WEBVTT - TechStuff Classic: The History of Handheld Gaming Part One

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<v Speaker 1>Welcome to Tech Stuff, a production from I 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 I love all things tech. And it is a Friday.

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<v Speaker 1>It's time for a classic episode. This episode originally published

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<v Speaker 1>back on March third, two thousand fourteen. It is titled

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<v Speaker 1>The History of Handheld Gaming, Part One. I bet you

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<v Speaker 1>can already guess what the classic episode for next week

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<v Speaker 1>is gonna be. But don't get ahead. I'm looking at you.

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<v Speaker 1>Yeah you, yeah, you wait for it. All right, let's

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<v Speaker 1>let's listen to this classic episode. This is definitely going

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<v Speaker 1>to be a two parter. But in the interests of

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<v Speaker 1>not going into exhaustive detail about too many things, we're

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<v Speaker 1>gonna we're gonna try to keep it snappy. Yeah, and

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<v Speaker 1>also we've we're not going to mention every single handheld

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<v Speaker 1>device that's ever been made, certainly not that would be

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<v Speaker 1>very boring. It would also take like twenty episodes. Yeah,

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<v Speaker 1>and we're going to try to do like like a

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<v Speaker 1>bird's eye view of some of the technology that was involved.

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<v Speaker 1>But um, but we might branch a little bit of

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<v Speaker 1>the more in depth information about that kind of stuff

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<v Speaker 1>off into a different episode in the future, right right.

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<v Speaker 1>Some of these, like friends instance, the I'm sure you've

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<v Speaker 1>heard of a little obscure handheld device called the game Boy.

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<v Speaker 1>Some of these could be their own episode from start

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<v Speaker 1>to finish, so easily a two part our episode all

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<v Speaker 1>on its own. So we are really kind of giving

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<v Speaker 1>an idea of how the whole how the whole industry developed,

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<v Speaker 1>how it evolved over time. We'll we'll give some technical

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<v Speaker 1>specs here and there, but really this is more of

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<v Speaker 1>a history lesson than anything else. And also, we're going

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<v Speaker 1>to go ahead and skip any of the gaming devices

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<v Speaker 1>out there that were specifically made as unlicensed clones of

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<v Speaker 1>other gaming devices, right, that I think would make an

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<v Speaker 1>interesting sub topic, separate topic. But no, we're not going

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<v Speaker 1>to go into every single thing that has come out

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<v Speaker 1>of China illegally past thirty years, right. And we have

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<v Speaker 1>talked a little bit about these sort of things, like

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<v Speaker 1>in our our episode about smart watches and digital watches,

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<v Speaker 1>we mentioned a couple that were able to play games.

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<v Speaker 1>One of those will pop up in this discussion, so

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<v Speaker 1>spoiler alert. Yeah, And and if you would like to

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<v Speaker 1>check out that episode, about digital watches. It was a

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<v Speaker 1>two parter that we recorded back in July called Time

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<v Speaker 1>for Smart Watches. You can tell that Jonathan titles these episodes.

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<v Speaker 1>I got a lot of time on my hands, so

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<v Speaker 1>that's what I do. Also, we are going to uh

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<v Speaker 1>have to address one other fact, which is that in

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<v Speaker 1>the beginning, these things were primitive, right. I mean, these

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<v Speaker 1>were not like the kind of advanced graphics you would

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<v Speaker 1>expect with a handheld gaming device back in the day,

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<v Speaker 1>which was back in the late seventies. We're talking about

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<v Speaker 1>a blip that you in control to get around or

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<v Speaker 1>fight or otherwise compete against other blips. Absolutely, I mean,

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<v Speaker 1>this is the digital equivalent of monkeys banging bones on

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<v Speaker 1>the car. Yeah, it's pretty much like just kind of

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<v Speaker 1>the you know, everyone has to start somewhere, right, So

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<v Speaker 1>if you want to be specific and say, well, what

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<v Speaker 1>was the first handheld game? And keep in mind these

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<v Speaker 1>games were coming into prominence around the same time as

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<v Speaker 1>arcades becoming popular and also home video game consoles becoming popular.

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<v Speaker 1>But here's the thing about a home video game console, Lauren,

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<v Speaker 1>It's not easy to carry around with you. No, especially

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<v Speaker 1>not in that day when miniaturization was not so much

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<v Speaker 1>a thing yet. Yeah, especially since uh, I mean, you

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<v Speaker 1>don't want to carry a TV, especially in nineteen seventies

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<v Speaker 1>TV around with you wherever you go, so you can

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<v Speaker 1>play this game. So these were these were a good

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<v Speaker 1>alternative for people who wanted to have something on the go,

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<v Speaker 1>especially I'll tell you the best use case. I know,

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<v Speaker 1>parents who want to get their kids to shut up

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<v Speaker 1>on long road trips. That's exactly what I was about

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<v Speaker 1>to say. Yes, so what was the very first handheld

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<v Speaker 1>electronic game that we know of? Uh? It was actually

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<v Speaker 1>by Mattel, which is crazy to me. And and it

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<v Speaker 1>was MATEL Electronics Auto Race yep. And in fact, there

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<v Speaker 1>are several different games that came out from Mattel. We'll

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<v Speaker 1>talk about another one in just a second. Uh. And

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<v Speaker 1>some people get the order a little mixed up. But

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<v Speaker 1>if you were to get hold of one of these

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<v Speaker 1>original handheld devices, and there are still some out there

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<v Speaker 1>on eBay, and you know, collectors love these things. On

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<v Speaker 1>the back copyright nine, and it packed a wallop. It

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<v Speaker 1>had five hundred and twelve bytes of memory. That's a

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<v Speaker 1>whole half. Yeah, that's that's what it had to work with.

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<v Speaker 1>If you were to look at a model of these.

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<v Speaker 1>We'll try and get some pictures together so that we

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<v Speaker 1>can share them on social at some point. But this

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<v Speaker 1>one in particular, er it looks kind of like a

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<v Speaker 1>big plastic brick that has, you know, some switches and

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<v Speaker 1>a little slider control on it. And if you were

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<v Speaker 1>to look at the brick and look at the the

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<v Speaker 1>say the upper right hand side of the brick, there's

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<v Speaker 1>a vertical strip that goes down that side. That would

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<v Speaker 1>be three quote unquote lanes of traffic. And so you

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<v Speaker 1>were your job was to drive a car, which in

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<v Speaker 1>this case was a little red blip, and that car

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<v Speaker 1>would gradually move up this vertical strip on that right

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<v Speaker 1>side of the game console um and then these other

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<v Speaker 1>smaller red blips would be coming down the lanes. Those

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<v Speaker 1>represented oncoming traffic, and your job was to steer between

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<v Speaker 1>those blips to try and get to the top of

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<v Speaker 1>your that little thin strip on the right side, and

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<v Speaker 1>then you would reappear at the bottom. And you had

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<v Speaker 1>to do this four times. If you could get all

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<v Speaker 1>the way to the top four times, you made four

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<v Speaker 1>quote unquote laps, and your score was how many seconds

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<v Speaker 1>it took you to get there. So a lower score

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<v Speaker 1>was better, and in fact it had some other sophisticated controls.

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<v Speaker 1>It hadn't start and reset, but it was really on

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<v Speaker 1>and off. And then I had a gear switch, which

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<v Speaker 1>was gears one through four, which really just meant that's

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<v Speaker 1>how fast the oncoming blips would come at you. You know,

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<v Speaker 1>the higher the gear, the faster they would approach. And

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<v Speaker 1>I actually watched the video of a guy saying, here's

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<v Speaker 1>the strategy to this game. You position your thumb so

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<v Speaker 1>that you do an upward motion that hits on and

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<v Speaker 1>then immediately switches the gears from one to four because

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<v Speaker 1>you couldn't just start in four, you had to start

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<v Speaker 1>in one. So if you could do it at one

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<v Speaker 1>smooth motion, then you would immediately be in that fourth

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<v Speaker 1>gear going as fast as you possibly can. And that's

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<v Speaker 1>how you would cut down on your on your time.

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<v Speaker 1>And they were making like times of thirty five or

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<v Speaker 1>forty seconds and saying, I'm really bad at this game.

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<v Speaker 1>And I'm thinking, you know, it's a simple premise, but

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<v Speaker 1>I don't think I don't have the reflexes. Oh sure,

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<v Speaker 1>sure that sounds like like my horror version of Frogger.

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<v Speaker 1>Um uh, this the entire display was just red led um.

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<v Speaker 1>And if you're thinking that this sounds like, well, that's

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<v Speaker 1>only one game. How is this a a portable gaming system?

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<v Speaker 1>A lot of these early ones were a single game

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<v Speaker 1>per system. Yeah. Yeah. And just like the earliest game

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<v Speaker 1>consoles for your home television set, like the Odyssey that

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<v Speaker 1>was essentially Pong. Might it might be like ten different

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<v Speaker 1>versions of Pong, but they're all ultimately Pong. Yeah. And

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<v Speaker 1>it was just hard coded directly onto the computer system.

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<v Speaker 1>So and that was all it would ever do. Now

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<v Speaker 1>nine marks the debut of a second game from Mattel Electronics.

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<v Speaker 1>And this is one that I've actually played. I don't

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<v Speaker 1>know if I owned it or not, because you're talking

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<v Speaker 1>about a time in my childhood when I was quite

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<v Speaker 1>young and Lauren didn't exist yet I did not. So

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<v Speaker 1>this is Mattel Electronics Football, one of the really popular games.

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<v Speaker 1>Effects so popular that they made a sequel called wait

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<v Speaker 1>for it, Football Too, and uh it had six control

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<v Speaker 1>buttons and again you would control a little red dot

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<v Speaker 1>that represented a football player and you had to try

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<v Speaker 1>and work your way across the yardage the massive amount

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<v Speaker 1>of yardage by that, I mean nine yards to try

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<v Speaker 1>and score against the other team, and um it was

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<v Speaker 1>interesting because there was a great interview with one of

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<v Speaker 1>the guys who was behind the building of these things

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<v Speaker 1>that I ran across, and he was talking about why

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<v Speaker 1>the football players like little bitty red dashes. Everything in

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<v Speaker 1>that day looked like little bitty red dashes. It's because

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<v Speaker 1>they were using calculator microprocessors, and in fact, those processors

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<v Speaker 1>are designed to show things like little digital numbers, right,

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<v Speaker 1>So so those dots were like the segment of a number. Yeah,

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<v Speaker 1>specifically the number eight. So yes, you were actually playing

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<v Speaker 1>as a segment of the number eight and you were

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<v Speaker 1>going up against other segments of the number eight, and

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<v Speaker 1>uh yeah. Eventually, uh Tell would end up contracting with

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<v Speaker 1>a company called National Semiconductor, which have you've been listening

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<v Speaker 1>to tech stuff for a long time, you've heard us

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<v Speaker 1>talk about that company, and it was to get sea

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<v Speaker 1>moss chips rather than old calculator chips. And then they

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<v Speaker 1>contracted with another company called Rockwell International to do the

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<v Speaker 1>actual hard coding programming onto those chips. So that's where

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<v Speaker 1>they started to uh kind of make more advanced versions

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<v Speaker 1>of these early games. Now these games were not exactly

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<v Speaker 1>um well, they had some trouble early on. See the

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<v Speaker 1>agreement here was between Mattel and the department store Sears, right,

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<v Speaker 1>and Sears completely doubted that they were going to be

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<v Speaker 1>popular and therefore halted production at only a hundred thousand units. Yep.

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<v Speaker 1>But it turned out that Sears had grossly underestimated the

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<v Speaker 1>demand for home you know, portable electronic games, and they

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<v Speaker 1>were so popular. Series immediately realized they had made the

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<v Speaker 1>wrongest vision. So by mid January of nineteen seventy eight,

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<v Speaker 1>Now keep in mind Football came out in ninety seven,

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<v Speaker 1>so these things have been on the market for a

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<v Speaker 1>couple of years. Yeah, yeah, just kind of stagnating exactly.

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<v Speaker 1>And it wasn't really It's one of those things where

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<v Speaker 1>no one was really sure how to market them, and

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<v Speaker 1>but now they were taking off. So by mid January

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<v Speaker 1>night Sears said they wanted two hundred thousand units per week,

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<v Speaker 1>not not a hundred thousand total, two hundred thousand every week.

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<v Speaker 1>And then by February they said, you know, we were wrong,

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<v Speaker 1>five hundred thousand per week. So Mattel said, huh, I

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<v Speaker 1>think we know how to make money now. Yeah, that's

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<v Speaker 1>when they started producing a whole bunch of different games.

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<v Speaker 1>That's sequel football to UM and also like Armor Attack, Subchase,

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<v Speaker 1>Missile Attack. UM. I think there was a Dungeons and

0:10:45.720 --> 0:10:48.160
<v Speaker 1>Dragons game there was. I took a look at it.

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<v Speaker 1>It was um, you know, again, fairly primitive. Now now,

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<v Speaker 1>at this point they were starting to work not just

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<v Speaker 1>with l E ED displays, but also l c D displays,

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<v Speaker 1>liquid crystal displays. So this is what a lot of

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<v Speaker 1>you if you've ever had one of those um little

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<v Speaker 1>handheld games, maybe it was licensed after an existing arcade

0:11:08.120 --> 0:11:11.080
<v Speaker 1>game or a cartoon or movie or something you're probably

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<v Speaker 1>familiar with. These are also the ones that you would

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<v Speaker 1>see on watches a lot of times. Uh, super cheap

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<v Speaker 1>to produce, very limited in their animation, very limited in

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<v Speaker 1>what they could actually display, but still compared to a

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<v Speaker 1>little blip on an l e ED screen, just a

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<v Speaker 1>little dot, incredibly sophisticated and much less eye bleedy. LED

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<v Speaker 1>displays tend to give me terrible headache. Yeah I can't

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<v Speaker 1>at that rate. I also just have nightmares. Remember remembering

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<v Speaker 1>the sound effects from football and football too, and yeah,

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<v Speaker 1>they're they're they're not all pleasant memories. But yeah, ninety nine,

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<v Speaker 1>that's when we see the first like Mate looks. I

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<v Speaker 1>was amazed to learn that this particular technology goes all

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<v Speaker 1>the way back to nine, right, and we're talking now

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<v Speaker 1>about rom cartridges. Yeah, so keep in mind those games

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<v Speaker 1>we just talked about, like Laurence said, they were hard coded.

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<v Speaker 1>You could not change those games out. What you bought

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<v Speaker 1>was what you bought. But that was not the way

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<v Speaker 1>of the future. Milton Bradley Company, Yeah, one of the

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<v Speaker 1>one of the competitors of Mattel, especially at the time

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<v Speaker 1>and in the gaming or not gaming but well board industry, right,

0:12:24.280 --> 0:12:27.600
<v Speaker 1>produced this thing called the Microvision. Right, So they decided

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<v Speaker 1>we're gonna do something similar to what some of the

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<v Speaker 1>home video game consoles were starting to do, like the

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<v Speaker 1>Atari system was was doing this creating a system that

0:12:37.160 --> 0:12:40.680
<v Speaker 1>could play cartridges, so you could switch out what game

0:12:40.760 --> 0:12:44.040
<v Speaker 1>you were playing. So now you weren't buying a single game,

0:12:44.080 --> 0:12:47.079
<v Speaker 1>you were buying a platform upon which to play games,

0:12:47.080 --> 0:12:49.160
<v Speaker 1>which is the way most of us are familiar with

0:12:49.200 --> 0:12:51.440
<v Speaker 1>games today, right. I mean, when I go out and

0:12:51.440 --> 0:12:53.800
<v Speaker 1>buy a game system, I expect I'm going to play

0:12:53.840 --> 0:12:56.440
<v Speaker 1>more than just one game, more than just the Xbox

0:12:56.559 --> 0:13:00.200
<v Speaker 1>at any rate. So this Microvision had a monoch from

0:13:00.320 --> 0:13:03.880
<v Speaker 1>l c D, which was a a screaming big sixteen

0:13:03.880 --> 0:13:07.640
<v Speaker 1>by sixteen pixel yeah resolution. Yeah, I mean at that resolution,

0:13:07.679 --> 0:13:10.240
<v Speaker 1>you just you could pick out every single detail on

0:13:10.280 --> 0:13:15.160
<v Speaker 1>that block that was yeah. Um. Also it had a

0:13:15.200 --> 0:13:19.000
<v Speaker 1>pad on it that had nine sections of interactivity on it,

0:13:19.240 --> 0:13:22.840
<v Speaker 1>which was which you didn't you didn't actually just use

0:13:22.920 --> 0:13:25.959
<v Speaker 1>the naked pad. That's not how this game worked, right,

0:13:26.000 --> 0:13:28.080
<v Speaker 1>That the cartridges that snapped in and out of the

0:13:28.080 --> 0:13:31.320
<v Speaker 1>game would include their own buttons to overlay on top

0:13:31.360 --> 0:13:33.760
<v Speaker 1>of that path exactly. So you can think of the

0:13:33.800 --> 0:13:37.280
<v Speaker 1>cartridges as being half cartridge half case, and then you

0:13:37.320 --> 0:13:39.800
<v Speaker 1>would pop the case open and put a new case

0:13:39.880 --> 0:13:41.199
<v Speaker 1>on it in order to play a new game. That

0:13:41.240 --> 0:13:44.199
<v Speaker 1>would also include overlays, which were a big thing back

0:13:44.240 --> 0:13:48.600
<v Speaker 1>in the seventies and eighties, which would increase the playability

0:13:48.640 --> 0:13:53.280
<v Speaker 1>by giving you would have a different, um superficial layer

0:13:53.360 --> 0:13:56.120
<v Speaker 1>on top of the game. So it's permanent because it's

0:13:56.120 --> 0:13:58.880
<v Speaker 1>an overlay, it's doesn't change at all, but it gives

0:13:58.920 --> 0:14:02.840
<v Speaker 1>the games a certain uh personality. Yeah, and also would

0:14:02.880 --> 0:14:05.200
<v Speaker 1>cut down on the work that the processor would have

0:14:05.240 --> 0:14:08.160
<v Speaker 1>to do. You know, you give you more space to

0:14:08.160 --> 0:14:12.360
<v Speaker 1>to play with your little blips and blobs exactly, and

0:14:12.679 --> 0:14:15.480
<v Speaker 1>the system itself did have a little built in analog

0:14:15.679 --> 0:14:18.280
<v Speaker 1>control knobs so that you could have some some basic

0:14:18.360 --> 0:14:21.080
<v Speaker 1>functionality without using the other buttons, or in addition to

0:14:21.120 --> 0:14:23.400
<v Speaker 1>the other buttons that any particular game would come with.

0:14:24.080 --> 0:14:27.120
<v Speaker 1>We have more to say about handheld gaming systems in

0:14:27.160 --> 0:14:29.400
<v Speaker 1>just a moment, but first let's take a quick right.

0:14:36.840 --> 0:14:39.600
<v Speaker 1>I love the site this this Little this Little caveat

0:14:40.080 --> 0:14:43.320
<v Speaker 1>about how it had serious electronics problems, including a lack

0:14:43.360 --> 0:14:46.960
<v Speaker 1>of proper Faraday installation, which means that aesthetic charge could

0:14:47.080 --> 0:14:50.920
<v Speaker 1>render your microvision inoperable, basically useless, or or at least

0:14:50.920 --> 0:14:53.320
<v Speaker 1>permanently damaged in a way that it would never come

0:14:53.360 --> 0:14:55.600
<v Speaker 1>back from. Same same sort of idea that when you're

0:14:55.600 --> 0:14:57.800
<v Speaker 1>putting together a computer, you want to make sure that

0:14:57.840 --> 0:15:01.760
<v Speaker 1>you discharge you yeah, yeah, the same, which makes sense

0:15:01.800 --> 0:15:04.400
<v Speaker 1>because when you took the cartridge off, then you have

0:15:04.440 --> 0:15:09.000
<v Speaker 1>a naked Yeah, so that would be um, yeah, good

0:15:09.400 --> 0:15:12.960
<v Speaker 1>good tip, thanks Lauren. Yeah, And that's that is probably

0:15:13.000 --> 0:15:15.200
<v Speaker 1>one of the reasons why even though the system where

0:15:15.200 --> 0:15:18.400
<v Speaker 1>it was moderately popular, Milton Bradley did stop producing it

0:15:18.520 --> 0:15:22.960
<v Speaker 1>only two or three years later. One furthermore, only thirteen

0:15:23.000 --> 0:15:26.760
<v Speaker 1>games were ever produced for the Microvision. Wait a minute,

0:15:26.800 --> 0:15:30.520
<v Speaker 1>I only could find twelve games that my oht one

0:15:30.560 --> 0:15:33.920
<v Speaker 1>was only available in European markets, correct, which is a

0:15:33.920 --> 0:15:37.720
<v Speaker 1>pretty common weird wiggie thing that happens, especially in these

0:15:37.720 --> 0:15:41.000
<v Speaker 1>early days, although although still modernly like like, different games

0:15:41.000 --> 0:15:43.960
<v Speaker 1>and different systems will only be available in Europe, or

0:15:44.040 --> 0:15:49.040
<v Speaker 1>in the US or in Japan. Really frequently only in Japan. Yeah, yeah,

0:15:49.120 --> 0:15:51.640
<v Speaker 1>you'll get You'll get entire systems that are available only

0:15:51.680 --> 0:15:54.120
<v Speaker 1>in a single region. But even within the ones that

0:15:54.320 --> 0:15:57.680
<v Speaker 1>span multiple regions. There are some titles. Sometimes game publishers

0:15:57.720 --> 0:15:59.880
<v Speaker 1>say this title is never going to do well in

0:16:00.120 --> 0:16:04.600
<v Speaker 1>ex country for why reasons, right, and until basically these days,

0:16:04.600 --> 0:16:06.920
<v Speaker 1>the Internet proves the wrong and someone actually spends the

0:16:06.920 --> 0:16:10.280
<v Speaker 1>money to port it over, yeah, or pirate it more

0:16:10.360 --> 0:16:14.040
<v Speaker 1>likely that right. So by by now we're getting right

0:16:14.080 --> 0:16:17.280
<v Speaker 1>into the very beginning of the eighties, and that's when

0:16:17.320 --> 0:16:20.000
<v Speaker 1>we start seeing l c D technology becoming so cheap

0:16:20.080 --> 0:16:23.120
<v Speaker 1>that uh that LED displays become kind of a thing

0:16:23.160 --> 0:16:25.720
<v Speaker 1>in the past. So you know, company has already been

0:16:25.760 --> 0:16:29.840
<v Speaker 1>kind of experimenting with it, but now it was something

0:16:29.840 --> 0:16:33.200
<v Speaker 1>that they could do without having to charge huge amounts

0:16:33.200 --> 0:16:37.600
<v Speaker 1>of money for relatively limited devices. So we start seeing

0:16:38.120 --> 0:16:42.160
<v Speaker 1>better displays and fewer of those little blip ones, which,

0:16:42.160 --> 0:16:46.600
<v Speaker 1>by the way, we're still treasured by collectors. Absolutely, miniaturization

0:16:46.680 --> 0:16:50.520
<v Speaker 1>was also reaching the point that we were seeing, I mean,

0:16:50.600 --> 0:16:54.560
<v Speaker 1>it was a lot cheaper to produce things, and uh yeah,

0:16:54.720 --> 0:16:56.840
<v Speaker 1>and and it also meant that we can make smaller

0:16:56.840 --> 0:16:59.640
<v Speaker 1>and smaller things, so you no longer had this giant,

0:16:59.680 --> 0:17:02.720
<v Speaker 1>bulky brick for everything, at least not anything that was basic.

0:17:03.120 --> 0:17:05.919
<v Speaker 1>And it even led to one of the things we're

0:17:05.960 --> 0:17:09.040
<v Speaker 1>gonna talk about in just a second, the the infamous

0:17:09.359 --> 0:17:12.840
<v Speaker 1>digital watch games. So something that you've got to keep

0:17:12.880 --> 0:17:14.600
<v Speaker 1>in mind is that this is the this is the

0:17:14.640 --> 0:17:18.160
<v Speaker 1>era where everybody got into this. Mattel had shown they

0:17:18.160 --> 0:17:22.320
<v Speaker 1>had struck gold with this idea. Also, consoles, home consoles

0:17:22.520 --> 0:17:25.359
<v Speaker 1>were very popular at times, so so it was a

0:17:25.440 --> 0:17:27.760
<v Speaker 1>huge industry. Everyone was saying, we got to get in

0:17:27.840 --> 0:17:30.520
<v Speaker 1>on this. So here's just a quick list and not

0:17:30.600 --> 0:17:33.360
<v Speaker 1>even an exhaustive list, but a quick list of some

0:17:33.359 --> 0:17:37.760
<v Speaker 1>some game companies that got really famous for the handheld

0:17:37.760 --> 0:17:40.159
<v Speaker 1>devices they produced. And you're probably gonna recognize some of

0:17:40.200 --> 0:17:47.320
<v Speaker 1>these names. Acclaim, Atari, Bondai, Cassio, Colico, Galube, Kinner, Konami, Namco,

0:17:47.440 --> 0:17:50.560
<v Speaker 1>Parker Brothers, Tandy, Texas Instruments, Tiger, and many many more.

0:17:50.920 --> 0:17:53.399
<v Speaker 1>I like that was alphabetized. Yeah, well I took it

0:17:53.400 --> 0:17:55.359
<v Speaker 1>from an alphabetized list, and I was too wazy to

0:17:55.400 --> 0:17:59.000
<v Speaker 1>mix them up. Uh. In nineteen eighty, that's when we

0:17:59.040 --> 0:18:02.000
<v Speaker 1>get the Casio game ten, which was one of the

0:18:02.040 --> 0:18:05.000
<v Speaker 1>watches we mentioned I believe in our Digital Watch smart

0:18:05.000 --> 0:18:08.719
<v Speaker 1>Watch episodes. Yeah, it was the first video game watch.

0:18:09.160 --> 0:18:11.640
<v Speaker 1>It had a version of space invaders, yes, and it

0:18:11.680 --> 0:18:13.920
<v Speaker 1>was like three lines of dashes that you could shoot

0:18:13.960 --> 0:18:16.879
<v Speaker 1>with your little dot. But again you use buttons on

0:18:16.880 --> 0:18:20.000
<v Speaker 1>the side of the watch to control your your little

0:18:20.200 --> 0:18:23.199
<v Speaker 1>your little ship and fight off against these space invaders,

0:18:23.240 --> 0:18:25.480
<v Speaker 1>which again were just sort of dashes. Oh and also

0:18:25.640 --> 0:18:29.720
<v Speaker 1>very important it also told the time. Yes, important side

0:18:29.760 --> 0:18:35.680
<v Speaker 1>note about this watch. Um. Also in Nintendo started releasing

0:18:35.720 --> 0:18:40.400
<v Speaker 1>this entire series of hard coded handheld video games called

0:18:40.680 --> 0:18:43.919
<v Speaker 1>called Game and Watch, and the very first one was

0:18:44.359 --> 0:18:48.680
<v Speaker 1>Ball Yeah really fancy. Yeah. You played as a juggler,

0:18:48.720 --> 0:18:52.760
<v Speaker 1>which I appreciate being a juggler myself. Um. And the object,

0:18:52.760 --> 0:18:55.480
<v Speaker 1>of course was to keep multiple objects in the air

0:18:55.560 --> 0:18:57.520
<v Speaker 1>and not let any of them drop. And you had

0:18:57.760 --> 0:19:01.639
<v Speaker 1>two controls which essentially controlled the juggler arms arms. Okay,

0:19:01.760 --> 0:19:03.399
<v Speaker 1>and that's one other thing I was going to mention

0:19:03.440 --> 0:19:06.359
<v Speaker 1>also was that these hard coded games. You may wonder

0:19:06.560 --> 0:19:09.480
<v Speaker 1>how did they stick around long after we started getting

0:19:09.520 --> 0:19:12.040
<v Speaker 1>these cartridge based systems. One of the ways they stuck

0:19:12.080 --> 0:19:15.560
<v Speaker 1>around is that they could have specific controls for that

0:19:15.680 --> 0:19:19.000
<v Speaker 1>game that are unique, you know, not just your little

0:19:19.040 --> 0:19:21.879
<v Speaker 1>direction pad and buttons. Sure you and you don't have

0:19:21.920 --> 0:19:24.359
<v Speaker 1>to recode the buttons for it every time that you

0:19:24.400 --> 0:19:26.120
<v Speaker 1>want to play a different game or learn a new

0:19:26.160 --> 0:19:31.240
<v Speaker 1>controller schematic. It's just that thing specialized. So it's very specific. Yeah.

0:19:31.280 --> 0:19:33.159
<v Speaker 1>So that way it ended up filling a niche that

0:19:33.359 --> 0:19:36.879
<v Speaker 1>your generic, you know, cartridge based systems couldn't because the

0:19:36.960 --> 0:19:39.480
<v Speaker 1>game control is always going to be the same unless

0:19:39.480 --> 0:19:42.080
<v Speaker 1>you build buy some sort of crazy peripheral that can

0:19:42.119 --> 0:19:45.320
<v Speaker 1>also plug into it. Anyway, the Game and Watch series

0:19:45.359 --> 0:19:49.840
<v Speaker 1>was incredibly popular. They produced sixty different games under that brand.

0:19:50.640 --> 0:19:53.000
<v Speaker 1>Only one of those was one you could not buy.

0:19:53.080 --> 0:19:54.639
<v Speaker 1>It was actually a prize. You had to win it

0:19:54.640 --> 0:19:57.240
<v Speaker 1>in a in a contest type thing, uh and um.

0:19:57.280 --> 0:20:00.320
<v Speaker 1>And they would release several different models of the over

0:20:00.320 --> 0:20:05.360
<v Speaker 1>the years. Eventually, starting in nine two, they started releasing

0:20:05.400 --> 0:20:08.679
<v Speaker 1>games that had two screens set up in this clamshell

0:20:08.800 --> 0:20:12.480
<v Speaker 1>kind of thing that looks bloody exactly like the Nintendo DS.

0:20:12.480 --> 0:20:14.040
<v Speaker 1>It really does. And you know, you look at this

0:20:14.080 --> 0:20:16.920
<v Speaker 1>and you're like, huh. All the way back in two

0:20:16.960 --> 0:20:19.879
<v Speaker 1>they had this idea and uh, and it was you know,

0:20:19.960 --> 0:20:22.040
<v Speaker 1>it was one of those that ended up really paying

0:20:22.040 --> 0:20:24.040
<v Speaker 1>off down the line. So they had a lot of

0:20:24.040 --> 0:20:27.479
<v Speaker 1>different models, a lot of different designs. Um they also

0:20:27.880 --> 0:20:31.280
<v Speaker 1>they're under different names, like you have the Silver, uh,

0:20:31.040 --> 0:20:34.080
<v Speaker 1>you have the Gold, Uh, you had the multi screen,

0:20:34.520 --> 0:20:37.440
<v Speaker 1>et cetera. And then he had tabletop and the tabletop.

0:20:37.520 --> 0:20:41.040
<v Speaker 1>They introduced those in three. They look like teeny tiny

0:20:41.359 --> 0:20:45.480
<v Speaker 1>arcade machines. So I had a friend who had Pac Man.

0:20:45.520 --> 0:20:47.720
<v Speaker 1>I think it was either pac Man or Donkey Kong,

0:20:48.240 --> 0:20:50.000
<v Speaker 1>one of the two. But it looks like a little

0:20:50.040 --> 0:20:54.160
<v Speaker 1>mature arcade. It's probably Donkey Kong now I think about

0:20:54.160 --> 0:20:56.520
<v Speaker 1>because it's a Nintendo. So yeah, a little like tiny

0:20:56.560 --> 0:20:59.159
<v Speaker 1>little arcade machines. So it's really a tabletop, not so

0:20:59.240 --> 0:21:02.359
<v Speaker 1>much a handheld, but you could have held it in

0:21:02.359 --> 0:21:04.120
<v Speaker 1>your hands. You just wouldn't be able to control both

0:21:04.200 --> 0:21:07.720
<v Speaker 1>the joystick and the buttons very easily. But um but

0:21:07.800 --> 0:21:09.760
<v Speaker 1>it was you know again one of those they only

0:21:09.800 --> 0:21:12.320
<v Speaker 1>produced four, So Donkey Kong Jr. That's the one I

0:21:12.400 --> 0:21:14.960
<v Speaker 1>was because they didn't do Pacman. It was Donkey Kong Jr. Snoopy,

0:21:15.000 --> 0:21:21.480
<v Speaker 1>Mario's Cement Factory, and Popeye. So um yeah, mostly notable

0:21:21.480 --> 0:21:26.600
<v Speaker 1>because they had this very evocative form factor. Unfortunately, ine

0:21:26.960 --> 0:21:29.040
<v Speaker 1>that that was also the year that the video game

0:21:29.320 --> 0:21:33.399
<v Speaker 1>console industry crashed. Yeah, we all know the story. You know.

0:21:34.160 --> 0:21:37.560
<v Speaker 1>The market was flooded with with game games and game

0:21:37.680 --> 0:21:41.000
<v Speaker 1>systems that ranged in quality from pretty good to abysmal.

0:21:41.440 --> 0:21:46.040
<v Speaker 1>And unfortunately, there were a lot of the abysmal category, uh,

0:21:46.080 --> 0:21:49.760
<v Speaker 1>including the infamous pac Man Atari Port and the e

0:21:49.960 --> 0:21:54.480
<v Speaker 1>T the Extraterrestrial Game. So it ended up crashing that

0:21:54.480 --> 0:21:59.199
<v Speaker 1>that whole industry. However, handheld games fared better than the

0:21:59.280 --> 0:22:02.119
<v Speaker 1>video game cons did one because they're less expensive and

0:22:02.160 --> 0:22:06.560
<v Speaker 1>too they fulfill a different need than the home video

0:22:06.600 --> 0:22:11.400
<v Speaker 1>game console. So very interesting. And then we also saw

0:22:11.440 --> 0:22:15.399
<v Speaker 1>at this time some experimentation with cartridge based systems similar

0:22:15.440 --> 0:22:19.399
<v Speaker 1>to what Microvision had tried. They included game systems like

0:22:19.440 --> 0:22:22.400
<v Speaker 1>the Intexts select a game, which I think only had

0:22:22.480 --> 0:22:25.080
<v Speaker 1>five or six game titles ever come out, the v

0:22:25.160 --> 0:22:30.040
<v Speaker 1>Tech Variety, Palm Text, super Micro, and the Epoch game

0:22:30.240 --> 0:22:33.560
<v Speaker 1>pocket Computer. And if you haven't heard of any of these,

0:22:34.600 --> 0:22:37.119
<v Speaker 1>I guess that kind of indicates what happened. Yeah, that's

0:22:37.160 --> 0:22:40.960
<v Speaker 1>that's pretty indicative. Yeah. So still they knew that this

0:22:41.000 --> 0:22:42.800
<v Speaker 1>was going to be a thing, like people were going

0:22:42.840 --> 0:22:44.760
<v Speaker 1>to want to have a system where they could play

0:22:44.840 --> 0:22:48.040
<v Speaker 1>multiple games, not just a single game hardcoded onto it.

0:22:48.080 --> 0:22:52.080
<v Speaker 1>But no one had cracked that code yet. Guys, have

0:22:52.160 --> 0:22:55.600
<v Speaker 1>gotta hand it to you. This classic episodes pretty awesome.

0:22:55.800 --> 0:23:05.719
<v Speaker 1>We're gonna take a quick break, Okay, So, Lauren, I

0:23:05.760 --> 0:23:10.159
<v Speaker 1>had hinted that the next system we're going to talk

0:23:10.200 --> 0:23:13.960
<v Speaker 1>about really cracks the whole problem of building a cartridge

0:23:13.960 --> 0:23:18.199
<v Speaker 1>based system that that resonates. What was I talking about?

0:23:18.440 --> 0:23:23.280
<v Speaker 1>You were probably talking about Nintendo's game Boy. Whole boy.

0:23:23.480 --> 0:23:25.920
<v Speaker 1>What you know, if you want to talk about cracking

0:23:25.960 --> 0:23:29.800
<v Speaker 1>the code, game Boy remains one of the top selling

0:23:29.880 --> 0:23:33.960
<v Speaker 1>consoles of all time period, doesn't matter if you're talking handheld.

0:23:34.000 --> 0:23:37.119
<v Speaker 1>I mean, if you're talking handheld, it is, but I

0:23:37.160 --> 0:23:39.399
<v Speaker 1>mean in just video game consoles, it's still one of

0:23:39.440 --> 0:23:42.439
<v Speaker 1>the Top. Oh yeah, yeah, and this came out, So

0:23:42.440 --> 0:23:45.480
<v Speaker 1>we're skipping ahead a few years. There wasn't much development

0:23:45.520 --> 0:23:47.320
<v Speaker 1>on the scene. Yeah, a lot of more of those

0:23:47.359 --> 0:23:51.120
<v Speaker 1>hard coded games. We had talked about um and it

0:23:51.160 --> 0:23:55.000
<v Speaker 1>was developed by gun Pay. Yes, and gun Pay. We

0:23:55.040 --> 0:23:58.760
<v Speaker 1>talked about him in an episode when I when I

0:23:58.840 --> 0:24:02.160
<v Speaker 1>did an episode about the history of Nintendo, we talked

0:24:02.160 --> 0:24:06.000
<v Speaker 1>about gun pay okoy because he was very, very influential

0:24:06.359 --> 0:24:11.080
<v Speaker 1>at Nintendo, both for some things that were incredibly popular

0:24:11.600 --> 0:24:15.240
<v Speaker 1>and and one thing in particular that was a notable flop.

0:24:15.520 --> 0:24:17.960
<v Speaker 1>So among the popular ones, where the game Boy, which

0:24:18.000 --> 0:24:21.280
<v Speaker 1>again one of the most popular game consoles of all time,

0:24:21.840 --> 0:24:25.840
<v Speaker 1>also Metroid of one of the most successful video game franchises,

0:24:26.040 --> 0:24:29.480
<v Speaker 1>and then hey, the Virtual Boy, which totally not successful.

0:24:29.840 --> 0:24:33.040
<v Speaker 1>A Virtual Boy technically kind of falls into the handheld category,

0:24:33.119 --> 0:24:35.200
<v Speaker 1>depending upon whom you ask. I didn't add it into

0:24:35.240 --> 0:24:38.240
<v Speaker 1>our notes because I was like, I don't really think

0:24:38.280 --> 0:24:40.200
<v Speaker 1>that there's a handheld. I mean, I think that was

0:24:40.240 --> 0:24:43.440
<v Speaker 1>definitely a desktop. Anything where you're wearing it and it's

0:24:43.480 --> 0:24:47.400
<v Speaker 1>blocking your vision. I can't imagine that being, you know, handheld.

0:24:47.480 --> 0:24:50.359
<v Speaker 1>Plus that thing would make you sick when you're just

0:24:50.440 --> 0:24:53.000
<v Speaker 1>sitting still. Can you imagine how you would feel after

0:24:53.080 --> 0:24:54.640
<v Speaker 1>five minutes of playing one of those in the back

0:24:54.680 --> 0:24:56.800
<v Speaker 1>of a car. I would certainly not want to wear

0:24:56.840 --> 0:24:58.119
<v Speaker 1>it around like I kind of want to wear the

0:24:58.160 --> 0:25:01.240
<v Speaker 1>Oculus Rift around everywhere. I would be acting like crazy, y'all.

0:25:01.400 --> 0:25:04.560
<v Speaker 1>So anyway, the Nintendo game Boy ended up using four

0:25:04.760 --> 0:25:08.600
<v Speaker 1>double A batteries, and it was actually a pretty good

0:25:08.640 --> 0:25:12.399
<v Speaker 1>about not gobbling them up immediately, right. I think that

0:25:12.400 --> 0:25:15.800
<v Speaker 1>that like, like colloquially, most people got about twenty hours

0:25:15.800 --> 0:25:17.879
<v Speaker 1>and can play out of it. Nintendo claimed that you

0:25:17.880 --> 0:25:19.439
<v Speaker 1>could go up to thirty five. I'm not sure that

0:25:19.480 --> 0:25:21.920
<v Speaker 1>I ever did that personal right, well, but part of

0:25:21.960 --> 0:25:23.879
<v Speaker 1>the reason why it was so efficient was that it

0:25:23.920 --> 0:25:27.120
<v Speaker 1>was a monochromatic screen and it was not back lit.

0:25:27.560 --> 0:25:29.320
<v Speaker 1>So in other words, if you were in a dark

0:25:29.400 --> 0:25:31.400
<v Speaker 1>room and you turned your game Boy on, you wouldn't

0:25:31.440 --> 0:25:33.640
<v Speaker 1>though you have to turn the light on. In fact,

0:25:33.680 --> 0:25:35.560
<v Speaker 1>there were there were accessories that were sold where it

0:25:35.600 --> 0:25:38.240
<v Speaker 1>was that little is like a book light exactly. Yeah.

0:25:38.280 --> 0:25:40.879
<v Speaker 1>So uh, but that meant that you didn't have to

0:25:41.400 --> 0:25:44.600
<v Speaker 1>spend extra power to keep a light lit, so that

0:25:44.800 --> 0:25:48.280
<v Speaker 1>helped conserve battery life. Sure, despite that, the resolution was

0:25:48.320 --> 0:25:52.200
<v Speaker 1>pretty good. It was one way better than that sixteen

0:25:52.200 --> 0:25:54.680
<v Speaker 1>by sixteen panel we talked about from a few years back.

0:25:54.840 --> 0:25:57.320
<v Speaker 1>All right, for the time it was it was pretty shiny, yeah,

0:25:57.320 --> 0:26:00.760
<v Speaker 1>and it had four different shades of gray. Well by

0:26:00.840 --> 0:26:03.320
<v Speaker 1>bye gray, you mean like green to black, but yeah,

0:26:03.760 --> 0:26:05.560
<v Speaker 1>they called it gray, but yes, it really was green

0:26:05.600 --> 0:26:08.680
<v Speaker 1>to black gray. And you could actually have the reports

0:26:08.720 --> 0:26:11.399
<v Speaker 1>where you could link game boys together. That was, I

0:26:11.400 --> 0:26:15.000
<v Speaker 1>mean incredibly forward thinking at the time. You're talking about

0:26:15.000 --> 0:26:18.280
<v Speaker 1>allowing multiple play, and it's not just I'm going to

0:26:18.359 --> 0:26:20.439
<v Speaker 1>take a turn. Oh my turn is over. Now I

0:26:20.600 --> 0:26:22.840
<v Speaker 1>hand this device to you and you take a turn.

0:26:22.920 --> 0:26:25.639
<v Speaker 1>That's the way the old systems were. So to have

0:26:25.760 --> 0:26:28.560
<v Speaker 1>something like this as a dense is this where you

0:26:28.560 --> 0:26:32.199
<v Speaker 1>could potentially linked together two different systems and play the

0:26:32.240 --> 0:26:37.120
<v Speaker 1>same game, was pretty phenomenal. Now, the original game Boy today,

0:26:37.200 --> 0:26:39.600
<v Speaker 1>a lot of players call it the brick. It was

0:26:39.640 --> 0:26:42.280
<v Speaker 1>pretty large, yeah, and it the way it was laid out,

0:26:42.320 --> 0:26:44.840
<v Speaker 1>if you have never seen an original game Boy, imagined

0:26:44.880 --> 0:26:47.639
<v Speaker 1>a rectangle and at the top of the rectangle is

0:26:47.760 --> 0:26:50.760
<v Speaker 1>kind of a squarish screen, and below the screen is

0:26:50.800 --> 0:26:53.280
<v Speaker 1>where you would find the directional pad and the two

0:26:53.400 --> 0:26:57.520
<v Speaker 1>years to be and the A and so there was

0:26:57.680 --> 0:26:59.720
<v Speaker 1>there were some problems with people playing for a long

0:26:59.720 --> 0:27:01.679
<v Speaker 1>time in game their hands kind of cramped up because

0:27:01.800 --> 0:27:03.959
<v Speaker 1>the controls were right there below the screen and not

0:27:04.040 --> 0:27:06.520
<v Speaker 1>to either side the way we're used to now. But

0:27:06.920 --> 0:27:11.000
<v Speaker 1>still very innovative. And I think I think it was

0:27:11.520 --> 0:27:15.680
<v Speaker 1>the perfect storm in that there was a game paired

0:27:15.720 --> 0:27:20.240
<v Speaker 1>with game Boy that together it was an unstoppable force.

0:27:20.880 --> 0:27:23.280
<v Speaker 1>Do do do do Do Do Do Do Do Do

0:27:23.280 --> 0:27:27.240
<v Speaker 1>Do do do do do do do do do do. Yeah,

0:27:27.359 --> 0:27:29.920
<v Speaker 1>Jonathan of course is talking about Tetris or singing about

0:27:29.920 --> 0:27:32.960
<v Speaker 1>Tetris the case maybe singing is very generous. I think

0:27:32.960 --> 0:27:37.439
<v Speaker 1>you for it. But yes, Tetris one of the most

0:27:37.600 --> 0:27:41.440
<v Speaker 1>popular titles in video game history. And uh, I mean,

0:27:41.520 --> 0:27:44.000
<v Speaker 1>we should do a podcast just about Tetris. At some

0:27:44.000 --> 0:27:46.359
<v Speaker 1>point I talked about that you have not already? Yeah,

0:27:46.359 --> 0:27:50.160
<v Speaker 1>well we could never fitted in. Oh no, at any rate.

0:27:50.320 --> 0:27:53.400
<v Speaker 1>Uh I even looked off like what would have been

0:27:53.560 --> 0:27:56.760
<v Speaker 1>off camera for that? That's how bad that pun was.

0:27:57.280 --> 0:28:00.720
<v Speaker 1>Um At any rate, the fact that Tetris was so

0:28:00.760 --> 0:28:03.080
<v Speaker 1>popular and that the Game Boy was such a great

0:28:03.160 --> 0:28:05.359
<v Speaker 1>form factor in the sense you could take it anywhere

0:28:05.800 --> 0:28:11.000
<v Speaker 1>you have this incredibly addictive puzzle game, this incredibly portable platform.

0:28:11.040 --> 0:28:13.960
<v Speaker 1>It was a perfect match. I mean when I think

0:28:14.000 --> 0:28:17.399
<v Speaker 1>game Boy, that's the first game I think of. You know,

0:28:17.440 --> 0:28:19.160
<v Speaker 1>I also think of some of the Mario games, because

0:28:19.160 --> 0:28:21.920
<v Speaker 1>those were really popular too, but but Tetris is the one.

0:28:21.960 --> 0:28:24.560
<v Speaker 1>I mean, anyone I knew who had a game Boy

0:28:24.680 --> 0:28:27.440
<v Speaker 1>that was in heavy rotation, no matter what other games

0:28:27.440 --> 0:28:32.320
<v Speaker 1>they owned, so incredibly forward thinking on that part too.

0:28:32.600 --> 0:28:36.080
<v Speaker 1>It was also relatively inexpensive. It retailed for a D

0:28:36.320 --> 0:28:40.160
<v Speaker 1>nine dollars, so you know, not not chump change. But

0:28:40.320 --> 0:28:44.480
<v Speaker 1>still we're going to talk about some game systems that

0:28:44.560 --> 0:28:46.920
<v Speaker 1>came out, you know, either around this time or shortly

0:28:46.960 --> 0:28:50.760
<v Speaker 1>thereafter that. We're much more expensive and not nearly as

0:28:50.760 --> 0:28:52.880
<v Speaker 1>popular for multiple reasons, but one of them is that

0:28:52.960 --> 0:28:56.280
<v Speaker 1>you know, they cost more. So uh yeah, game Boy

0:28:56.400 --> 0:28:59.360
<v Speaker 1>ends up being a huge hit. It's it's, you know,

0:29:00.000 --> 0:29:03.760
<v Speaker 1>compared to today's systems, not the most powerful one, but uh,

0:29:03.920 --> 0:29:06.720
<v Speaker 1>you know, they made some great decisions. They they went

0:29:06.760 --> 0:29:11.240
<v Speaker 1>with the cartridge based game systems, which load instantly so

0:29:11.280 --> 0:29:12.719
<v Speaker 1>you don't have to worry about you know, if you're

0:29:12.760 --> 0:29:14.640
<v Speaker 1>used to an optical drive and you have to wait

0:29:14.640 --> 0:29:17.280
<v Speaker 1>for a game to load spin up. Yeah, that's one thing,

0:29:17.320 --> 0:29:19.480
<v Speaker 1>but if you're used to cartridge based systems, you don't

0:29:19.520 --> 0:29:22.840
<v Speaker 1>even know what load time means. So it was really

0:29:22.840 --> 0:29:27.360
<v Speaker 1>really fast, and um yeah, it got a couple of updates, actually,

0:29:27.840 --> 0:29:30.640
<v Speaker 1>probably half a dozen or so updates before we get

0:29:30.680 --> 0:29:33.360
<v Speaker 1>to the next true version of the game Boy. Right.

0:29:33.400 --> 0:29:35.760
<v Speaker 1>Over the next several years, there would be a slimmer

0:29:35.880 --> 0:29:38.720
<v Speaker 1>version that had a true gray scale screen called the

0:29:38.720 --> 0:29:42.080
<v Speaker 1>game Boy Pocket, and in Japan there was a version

0:29:42.320 --> 0:29:45.240
<v Speaker 1>called the game Boy Light that had a backlit screen. Yeah,

0:29:45.240 --> 0:29:47.520
<v Speaker 1>so its l I g h T not l I

0:29:47.600 --> 0:29:51.600
<v Speaker 1>T right, but yeah, we um. We wouldn't see a

0:29:51.680 --> 0:29:55.040
<v Speaker 1>color screen update to the game Boy for almost a decade,

0:29:55.080 --> 0:29:57.840
<v Speaker 1>which gave a bunch of its competitors a really good

0:29:57.840 --> 0:30:01.120
<v Speaker 1>into the market. Yeah, or at least appeared that way

0:30:01.200 --> 0:30:03.760
<v Speaker 1>for some of them. They did a pretty good job. Others,

0:30:03.880 --> 0:30:05.920
<v Speaker 1>like the one we're about to talk about, had a

0:30:06.000 --> 0:30:09.000
<v Speaker 1>rougher start. So that same year that the Game Boy

0:30:09.040 --> 0:30:13.640
<v Speaker 1>comes out for Nintendo, Atari releases their first handheld gaming system,

0:30:13.640 --> 0:30:17.040
<v Speaker 1>their first like handheld cartridge based gaming system, the links

0:30:17.200 --> 0:30:20.560
<v Speaker 1>Ye L Y n X, And so it's the first

0:30:20.800 --> 0:30:25.000
<v Speaker 1>color handheld portable video games system, and it also had

0:30:25.120 --> 0:30:28.120
<v Speaker 1>multiplayer functionality. Now, this thing, if you looked at it

0:30:28.160 --> 0:30:30.680
<v Speaker 1>was very wide, the screen was in the center, the

0:30:30.680 --> 0:30:34.120
<v Speaker 1>controls were off to either side. Um. It was originally

0:30:34.200 --> 0:30:37.400
<v Speaker 1>actually called the Handy or sometimes called the Handy Boy,

0:30:37.480 --> 0:30:40.560
<v Speaker 1>depending upon who you ask, were the Handy Pack. That's

0:30:40.560 --> 0:30:43.800
<v Speaker 1>because it was developed by this other company called Epics. Yeah,

0:30:43.880 --> 0:30:46.560
<v Speaker 1>and Epics started shopping it around. They went to ce

0:30:46.920 --> 0:30:50.400
<v Speaker 1>S way back in nine and started to uh to

0:30:50.560 --> 0:30:53.400
<v Speaker 1>meet with other companies and say, look, we've developed this hardware.

0:30:53.480 --> 0:30:55.960
<v Speaker 1>Are you interested. Nintendo said, you know, we've got our

0:30:56.000 --> 0:30:59.120
<v Speaker 1>own thing. We're gonna pass. But Atari said, you know,

0:30:59.160 --> 0:31:01.680
<v Speaker 1>we really wanted it back into this market, and this

0:31:01.760 --> 0:31:03.720
<v Speaker 1>is this looks like it's a great way of doing it.

0:31:04.040 --> 0:31:07.719
<v Speaker 1>So they partnered together and they launched this. Now they

0:31:07.760 --> 0:31:10.840
<v Speaker 1>were billing it as being much more powerful than the

0:31:10.880 --> 0:31:13.360
<v Speaker 1>Game Boy. It had had that color screen, so that

0:31:13.440 --> 0:31:16.600
<v Speaker 1>alone made it appear, at least on the surface, to

0:31:16.680 --> 0:31:19.520
<v Speaker 1>be a better system. But there were a couple of

0:31:19.520 --> 0:31:22.520
<v Speaker 1>things against it. Yeah, it was it was heavier, it

0:31:22.600 --> 0:31:26.000
<v Speaker 1>was more clunky. Um, it was almost twice as expensive. Yeah,

0:31:26.080 --> 0:31:28.280
<v Speaker 1>that was a big one. And also they had a

0:31:28.320 --> 0:31:32.280
<v Speaker 1>real hard time getting developers to make games for it

0:31:32.320 --> 0:31:35.800
<v Speaker 1>that really took advantage of the Links's abilities, which is

0:31:35.800 --> 0:31:39.120
<v Speaker 1>a story we've heard time and time again with various systems.

0:31:39.240 --> 0:31:41.720
<v Speaker 1>Oh sure, I mean, you know, the specs on this

0:31:41.760 --> 0:31:44.120
<v Speaker 1>thing were pretty spectacular. It was on par with some

0:31:44.160 --> 0:31:46.080
<v Speaker 1>of the consoles that were coming out at the time,

0:31:47.640 --> 0:31:50.520
<v Speaker 1>but without the developers to make the games. Yeah, then

0:31:50.680 --> 0:31:54.640
<v Speaker 1>eventually they would end up offering a basic links system,

0:31:54.680 --> 0:31:57.200
<v Speaker 1>which meant they didn't include all the connection cables you

0:31:57.280 --> 0:32:02.320
<v Speaker 1>could have UM and that is about ARS. But that

0:32:02.400 --> 0:32:04.480
<v Speaker 1>was too little, too late because the game Boy had

0:32:04.680 --> 0:32:07.040
<v Speaker 1>had such a trounced it. Yeah, they had already had

0:32:07.080 --> 0:32:11.120
<v Speaker 1>such a big initial push, they were ahead of the game,

0:32:11.360 --> 0:32:13.600
<v Speaker 1>and literally they would try one more time with the

0:32:13.680 --> 0:32:18.200
<v Speaker 1>with the links to UM which which was more compact,

0:32:18.680 --> 0:32:21.080
<v Speaker 1>but but still didn't really ever make any headway and

0:32:21.120 --> 0:32:23.400
<v Speaker 1>would eventually fade out of production over the next couple

0:32:23.400 --> 0:32:28.920
<v Speaker 1>of years. Uh. Now, this was one of my favorite systems,

0:32:28.960 --> 0:32:32.040
<v Speaker 1>just for what it could do. I didn't own one,

0:32:32.040 --> 0:32:33.320
<v Speaker 1>I had a friend who owned one. I had a

0:32:33.320 --> 0:32:35.520
<v Speaker 1>lot of friends who owned games. I got a lot

0:32:35.520 --> 0:32:38.880
<v Speaker 1>of vicurious joy out of the friends who lived in

0:32:38.920 --> 0:32:43.600
<v Speaker 1>my neighborhood. But this one was the ANYC Turbo Express.

0:32:43.720 --> 0:32:45.840
<v Speaker 1>So if you've ever heard of the video game called Soul,

0:32:45.920 --> 0:32:50.640
<v Speaker 1>called the Turbo Graphics sixteen, this thing was a handheld

0:32:50.680 --> 0:32:53.360
<v Speaker 1>gaming device that could play those games. Like you could

0:32:53.360 --> 0:32:56.640
<v Speaker 1>get the Turbo Graphics sixteen cartridge plug it into this thing,

0:32:56.640 --> 0:32:59.800
<v Speaker 1>which I guess you can make imagine. Was that was

0:32:59.840 --> 0:33:03.080
<v Speaker 1>a little clunky, you know, and also drained batteries like

0:33:03.200 --> 0:33:06.720
<v Speaker 1>nothing comments. Yeah, okay, so batteries were expensive back then.

0:33:07.040 --> 0:33:09.840
<v Speaker 1>They're still not cheap, so it would drain batteries really fast.

0:33:09.880 --> 0:33:13.440
<v Speaker 1>But but but at least the Turbo Express itself was

0:33:13.560 --> 0:33:17.600
<v Speaker 1>modestly priced at a oh two dollars never mind, I

0:33:17.640 --> 0:33:19.440
<v Speaker 1>don't know where I was going with that. Yeah, speaking

0:33:19.480 --> 0:33:23.720
<v Speaker 1>of expensive, but but but it did have a color display, um,

0:33:23.760 --> 0:33:27.360
<v Speaker 1>it had a similar to the Nintendo model, the directional pad,

0:33:27.400 --> 0:33:32.160
<v Speaker 1>and two very very much the standard game control. And also,

0:33:32.240 --> 0:33:34.880
<v Speaker 1>for an additional price, if you wanted to spend more

0:33:34.880 --> 0:33:37.600
<v Speaker 1>than the two dollars plus the hundred dollars or so

0:33:37.680 --> 0:33:40.680
<v Speaker 1>in batteries to keep it going, you could get a

0:33:40.840 --> 0:33:44.400
<v Speaker 1>optional television tuner and turn it into a portable TV.

0:33:45.080 --> 0:33:47.120
<v Speaker 1>So I mean it was it was interesting to me,

0:33:47.160 --> 0:33:50.240
<v Speaker 1>and that this was the first attempt to build a

0:33:50.480 --> 0:33:55.240
<v Speaker 1>handheld video game system that could play video game consoles

0:33:55.280 --> 0:33:59.600
<v Speaker 1>like a television console games and and not a port.

0:34:00.040 --> 0:34:02.280
<v Speaker 1>I mean, I'm talking about the exact same game that

0:34:02.360 --> 0:34:06.760
<v Speaker 1>to me was really phenomenal. Was also the year that

0:34:06.880 --> 0:34:09.839
<v Speaker 1>the first serious competitor to the Game Boy came out.

0:34:09.960 --> 0:34:12.839
<v Speaker 1>And by serious competitor, I mean they did a decent job.

0:34:12.920 --> 0:34:15.400
<v Speaker 1>They didn't it wasn't the game Boy was in danger.

0:34:15.880 --> 0:34:19.000
<v Speaker 1>But they didn't just appear and then disappear, certainly not.

0:34:19.120 --> 0:34:22.200
<v Speaker 1>This is the Sega Game Gear, and at the time,

0:34:22.280 --> 0:34:25.160
<v Speaker 1>the second Genesis was the leading console, so so it

0:34:25.480 --> 0:34:28.759
<v Speaker 1>had some serious firepower behind it. Now, originally it was

0:34:29.400 --> 0:34:31.200
<v Speaker 1>it was when it was top secret, it was still

0:34:31.200 --> 0:34:33.759
<v Speaker 1>in development. It was not called the game Gear. I know,

0:34:33.800 --> 0:34:36.239
<v Speaker 1>it was called the Project Mercury. Yeah. At the time,

0:34:36.280 --> 0:34:39.880
<v Speaker 1>Sega was naming all of its different projects after planets,

0:34:40.080 --> 0:34:42.160
<v Speaker 1>which shouldn't come as a surprise if you owned a

0:34:42.160 --> 0:34:47.239
<v Speaker 1>Sega Saturn. Oh right, yeah, so at a lot of Yeah, yeah,

0:34:47.280 --> 0:34:48.879
<v Speaker 1>it's kind of cool. I mean it's I love finding

0:34:48.920 --> 0:34:53.920
<v Speaker 1>out like Apple calls all their stuff after cats. But okay,

0:34:53.920 --> 0:34:58.080
<v Speaker 1>so this one cost less than the Turbo Express. It

0:34:58.200 --> 0:35:00.480
<v Speaker 1>was not trying to They were trying really hard to

0:35:00.560 --> 0:35:03.480
<v Speaker 1>kind of be competitive in that same space as the

0:35:03.760 --> 0:35:06.200
<v Speaker 1>as the Game Boy. It was more expensive than a

0:35:06.239 --> 0:35:09.040
<v Speaker 1>game Boy because it was at a d when it launched.

0:35:09.440 --> 0:35:14.400
<v Speaker 1>But but that's but that's not as as much. Hundred

0:35:14.440 --> 0:35:17.680
<v Speaker 1>dollars less than the Turbo Express. Yeah, it had that

0:35:17.760 --> 0:35:21.520
<v Speaker 1>color screen, it was cartridge based. It came with a

0:35:21.560 --> 0:35:27.239
<v Speaker 1>single game kind of replicant of of Tetris columns if

0:35:27.239 --> 0:35:29.359
<v Speaker 1>you remember that it was. It was a puzzle based game.

0:35:29.440 --> 0:35:31.919
<v Speaker 1>So it was clear they they saw a game Boy

0:35:31.920 --> 0:35:34.319
<v Speaker 1>and its success with Tetris and said, let's make sure

0:35:34.360 --> 0:35:36.480
<v Speaker 1>we pair this with a puzzle game so we can

0:35:36.480 --> 0:35:39.480
<v Speaker 1>get all those casual gamers hooked and then we'll be

0:35:39.560 --> 0:35:42.280
<v Speaker 1>we have a license to print money. Uh. And actually

0:35:42.280 --> 0:35:44.520
<v Speaker 1>it did, like I said, pretty well. They ended up

0:35:44.520 --> 0:35:48.319
<v Speaker 1>producing more than two hundred fifty games over the lifetime

0:35:48.520 --> 0:35:53.000
<v Speaker 1>of the Game Gear, which was up until now just

0:35:53.080 --> 0:35:54.719
<v Speaker 1>like the Game Boy. We didn't mention this, but the

0:35:54.719 --> 0:35:57.680
<v Speaker 1>game Boy and the Game Gear both could produce stereo sound,

0:35:57.719 --> 0:36:00.200
<v Speaker 1>but only if you plugged in headphones because had a

0:36:00.280 --> 0:36:04.719
<v Speaker 1>single single so very similar in some ways to the

0:36:04.719 --> 0:36:07.680
<v Speaker 1>game Boy, and it was a good competitor against the

0:36:07.719 --> 0:36:11.560
<v Speaker 1>Game Boy. However, the game Boy eventually just wins out

0:36:11.600 --> 0:36:14.360
<v Speaker 1>over the fact that it had an incredible library of

0:36:14.400 --> 0:36:17.640
<v Speaker 1>games that just grew year over year, and just again

0:36:17.640 --> 0:36:20.600
<v Speaker 1>that price point seemed to be a magic spot that

0:36:20.640 --> 0:36:23.600
<v Speaker 1>wraps up this classic episode. Obviously, next week we are

0:36:23.640 --> 0:36:26.840
<v Speaker 1>going to listen to part two of this series to

0:36:26.960 --> 0:36:30.040
<v Speaker 1>learn more about handheld gaming systems. This is one that

0:36:30.080 --> 0:36:32.759
<v Speaker 1>I could clearly do a an update on since this

0:36:32.840 --> 0:36:37.560
<v Speaker 1>episode originally published, So if you would be interested in that,

0:36:37.800 --> 0:36:40.000
<v Speaker 1>or perhaps there's some other topic you would like me

0:36:40.080 --> 0:36:43.239
<v Speaker 1>to cover, reach out on Twitter. The handle is text

0:36:43.280 --> 0:36:47.840
<v Speaker 1>stuff HSW and I'll talk to you again really soon. Y.

0:36:52.080 --> 0:36:55.120
<v Speaker 1>Text Stuff is an I Heart Radio production. For more

0:36:55.200 --> 0:36:58.600
<v Speaker 1>podcasts from my Heart Radio, visit the i Heart Radio app,

0:36:58.719 --> 0:37:01.880
<v Speaker 1>Apple Podcasts, or wherever you listen to your favorite shows.