53.000 --> 0:27:55.600
<v Speaker 1>A button and a B button yep, but had two

0:27:55.680 --> 0:27:58.800
<v Speaker 1>sets of A B buttons. One set was at the

0:27:58.880 --> 0:28:01.840
<v Speaker 1>top right side aid which had the A and the

0:28:01.840 --> 0:28:06.280
<v Speaker 1>B upside down from the viewers perspective, and one set

0:28:06.440 --> 0:28:11.000
<v Speaker 1>at the bottom right side, And this was so that

0:28:11.040 --> 0:28:13.040
<v Speaker 1>you could, with the push of a couple of other

0:28:13.200 --> 0:28:16.720
<v Speaker 1>system buttons, flipped the device around so you can actually

0:28:16.760 --> 0:28:19.080
<v Speaker 1>control the D pad with your right hand instead of

0:28:19.119 --> 0:28:21.400
<v Speaker 1>your left hand, and you can use your left hand

0:28:21.440 --> 0:28:24.840
<v Speaker 1>to control the buttons, so it was an ambidexterous device.

0:28:24.960 --> 0:28:29.080
<v Speaker 1>As a left hander, I appreciate that design decision. Now,

0:28:29.400 --> 0:28:32.280
<v Speaker 1>like the game Boy, you could also link a bunch

0:28:32.359 --> 0:28:34.920
<v Speaker 1>of these together if you had the right cables and

0:28:35.040 --> 0:28:38.160
<v Speaker 1>had the standard volume dial, had a brightness dial, and

0:28:38.200 --> 0:28:40.720
<v Speaker 1>had a few control buttons to go through game menus

0:28:40.760 --> 0:28:43.560
<v Speaker 1>and stuff. It had a headphone jack and had a

0:28:43.600 --> 0:28:45.880
<v Speaker 1>power jack, and it also had a speaker on the

0:28:45.960 --> 0:28:48.760
<v Speaker 1>right side of the device where the buttons were. There

0:28:48.840 --> 0:28:53.440
<v Speaker 1>was a whole lot of unused space inside the links

0:28:53.600 --> 0:28:58.520
<v Speaker 1>build out of the system, and that's because executives at

0:28:58.520 --> 0:29:01.800
<v Speaker 1>Atari thought the public would want a larger form factor.

0:29:01.840 --> 0:29:06.080
<v Speaker 1>We're again getting into that perceived value philosophy, the idea

0:29:06.120 --> 0:29:10.320
<v Speaker 1>that if this console looks small, people are not gonna

0:29:10.360 --> 0:29:13.240
<v Speaker 1>think it's worth paying a premium price for it, so

0:29:13.280 --> 0:29:15.880
<v Speaker 1>you've got to make it big and clunky. That turned

0:29:15.880 --> 0:29:18.160
<v Speaker 1>out to be a mistake and one of the reasons

0:29:18.240 --> 0:29:21.760
<v Speaker 1>for the links to redesign that would follow a short

0:29:21.840 --> 0:29:26.760
<v Speaker 1>time later. All this power and versatility came with a cost,

0:29:27.360 --> 0:29:32.360
<v Speaker 1>and that cost was battery life. The handy slash links

0:29:32.400 --> 0:29:36.360
<v Speaker 1>required six double a batteries, so two more double as

0:29:36.400 --> 0:29:39.760
<v Speaker 1>than the game Boy used, or you could get a

0:29:39.800 --> 0:29:42.800
<v Speaker 1>special battery pack for it, or you could use an

0:29:42.800 --> 0:29:46.600
<v Speaker 1>AC adapter and plug it into the wall. If you

0:29:46.600 --> 0:29:50.560
<v Speaker 1>were using the regular double A batteries, those batteries drained

0:29:50.960 --> 0:29:54.360
<v Speaker 1>very quickly. Now, remember the game Boy might last more

0:29:54.400 --> 0:29:57.680
<v Speaker 1>than twelve or fourteen hours on a set of double

0:29:57.720 --> 0:30:00.960
<v Speaker 1>A batteries, and again into that was claiming up to

0:30:01.040 --> 0:30:06.120
<v Speaker 1>thirty hours. The links would go through six double a's

0:30:06.160 --> 0:30:10.160
<v Speaker 1>in about four hours of play. A redesign that links

0:30:10.200 --> 0:30:13.000
<v Speaker 1>to that would come a little bit later, would actually

0:30:13.200 --> 0:30:17.640
<v Speaker 1>improve that power consumption a little bit, making it more

0:30:17.680 --> 0:30:21.120
<v Speaker 1>of a five hour run time instead of four. Now,

0:30:21.160 --> 0:30:24.320
<v Speaker 1>this was made doubly frustrating due to some games having

0:30:24.360 --> 0:30:26.880
<v Speaker 1>a full run time of like an hour and a half,

0:30:27.440 --> 0:30:29.560
<v Speaker 1>and there was no way to save your progress when

0:30:29.560 --> 0:30:32.120
<v Speaker 1>you're playing a game. So if you start a game

0:30:32.400 --> 0:30:34.640
<v Speaker 1>and your intent is I'm gonna play this game, I'm

0:30:34.640 --> 0:30:36.600
<v Speaker 1>gonna get to the end of this game, and it

0:30:36.640 --> 0:30:38.280
<v Speaker 1>takes you an hour and a half to play through,

0:30:38.960 --> 0:30:40.680
<v Speaker 1>it meant you needed to be sure that you had

0:30:40.720 --> 0:30:44.040
<v Speaker 1>fresh batteries in your links when you started the game,

0:30:44.160 --> 0:30:46.640
<v Speaker 1>or else you could end up losing an entire session

0:30:47.080 --> 0:30:49.680
<v Speaker 1>just as things were getting good because the batteries would

0:30:49.760 --> 0:30:53.080
<v Speaker 1>drain and the console would just turn off in the

0:30:53.080 --> 0:30:55.920
<v Speaker 1>middle of your game. Um, more likely you're going to

0:30:56.000 --> 0:30:58.760
<v Speaker 1>plug it in, but that kind of defeats the whole

0:30:58.800 --> 0:31:01.520
<v Speaker 1>purpose of the portable, so it right well. During the

0:31:01.600 --> 0:31:05.480
<v Speaker 1>design and development process, Epics had run into some financial

0:31:05.520 --> 0:31:08.560
<v Speaker 1>problems and lack the resources needed to go into full

0:31:08.600 --> 0:31:12.080
<v Speaker 1>production on a new device, so the company approached a

0:31:12.080 --> 0:31:16.680
<v Speaker 1>couple of different possible partners. Stories mentioned companies like Nintendo

0:31:16.800 --> 0:31:20.160
<v Speaker 1>and Sega, but that didn't go anywhere, and it would

0:31:20.160 --> 0:31:24.240
<v Speaker 1>be Atari that would jump in and try to snatch

0:31:24.320 --> 0:31:28.840
<v Speaker 1>this opportunity to produce a really cool handheld gaming system. Now,

0:31:28.880 --> 0:31:32.480
<v Speaker 1>at the time, Atari was trailing way behind in the

0:31:32.560 --> 0:31:36.600
<v Speaker 1>video game market as an console manufacturer anyway, and the

0:31:36.640 --> 0:31:40.320
<v Speaker 1>story goes that Atari agreed to produce the rebranded handy

0:31:40.440 --> 0:31:45.560
<v Speaker 1>officially rebranded as The Links, possibly as far back as seven,

0:31:45.960 --> 0:31:49.200
<v Speaker 1>but it would actually be two years before it finally

0:31:49.680 --> 0:31:53.600
<v Speaker 1>released The Links. Now, I've seen other sources that dispute

0:31:53.640 --> 0:31:57.280
<v Speaker 1>this and suggest that Atari really only got involved as

0:31:57.360 --> 0:32:02.200
<v Speaker 1>late as January nineteen nine, which makes more sense because

0:32:02.360 --> 0:32:05.760
<v Speaker 1>that would say that the company didn't really sit on

0:32:05.880 --> 0:32:10.920
<v Speaker 1>the design. Instead, that time was taken up redesigning the

0:32:11.000 --> 0:32:14.320
<v Speaker 1>handy into the links. But it was definitely Attari that

0:32:14.360 --> 0:32:18.080
<v Speaker 1>told the engineers to make the form factor larger again

0:32:18.120 --> 0:32:25.680
<v Speaker 1>to give that perceived value UH added into the Console Boy.

0:32:25.880 --> 0:32:30.840
<v Speaker 1>The eighties, fun times, clunky times. I've got more to

0:32:30.840 --> 0:32:34.560
<v Speaker 1>say about nine and video games, and I'll do that

0:32:34.920 --> 0:32:45.440
<v Speaker 1>after we take this quick break back to the Atari Links.

0:32:45.840 --> 0:32:49.360
<v Speaker 1>The original retail price for the Atari Links was one

0:32:49.960 --> 0:32:55.760
<v Speaker 1>seventy nine dollars cents, so just ten dollars shy of

0:32:55.800 --> 0:32:58.880
<v Speaker 1>being both a cool Benjamin more than the Game Boy,

0:32:59.680 --> 0:33:03.840
<v Speaker 1>or the same price as a Sega Genesis. But look

0:33:03.880 --> 0:33:06.880
<v Speaker 1>at what you got for all that extra money. You'd

0:33:06.880 --> 0:33:10.959
<v Speaker 1>have a full color screen on a handheld portable device.

0:33:11.680 --> 0:33:16.360
<v Speaker 1>You have this innovative, ambidexterous design. But then again, the

0:33:16.400 --> 0:33:19.200
<v Speaker 1>device was so large that it couldn't fit into the

0:33:19.240 --> 0:33:23.480
<v Speaker 1>pockets of even the jinkiest of Jinko jeans. If you

0:33:23.520 --> 0:33:25.800
<v Speaker 1>don't know what Jinkos are, you need to look them up.

0:33:25.800 --> 0:33:29.400
<v Speaker 1>It's j N c O S. Do an image search

0:33:29.520 --> 0:33:33.080
<v Speaker 1>and you can thank me later. Plus, with the batteries

0:33:33.160 --> 0:33:35.320
<v Speaker 1>draining in a few hours of play and made this

0:33:35.400 --> 0:33:39.560
<v Speaker 1>portable system even less portable. It was less of a

0:33:39.640 --> 0:33:42.080
<v Speaker 1>hassle to just play it well. Was plugged into a

0:33:42.080 --> 0:33:45.240
<v Speaker 1>power source in a wall, so that took that whole

0:33:45.280 --> 0:33:48.720
<v Speaker 1>portability factor out of the picture pretty much. While Atari

0:33:48.920 --> 0:33:53.080
<v Speaker 1>launched the Links in time for the holiday shopping season,

0:33:53.440 --> 0:33:55.720
<v Speaker 1>it was a hard sell compared to the Game Boy,

0:33:56.320 --> 0:34:00.520
<v Speaker 1>Nintendo's handhold console was cheaper the man he had a

0:34:00.560 --> 0:34:04.000
<v Speaker 1>better reputation in home video games than Atari did. At

0:34:04.000 --> 0:34:07.440
<v Speaker 1>that point, there were about twenty games available for the

0:34:07.440 --> 0:34:11.480
<v Speaker 1>Game Boy, whereas the Links only had five. The price

0:34:11.560 --> 0:34:14.520
<v Speaker 1>difference between the systems played a huge part in the

0:34:14.520 --> 0:34:18.720
<v Speaker 1>decision making process, as did the battery life, and over time,

0:34:18.960 --> 0:34:22.239
<v Speaker 1>the Links library would grow to include ports of some

0:34:22.280 --> 0:34:25.920
<v Speaker 1>of the most popular arcade titles in Natari's library. Uh

0:34:25.920 --> 0:34:28.840
<v Speaker 1>those were largely viewed as being decent games, but the

0:34:28.880 --> 0:34:32.000
<v Speaker 1>same can't be said of many of the original titles

0:34:32.000 --> 0:34:35.399
<v Speaker 1>that were developed specifically for the Links. Many of those

0:34:35.440 --> 0:34:40.439
<v Speaker 1>were seen as being substandard games. But the Game Boy

0:34:40.560 --> 0:34:43.720
<v Speaker 1>also had a really good head start and it never

0:34:44.440 --> 0:34:47.680
<v Speaker 1>led up. Plus, Sega would come out with its own

0:34:47.680 --> 0:34:51.000
<v Speaker 1>full color handheld system like a little bit later and

0:34:51.640 --> 0:34:55.000
<v Speaker 1>complement it with a pretty large library of games. So

0:34:55.120 --> 0:34:58.359
<v Speaker 1>on top of that, Links never launched in Japan at all,

0:34:58.680 --> 0:35:02.600
<v Speaker 1>and it only got limited production runs for European markets,

0:35:02.640 --> 0:35:06.160
<v Speaker 1>so Atari had really limited where it could succeed with

0:35:06.280 --> 0:35:10.000
<v Speaker 1>the Links. To make matters worse, Atari executives decided to

0:35:10.080 --> 0:35:13.480
<v Speaker 1>discontinue the Links after a couple of years in order

0:35:13.520 --> 0:35:16.520
<v Speaker 1>to focus on other console systems that it was going

0:35:16.560 --> 0:35:20.840
<v Speaker 1>to put out, and ultimately those other console systems failed

0:35:20.840 --> 0:35:24.400
<v Speaker 1>in the market. So some people say that's possible that

0:35:24.400 --> 0:35:26.799
<v Speaker 1>if Attari had just stuck with the Links a little

0:35:26.800 --> 0:35:30.080
<v Speaker 1>bit longer, it might have carved out a solid spot

0:35:30.640 --> 0:35:34.920
<v Speaker 1>with a larger gaming audience, particularly after the system redesign

0:35:35.320 --> 0:35:39.120
<v Speaker 1>that produced a slightly smaller game system with slightly better

0:35:39.280 --> 0:35:43.160
<v Speaker 1>battery life. The Links proved that the tech was there

0:35:43.200 --> 0:35:48.040
<v Speaker 1>to make a pretty sophisticated handheld gaming system, something definitely

0:35:48.120 --> 0:35:51.080
<v Speaker 1>beyond what the game Boy was doing. But it also

0:35:51.160 --> 0:35:57.680
<v Speaker 1>helped establish that Nintendo's philosophy regarding technical sophistication could hold true.

0:35:58.080 --> 0:36:01.759
<v Speaker 1>See for many years, Nintendo has focused more on the

0:36:01.760 --> 0:36:07.680
<v Speaker 1>gamer experience as a whole rather than on technical specifications

0:36:07.719 --> 0:36:10.960
<v Speaker 1>and technical superiority, and you can definitely see this in

0:36:11.040 --> 0:36:15.719
<v Speaker 1>modern consoles like the Nintendo Switch versus the Xbox One

0:36:15.920 --> 0:36:20.160
<v Speaker 1>or the Sony PlayStation four. The Switch can't measure up

0:36:20.200 --> 0:36:23.720
<v Speaker 1>to the text specs of either of those other consoles,

0:36:23.760 --> 0:36:27.320
<v Speaker 1>but it does have innovative mechanics and a foreign factor

0:36:27.400 --> 0:36:30.080
<v Speaker 1>that allows players to experience games in a different way

0:36:30.320 --> 0:36:36.080
<v Speaker 1>than they would with those other consoles. All right, October,

0:36:37.680 --> 0:36:40.120
<v Speaker 1>that was a heck of a month for video gamers.

0:36:40.200 --> 0:36:43.040
<v Speaker 1>The Atari Links was just one piece of gaming technology

0:36:43.080 --> 0:36:46.560
<v Speaker 1>to debut that month. Another is one of those iconic

0:36:46.680 --> 0:36:49.759
<v Speaker 1>video game peripherals in the nineteen eighties, one that I

0:36:49.800 --> 0:36:51.920
<v Speaker 1>actually had a chance to play with because a buddy

0:36:51.920 --> 0:36:54.799
<v Speaker 1>of mine owned one, and it's one that I would

0:36:54.880 --> 0:36:59.759
<v Speaker 1>argue was much better in concept than execution, and that

0:37:00.120 --> 0:37:04.520
<v Speaker 1>be the Nintendo Power Glove. And I really should do

0:37:04.560 --> 0:37:07.839
<v Speaker 1>a whole episode on this because the history is fascinating,

0:37:07.880 --> 0:37:10.480
<v Speaker 1>but I'll have to give a super shortened version of

0:37:10.520 --> 0:37:13.959
<v Speaker 1>it for this episode. And the history does not begin

0:37:14.000 --> 0:37:17.600
<v Speaker 1>with Nintendo. In fact, Nintendo was not involved in producing

0:37:17.600 --> 0:37:21.360
<v Speaker 1>the Power Glove apart from granting its licensing. It was

0:37:21.440 --> 0:37:24.480
<v Speaker 1>the toy company Mattel that was responsible for bringing the

0:37:24.480 --> 0:37:27.640
<v Speaker 1>Power Glove to market, But even Mattel doesn't factor into

0:37:27.680 --> 0:37:31.440
<v Speaker 1>this story until much later in its In its progression,

0:37:31.920 --> 0:37:34.719
<v Speaker 1>the story of the power glove really begins in the

0:37:34.800 --> 0:37:38.520
<v Speaker 1>late nineteen seventies. There was a guy named Thomas Zimmerman

0:37:38.800 --> 0:37:41.879
<v Speaker 1>who was daydreaming about a computer interface that would allow

0:37:41.920 --> 0:37:45.440
<v Speaker 1>a user to interact with a program through just your controls.

0:37:45.920 --> 0:37:48.919
<v Speaker 1>And he was largely inspired to do this because as

0:37:48.920 --> 0:37:53.160
<v Speaker 1>a kid, he always liked to imagine himself conducting an

0:37:53.239 --> 0:37:55.560
<v Speaker 1>orchestra when he was listening to music. So, you do

0:37:55.640 --> 0:37:59.800
<v Speaker 1>like this air conducting, Well, what if you could do

0:37:59.840 --> 0:38:02.719
<v Speaker 1>that real? You would have to have a software program

0:38:02.840 --> 0:38:05.560
<v Speaker 1>that can create orchestral sounds, and you would have to

0:38:05.560 --> 0:38:09.200
<v Speaker 1>have some sort of interface to interpret hand movements and

0:38:09.280 --> 0:38:13.440
<v Speaker 1>gestures in order to control the program. So Zimmerman was

0:38:13.760 --> 0:38:16.200
<v Speaker 1>mulling this over for a few years, and eventually he

0:38:16.239 --> 0:38:19.759
<v Speaker 1>met up with another guy, famous guy named Jaron Lanier,

0:38:20.000 --> 0:38:22.120
<v Speaker 1>and he met with him in the nineteen eighties. The

0:38:22.120 --> 0:38:24.720
<v Speaker 1>two of them would work a little bit with Atari,

0:38:24.760 --> 0:38:28.400
<v Speaker 1>and Lanier is the guy who coined the phrase virtual reality.

0:38:28.840 --> 0:38:31.200
<v Speaker 1>There's been an important figure in the world of tech

0:38:31.280 --> 0:38:34.880
<v Speaker 1>and futurism for ages. The two of them eventually created

0:38:34.920 --> 0:38:39.880
<v Speaker 1>a company called Visual Programming Language. Zimmerman had created a

0:38:39.920 --> 0:38:43.680
<v Speaker 1>prototype glove and even patented it, and it used an

0:38:43.800 --> 0:38:47.759
<v Speaker 1>LED tube and a detector and it would use these

0:38:47.800 --> 0:38:52.280
<v Speaker 1>to detect finger motions. To sense motions of the different

0:38:52.280 --> 0:38:56.200
<v Speaker 1>fingers inside the glove, Zimmerman created a program that allowed

0:38:56.320 --> 0:39:00.160
<v Speaker 1>users to spell out letters using finger spelling, and then

0:39:00.200 --> 0:39:02.279
<v Speaker 1>the letters that they were spelling with their fingers would

0:39:02.280 --> 0:39:07.799
<v Speaker 1>appear on computer screen. Well Atari offered to purchase the

0:39:07.920 --> 0:39:12.960
<v Speaker 1>intellectual property for Zimmerman's glove device for ten thousand dollars,

0:39:13.000 --> 0:39:18.000
<v Speaker 1>but Zimmerman wisely turned down that offer. With Lanier, Zimmerman

0:39:18.080 --> 0:39:21.640
<v Speaker 1>created numerous demos for the device, now called the Data Glove,

0:39:22.080 --> 0:39:25.000
<v Speaker 1>and Zimmerman kept working on the design of the glove itself.

0:39:25.120 --> 0:39:29.120
<v Speaker 1>He switched to ultrasonic sensors to detect glove positions and

0:39:29.200 --> 0:39:32.560
<v Speaker 1>multiple dimensions that allowed for a three D representation of

0:39:32.600 --> 0:39:37.320
<v Speaker 1>a hand in a virtual space. NASA soon became a customer,

0:39:37.719 --> 0:39:40.640
<v Speaker 1>as the agency was exploring the possibilities of using VR

0:39:40.920 --> 0:39:45.239
<v Speaker 1>for all sorts of stuff with their various projects. Now

0:39:45.239 --> 0:39:50.120
<v Speaker 1>the Data Glove was a hit for very specific use

0:39:50.200 --> 0:39:55.040
<v Speaker 1>cases with large companies and organizations. Because it cost ten

0:39:55.440 --> 0:39:59.799
<v Speaker 1>thousand dollars to buy one, just one. Remember, Atari was

0:39:59.800 --> 0:40:03.120
<v Speaker 1>going to give ten thousand dollars for the rights to

0:40:03.360 --> 0:40:07.040
<v Speaker 1>the technology. Turned out that Zimmerman and Lanier were able

0:40:07.080 --> 0:40:11.239
<v Speaker 1>to sell the data glove to agencies and companies for

0:40:11.320 --> 0:40:14.600
<v Speaker 1>ten thousand dollars a pop. So this minute was not

0:40:14.719 --> 0:40:18.000
<v Speaker 1>exactly ready for the home market. But Lanier thought there

0:40:18.040 --> 0:40:21.680
<v Speaker 1>could be potential for leveraging that type of technology for

0:40:21.800 --> 0:40:26.359
<v Speaker 1>a consumer product with some real heavy tweaking, and then

0:40:26.400 --> 0:40:29.960
<v Speaker 1>he reached out to a company called Abraham's Gentile Entertainment

0:40:30.120 --> 0:40:34.120
<v Speaker 1>or a GE to look for consumer applications of the

0:40:34.200 --> 0:40:37.439
<v Speaker 1>underlying technology. And it was a GE that was able

0:40:37.480 --> 0:40:40.680
<v Speaker 1>to convince Mattel to take this idea and create a

0:40:40.760 --> 0:40:44.680
<v Speaker 1>video game system peripheral from it, essentially a video game

0:40:44.719 --> 0:40:49.600
<v Speaker 1>controller in glove form. Now, at the pitch meeting for Mattel,

0:40:50.080 --> 0:40:53.160
<v Speaker 1>the team brought in a data glove and a computer

0:40:53.239 --> 0:40:57.360
<v Speaker 1>system that allowed them to hook up the computer system

0:40:57.400 --> 0:41:00.879
<v Speaker 1>to a Nintendo entertainment system. So it was a very

0:41:01.000 --> 0:41:05.200
<v Speaker 1>Yankee way to create the data glove as a control

0:41:05.239 --> 0:41:09.440
<v Speaker 1>system for the Nintendo. They had the CEO of Mattel,

0:41:09.760 --> 0:41:13.600
<v Speaker 1>a woman named Jill Barad, try this glove on and

0:41:13.640 --> 0:41:17.200
<v Speaker 1>then she played a game of Nintendo Punch Out. So

0:41:17.280 --> 0:41:19.920
<v Speaker 1>she goes up against glass Joe. That's the first opponent

0:41:20.080 --> 0:41:23.200
<v Speaker 1>you face in this video game, and according to the story,

0:41:23.480 --> 0:41:27.480
<v Speaker 1>Barad knocked out Joe cold, which surprised her because she

0:41:27.520 --> 0:41:30.160
<v Speaker 1>wasn't really a video games kind of person. But she

0:41:30.239 --> 0:41:34.920
<v Speaker 1>was immediately convinced that this was a killer product. But

0:41:35.920 --> 0:41:40.000
<v Speaker 1>this was also a super high tech version of that product.

0:41:40.560 --> 0:41:43.960
<v Speaker 1>This was a ten thousand dollar piece of equipment hooked

0:41:44.000 --> 0:41:47.640
<v Speaker 1>up to a computer system that also costs several thousand dollars.

0:41:48.160 --> 0:41:49.680
<v Speaker 1>So they were gonna have to figure out a way

0:41:49.760 --> 0:41:53.720
<v Speaker 1>of taking this concept and turning it into a video

0:41:53.840 --> 0:41:58.880
<v Speaker 1>game console peripheral with the materials cost of just maybe

0:41:58.920 --> 0:42:02.319
<v Speaker 1>sixteen to twenty six dollars, because any more than that

0:42:02.719 --> 0:42:06.200
<v Speaker 1>and Mattel would not see a decent enough profit when

0:42:06.239 --> 0:42:09.880
<v Speaker 1>selling it at its full retail price. So they had

0:42:09.920 --> 0:42:12.040
<v Speaker 1>to figure out, how can we take this idea and

0:42:12.080 --> 0:42:15.480
<v Speaker 1>make it affordable, and we can't do it the way

0:42:15.520 --> 0:42:19.000
<v Speaker 1>that it was done for the data glove. Mattel licensed

0:42:19.160 --> 0:42:22.040
<v Speaker 1>the patent and their engineers got to work. It wasn't

0:42:22.200 --> 0:42:24.480
<v Speaker 1>Lanier and Zimmerman who were working on it. This was

0:42:24.560 --> 0:42:28.160
<v Speaker 1>Mattel's people, and they had a very short time frame

0:42:28.360 --> 0:42:31.240
<v Speaker 1>to turn this around because broad really wanted the device

0:42:31.280 --> 0:42:34.400
<v Speaker 1>ready for the nineteen eighty nine holiday season, and it

0:42:34.480 --> 0:42:38.200
<v Speaker 1>was when Mattel had made the decision to move on this.

0:42:38.520 --> 0:42:42.640
<v Speaker 1>They essentially had about nine months to develop the technology

0:42:42.719 --> 0:42:45.000
<v Speaker 1>and make it work and get it raid for market,

0:42:46.000 --> 0:42:50.920
<v Speaker 1>and that's super crunch time. The data glove relied on

0:42:51.000 --> 0:42:53.880
<v Speaker 1>fiber optic lines, but those would not hold up to

0:42:53.920 --> 0:42:57.280
<v Speaker 1>the type of use that video game kid would put

0:42:57.320 --> 0:42:59.920
<v Speaker 1>this glove through, so they had to find a different

0:43:00.000 --> 0:43:03.560
<v Speaker 1>way to achieve the same outcome. The team found a

0:43:03.600 --> 0:43:07.120
<v Speaker 1>work around by using milar sheets and Flexible inc. To

0:43:07.239 --> 0:43:11.239
<v Speaker 1>create bend sensors for the fingers, and it did this

0:43:11.320 --> 0:43:15.439
<v Speaker 1>by measuring changes in electrical resistance. As the material would bend,

0:43:15.760 --> 0:43:19.400
<v Speaker 1>its electrical resistance would change, and so that's what would

0:43:19.440 --> 0:43:24.000
<v Speaker 1>indicate to the micro controller on the glove that a

0:43:24.239 --> 0:43:28.320
<v Speaker 1>finger was being moved it was moving into a bending position.

0:43:29.160 --> 0:43:31.200
<v Speaker 1>The team also had to figure out how they should

0:43:31.280 --> 0:43:35.000
<v Speaker 1>size the glove to fit the largest number of potential customers.

0:43:35.360 --> 0:43:37.959
<v Speaker 1>If they made it too small or too big, then

0:43:38.280 --> 0:43:41.719
<v Speaker 1>they could ruin their market. They also decided not to

0:43:41.800 --> 0:43:46.640
<v Speaker 1>make a left handed version since the sinister people among us,

0:43:46.760 --> 0:43:50.960
<v Speaker 1>including myself, only make up about ten of the population anyway,

0:43:51.080 --> 0:43:54.080
<v Speaker 1>so why should we get any of the cool stuff?

0:43:54.480 --> 0:43:57.880
<v Speaker 1>Though in retrospect, I guess it's okay with the Nintendo

0:43:57.920 --> 0:44:01.040
<v Speaker 1>Power gloves. By the way, there was once a left

0:44:01.080 --> 0:44:06.319
<v Speaker 1>handed Nintendo Power glove shown in marketing material because the

0:44:06.360 --> 0:44:09.080
<v Speaker 1>poster for The Wizard the movie The Wizard had Fred

0:44:09.120 --> 0:44:16.440
<v Speaker 1>Savage wearing a Nintendo Power Glove on his left hand. Anyway,

0:44:16.520 --> 0:44:19.279
<v Speaker 1>like the Attari links, the engineers found that they needed

0:44:19.320 --> 0:44:22.359
<v Speaker 1>to find a form factor that gave the device this

0:44:22.520 --> 0:44:26.319
<v Speaker 1>perceived value because their original design, which was lighter and

0:44:26.400 --> 0:44:30.600
<v Speaker 1>less bulky, apparently didn't look like it was worth that

0:44:30.680 --> 0:44:34.680
<v Speaker 1>premium price. A Mattel executive said, nope, no one's gonna

0:44:34.719 --> 0:44:38.160
<v Speaker 1>pay eighty or ninety bucks for this thing. So by

0:44:38.160 --> 0:44:40.560
<v Speaker 1>the time they got to the final form factor and

0:44:40.680 --> 0:44:43.839
<v Speaker 1>they began giving early demos, there was already a lot

0:44:43.840 --> 0:44:47.479
<v Speaker 1>of excitement behind the scenes. Other retail companies were starting

0:44:47.480 --> 0:44:50.120
<v Speaker 1>to get excited and starting to put in orders. And

0:44:50.200 --> 0:44:52.960
<v Speaker 1>this was way before launch, so it already looked like

0:44:53.040 --> 0:44:55.160
<v Speaker 1>it was going to be a huge hit. And this

0:44:55.200 --> 0:44:58.120
<v Speaker 1>was before any customers got their chance to get their

0:44:58.120 --> 0:45:03.360
<v Speaker 1>hands in one, and the power Glove also really would

0:45:03.360 --> 0:45:06.839
<v Speaker 1>benefit from the popularity of the nes and also that

0:45:06.880 --> 0:45:10.719
<v Speaker 1>movie The Wizard helped, you know, popularize the idea of

0:45:10.760 --> 0:45:13.640
<v Speaker 1>the power glove, so Mattel would end up selling these

0:45:13.640 --> 0:45:18.360
<v Speaker 1>things like crazy. Now. Unfortunately, when it came to actually

0:45:18.440 --> 0:45:21.719
<v Speaker 1>using the power Glove to control a video game, the

0:45:21.800 --> 0:45:25.400
<v Speaker 1>performance of the glove really didn't match the marketing. The

0:45:25.440 --> 0:45:30.280
<v Speaker 1>motion controls typically had latency issues, specifically when the glove

0:45:30.360 --> 0:45:33.319
<v Speaker 1>had not been calibrated properly, and as it turns out,

0:45:33.480 --> 0:45:37.280
<v Speaker 1>it was not easy to calibrate, particularly not for kids

0:45:37.440 --> 0:45:40.120
<v Speaker 1>who just wanted to slide on that cool glove and

0:45:40.200 --> 0:45:43.640
<v Speaker 1>play some games. So it's hard to figure out where

0:45:43.640 --> 0:45:46.080
<v Speaker 1>the center of the screen was in relation to the

0:45:46.120 --> 0:45:48.759
<v Speaker 1>physical space in front of you. So it was hard

0:45:48.760 --> 0:45:50.319
<v Speaker 1>for you to figure out where should I put my

0:45:50.440 --> 0:45:53.600
<v Speaker 1>hand in order to do something like grab something on

0:45:53.760 --> 0:45:57.719
<v Speaker 1>screen or block an incoming attack, or whatever it might be.

0:45:58.200 --> 0:46:00.400
<v Speaker 1>It was hard to know where you needed to easically

0:46:00.600 --> 0:46:04.160
<v Speaker 1>position your hand in relation to the screen you're looking at.

0:46:04.160 --> 0:46:07.799
<v Speaker 1>You were looking at a two D representation in a

0:46:07.840 --> 0:46:11.920
<v Speaker 1>three D control environment, so the tech just wasn't terribly

0:46:12.000 --> 0:46:15.480
<v Speaker 1>easy to use, and it created a frustrating experience. The

0:46:15.480 --> 0:46:18.440
<v Speaker 1>Power Glove got a reputation for being a cool idea

0:46:18.640 --> 0:46:21.839
<v Speaker 1>that just didn't work very well, and that wasn't helped

0:46:21.840 --> 0:46:24.120
<v Speaker 1>by the fact that there was a shortage of games

0:46:24.160 --> 0:46:26.799
<v Speaker 1>that had been designed for the Power Glove, and not

0:46:26.920 --> 0:46:30.200
<v Speaker 1>even that many that have been optimized for the Power Glove.

0:46:30.719 --> 0:46:34.000
<v Speaker 1>So trying to play a game that was designed for

0:46:34.080 --> 0:46:39.000
<v Speaker 1>a traditional Nintendo controller with a non traditional Power Glove

0:46:39.080 --> 0:46:45.040
<v Speaker 1>controller made it frustrating, and Mattel would discontinue production in

0:46:45.200 --> 0:46:48.919
<v Speaker 1>nineteen nine, just a year after they introduced it. So

0:46:49.239 --> 0:46:53.000
<v Speaker 1>there you go. Those were the major video game products

0:46:53.000 --> 0:46:56.799
<v Speaker 1>to launch in nineteen nine. Thirty years ago in the

0:46:56.880 --> 0:47:00.560
<v Speaker 1>United States, the landscape was very different from what it

0:47:00.640 --> 0:47:04.120
<v Speaker 1>is today. Now we see Sony dominating in the current

0:47:04.160 --> 0:47:07.840
<v Speaker 1>generation with the PS four. Nintendo still depends heavily on

0:47:07.920 --> 0:47:12.640
<v Speaker 1>loyal fans of its consoles plus innovative design choices. Microsoft,

0:47:12.680 --> 0:47:15.839
<v Speaker 1>which did pretty well with the Xbox three sixty era,

0:47:16.160 --> 0:47:18.319
<v Speaker 1>has been lagging a bit in the age of the

0:47:18.480 --> 0:47:21.279
<v Speaker 1>Xbox One, but before long we're going to get a

0:47:21.360 --> 0:47:25.319
<v Speaker 1>new generation of video game consoles. Meanwhile, we're seeing PC

0:47:25.560 --> 0:47:30.320
<v Speaker 1>games doing quite well, particularly on Steam, and Steam itself

0:47:30.400 --> 0:47:34.000
<v Speaker 1>is being challenged by other platforms like Epic and I

0:47:34.040 --> 0:47:36.560
<v Speaker 1>guess in another thirty years I'll have to do a

0:47:36.760 --> 0:47:39.040
<v Speaker 1>retrospective of what the state of video games was like

0:47:39.080 --> 0:47:43.080
<v Speaker 1>in But between now and then, I think I have

0:47:43.120 --> 0:47:45.640
<v Speaker 1>a few more shows I can do, so if you

0:47:45.680 --> 0:47:48.120
<v Speaker 1>have any suggestions on what those shows could be about,

0:47:48.160 --> 0:47:50.879
<v Speaker 1>you can send me a message. The email addresses tech

0:47:50.920 --> 0:47:54.319
<v Speaker 1>Stuff at how stuff works dot com, or pop on

0:47:54.360 --> 0:47:57.520
<v Speaker 1>over to our website that's tech stuff podcast dot com.

0:47:57.600 --> 0:48:00.799
<v Speaker 1>You'll find an archive of all of our pasts. You'll

0:48:00.840 --> 0:48:03.399
<v Speaker 1>find links to where we are on social media. You'll

0:48:03.400 --> 0:48:06.000
<v Speaker 1>find a link to our online store, where every purchasing

0:48:06.080 --> 0:48:08.600
<v Speaker 1>make goes to help the show, and we greatly appreciate it,

0:48:09.000 --> 0:48:16.400
<v Speaker 1>and I'll talk to you again really soon. Hext Stuff

0:48:16.440 --> 0:48:18.760
<v Speaker 1>is a production of I Heart Radio's How Stuff Works.

0:48:18.920 --> 0:48:21.719
<v Speaker 1>For more podcasts from my Heart Radio, visit the i

0:48:21.840 --> 0:48:25.080
<v Speaker 1>Heart Radio app, Apple Podcasts, or wherever you listen to

0:48:25.120 --> 0:48:26.040
<v Speaker 1>your favorite shows.