1 00:00:04,400 --> 00:00:07,800 Speaker 1: Welcome to text Up, a production from I Heart Radio. 2 00:00:12,119 --> 00:00:14,760 Speaker 1: Hey there, and welcome to text Uff. I'm your host, 3 00:00:14,920 --> 00:00:17,960 Speaker 1: Jonathan Strickland. I'm an executive producer with I Heart Radio 4 00:00:18,000 --> 00:00:22,200 Speaker 1: and I love all things tech. And if things sound 5 00:00:22,239 --> 00:00:25,960 Speaker 1: a little differently to you, it's because we are currently 6 00:00:26,120 --> 00:00:32,600 Speaker 1: going through our own social distancing program over with the 7 00:00:32,640 --> 00:00:36,880 Speaker 1: studios in Atlanta, So whenever we can, we're recording from home. 8 00:00:36,960 --> 00:00:39,959 Speaker 1: So I'm actually recording from home today, which means I'm 9 00:00:39,960 --> 00:00:42,640 Speaker 1: on different equipment. Also means that there could be some 10 00:00:42,720 --> 00:00:45,919 Speaker 1: background noises. You might hear my dog Tim bolt at 11 00:00:45,960 --> 00:00:48,879 Speaker 1: some point, or maybe a train or something because I 12 00:00:48,880 --> 00:00:52,320 Speaker 1: live near train tracks. I will try, if I notice, 13 00:00:52,520 --> 00:00:57,880 Speaker 1: to stop speaking so that Tari super producer, can cut 14 00:00:57,920 --> 00:01:01,920 Speaker 1: out anything particularly loud it or distracting, and we can 15 00:01:01,960 --> 00:01:04,800 Speaker 1: just focus on the thing that has remained the most 16 00:01:04,840 --> 00:01:09,200 Speaker 1: consistent throughout the entirety of this show. My low bar 17 00:01:09,360 --> 00:01:12,959 Speaker 1: for content quality. I'm kidding, of course, content is always 18 00:01:13,000 --> 00:01:15,479 Speaker 1: most important for me, so let's get to it. So 19 00:01:16,080 --> 00:01:21,160 Speaker 1: in December two thousand nineteen, the Sony PlayStation console turned 20 00:01:21,280 --> 00:01:26,280 Speaker 1: twenty five years old, and this year that being, we 21 00:01:26,360 --> 00:01:29,280 Speaker 1: anticipate the release of the latest in the line of 22 00:01:29,360 --> 00:01:33,120 Speaker 1: PlayStation's the PlayStation five. In fact, as I was going 23 00:01:33,160 --> 00:01:37,160 Speaker 1: in to record this, the presentation about the PlayStation five 24 00:01:37,280 --> 00:01:39,720 Speaker 1: was just starting to wrap up at what would have 25 00:01:39,760 --> 00:01:42,880 Speaker 1: been the Game's Developer Conference or the Game Developers Conference. 26 00:01:42,880 --> 00:01:47,080 Speaker 1: I pluralized the wrong word there, but that obviously did 27 00:01:47,080 --> 00:01:49,920 Speaker 1: not actually happen in person because of fears of the 28 00:01:49,960 --> 00:01:53,800 Speaker 1: coronavirus and COVID nineteen, but they did it online. So 29 00:01:54,000 --> 00:01:56,280 Speaker 1: I will talk about PlayStation five a little bit later, 30 00:01:56,480 --> 00:01:59,480 Speaker 1: But first I wanted to talk about the history of 31 00:01:59,520 --> 00:02:02,840 Speaker 1: the place station and how the platform has changed over 32 00:02:02,880 --> 00:02:04,800 Speaker 1: the years, and how it's played a big role not 33 00:02:04,920 --> 00:02:08,440 Speaker 1: just in the video game industry, but in tech in general. 34 00:02:08,800 --> 00:02:11,040 Speaker 1: And we'll have a few opportunities to talk about some 35 00:02:11,080 --> 00:02:14,000 Speaker 1: specific types of tech along the way to explain how 36 00:02:14,040 --> 00:02:15,919 Speaker 1: it works. So my guess is this is going to 37 00:02:16,000 --> 00:02:18,960 Speaker 1: take a few episodes, and our story starts with the 38 00:02:19,000 --> 00:02:22,119 Speaker 1: man credited for making the PlayStation a thing, a guy 39 00:02:22,200 --> 00:02:25,079 Speaker 1: who is often referred to as the father of the PlayStation. 40 00:02:25,639 --> 00:02:30,960 Speaker 1: Ken Kutaragi now Kudaragi was born in Tokyo, Japan, in 41 00:02:31,120 --> 00:02:34,960 Speaker 1: nineteen fifty. His family owned a small printing business and 42 00:02:35,040 --> 00:02:38,800 Speaker 1: Kudaragi was an adept student and became interested in mechanical 43 00:02:38,880 --> 00:02:42,840 Speaker 1: systems early on. That was a curiosity that his family encouraged. 44 00:02:43,360 --> 00:02:49,520 Speaker 1: Kudaragi enjoyed building simple things like amplifiers, so you know, 45 00:02:49,600 --> 00:02:54,040 Speaker 1: typical kids stuff. After he progressed through regular schooling, he 46 00:02:54,200 --> 00:02:59,360 Speaker 1: enrolled in an electrical engineering program at Dinki Sushin University. 47 00:02:59,400 --> 00:03:01,919 Speaker 1: And I'm sure I'm butchering these names, and I apologize 48 00:03:01,960 --> 00:03:05,519 Speaker 1: for that. He graduated with a degree in electrical engineering 49 00:03:05,600 --> 00:03:10,680 Speaker 1: in nineteen and upon graduation, he joined the Sony Corporation 50 00:03:10,720 --> 00:03:14,760 Speaker 1: as an engineer. According to Kutaragi, he applied to Sony 51 00:03:14,880 --> 00:03:18,240 Speaker 1: specifically because the company had a reputation for giving engineers 52 00:03:18,280 --> 00:03:21,880 Speaker 1: the resources needed to try new things and to be creative, 53 00:03:22,040 --> 00:03:24,680 Speaker 1: which is something he really enjoyed. All Right, we're gonna 54 00:03:24,680 --> 00:03:27,320 Speaker 1: skip ahead to the nineteen eighties. So at this point, 55 00:03:27,400 --> 00:03:30,519 Speaker 1: Kutaragi has been working for the Sony Corporation for several years, 56 00:03:31,040 --> 00:03:33,919 Speaker 1: and now he had a daughter who was into video 57 00:03:33,960 --> 00:03:38,040 Speaker 1: games on the Nintendo Entertainment system. Kutaragi watched his daughter 58 00:03:38,080 --> 00:03:40,720 Speaker 1: playing games and figured that there just might be something 59 00:03:40,760 --> 00:03:43,440 Speaker 1: to this whole video game business. And he saw the 60 00:03:43,440 --> 00:03:47,800 Speaker 1: potential in what was then a niche industry. Now, at 61 00:03:47,800 --> 00:03:51,640 Speaker 1: the time, the Sony Corporation didn't really have any plans 62 00:03:51,960 --> 00:03:55,160 Speaker 1: for making video game consoles or video games in general. 63 00:03:55,400 --> 00:03:57,960 Speaker 1: They were a hardware company and they weren't looking to 64 00:03:58,000 --> 00:04:02,480 Speaker 1: get into that industry. Nintendo began working on the successor 65 00:04:02,560 --> 00:04:05,200 Speaker 1: to the Nintendo Entertainment System or in ne e S, 66 00:04:05,280 --> 00:04:09,440 Speaker 1: also known as the Famicom in other places. Kutaragi would 67 00:04:09,480 --> 00:04:13,160 Speaker 1: make a move that wasn't universally accepted. He made a 68 00:04:13,240 --> 00:04:16,000 Speaker 1: deal with Nintendo to develop the sound chip for the 69 00:04:16,080 --> 00:04:19,440 Speaker 1: Super in ne e S, also known as the SPC 70 00:04:19,600 --> 00:04:24,200 Speaker 1: seven hundred. Now a word about this chip. It's a coprocessor, 71 00:04:24,480 --> 00:04:28,719 Speaker 1: meaning it's similar to a CPU or GPU in some ways. 72 00:04:29,200 --> 00:04:32,679 Speaker 1: The SPC seven hundred is an eight bit chip, meaning 73 00:04:32,680 --> 00:04:36,359 Speaker 1: it can handle a maximum word size of eight bits. 74 00:04:37,040 --> 00:04:41,440 Speaker 1: Now that means that it can handle data that's of 75 00:04:41,480 --> 00:04:44,440 Speaker 1: eight bits or smaller in size. A bit is a 76 00:04:44,480 --> 00:04:47,680 Speaker 1: binary digit. That means it is a digit that can 77 00:04:47,720 --> 00:04:50,760 Speaker 1: have a value of either zero or one. So this 78 00:04:50,839 --> 00:04:53,840 Speaker 1: processor could handle a unit of data that was up 79 00:04:53,839 --> 00:04:57,520 Speaker 1: to eight of those digits in a row. So you 80 00:04:57,520 --> 00:05:00,960 Speaker 1: could have eight zeros, eight ones, or any combination of 81 00:05:00,960 --> 00:05:04,679 Speaker 1: eight of those those two digits. Modern processors can handle 82 00:05:04,760 --> 00:05:08,159 Speaker 1: units that are thirty two or sixty four bits in size, 83 00:05:08,160 --> 00:05:10,600 Speaker 1: and that might not sound like a big deal, but 84 00:05:10,720 --> 00:05:13,400 Speaker 1: you have to remember that you can use just eight 85 00:05:13,440 --> 00:05:17,400 Speaker 1: bits to represent the numbers zero to two hundred fifty five, 86 00:05:17,520 --> 00:05:21,520 Speaker 1: so two hundred fifty six different values. With thirty two bits, 87 00:05:21,880 --> 00:05:25,400 Speaker 1: you can represent more than four billion numbers. With sixty 88 00:05:25,400 --> 00:05:30,200 Speaker 1: four bits, you can represent more than eighteen quintillion numbers. 89 00:05:30,240 --> 00:05:34,680 Speaker 1: So you see very quickly how a larger processor, a 90 00:05:34,720 --> 00:05:40,279 Speaker 1: processor with a larger word size capability, can handle much 91 00:05:40,320 --> 00:05:44,400 Speaker 1: more uh information at once, which in turn means that 92 00:05:44,480 --> 00:05:48,159 Speaker 1: you can handle much more complicated processes. That's what it 93 00:05:48,360 --> 00:05:51,160 Speaker 1: really boils down to for us from a user perspective. 94 00:05:51,600 --> 00:05:53,840 Speaker 1: So an eight bit processor has a limit to the 95 00:05:53,880 --> 00:05:58,600 Speaker 1: amount of information it can, you know, process. Those limitations 96 00:05:58,680 --> 00:06:02,720 Speaker 1: manifest themselves in different ways. So with a video game console, 97 00:06:02,800 --> 00:06:04,800 Speaker 1: you're talking about the stuff like the quality of the 98 00:06:04,800 --> 00:06:09,240 Speaker 1: graphics and the sound creating dedicated chips to handle certain 99 00:06:09,279 --> 00:06:12,760 Speaker 1: processes can push back limitations a little bit because you're 100 00:06:12,800 --> 00:06:17,840 Speaker 1: offloading those those rolls off the CPU and onto a coprocessor. 101 00:06:18,200 --> 00:06:20,280 Speaker 1: But It can also add to some negative stuff, like 102 00:06:20,520 --> 00:06:22,800 Speaker 1: they can add to the amount of heat being generated 103 00:06:22,839 --> 00:06:26,200 Speaker 1: inside the device or how much cost it adds to 104 00:06:26,240 --> 00:06:29,440 Speaker 1: the final product. The goal is to get the most 105 00:06:29,480 --> 00:06:32,360 Speaker 1: bang for your buck from a manufacturing side as well 106 00:06:32,360 --> 00:06:35,680 Speaker 1: as from a consumer side. Now, the processor speed for 107 00:06:35,720 --> 00:06:39,919 Speaker 1: this sound chip was one mega hurts. That means it 108 00:06:39,960 --> 00:06:44,799 Speaker 1: could complete one million cycles per second. Hurts is a cycle, 109 00:06:45,560 --> 00:06:50,320 Speaker 1: so a cycle really is sort of a step and instructions. 110 00:06:50,480 --> 00:06:52,680 Speaker 1: All right, think about a task you might have to do, 111 00:06:53,040 --> 00:06:56,960 Speaker 1: and then break that task down into steps. Some tests 112 00:06:57,040 --> 00:07:00,400 Speaker 1: are so simple they only have one step, right, So 113 00:07:00,560 --> 00:07:04,520 Speaker 1: if the SPC seven hundred had instructions that all just 114 00:07:04,640 --> 00:07:08,039 Speaker 1: required one step, then that chip would be able to 115 00:07:08,080 --> 00:07:12,400 Speaker 1: carry out one million instructions per second. I'm oversimplifying a 116 00:07:12,400 --> 00:07:14,720 Speaker 1: little bit here, but it's just to illustrate a point. 117 00:07:15,120 --> 00:07:17,960 Speaker 1: But now we get to the tricky part. Some instructions 118 00:07:18,000 --> 00:07:22,040 Speaker 1: some tasks require more than one step. So you've got 119 00:07:22,080 --> 00:07:25,920 Speaker 1: a million cycles per second, a million steps per second, 120 00:07:26,040 --> 00:07:27,640 Speaker 1: but you might not be able to carry out one 121 00:07:27,680 --> 00:07:31,160 Speaker 1: million tasks per second because some of those tasks will 122 00:07:31,200 --> 00:07:34,480 Speaker 1: have additional steps. So, in the case of the SPC 123 00:07:34,520 --> 00:07:37,680 Speaker 1: seven hundred, most of the instructions that was carrying out 124 00:07:38,000 --> 00:07:41,160 Speaker 1: had an average of two steps, So really it was 125 00:07:41,200 --> 00:07:44,600 Speaker 1: carrying out about half a million instructions per second, not 126 00:07:44,720 --> 00:07:48,720 Speaker 1: a full million, because again each instruction on average required 127 00:07:48,800 --> 00:07:52,040 Speaker 1: two cycles. So what I just described can actually be 128 00:07:52,080 --> 00:07:55,640 Speaker 1: applied to all sorts of processors, not just the SPC 129 00:07:55,720 --> 00:07:59,120 Speaker 1: seven hundred. So if you've heard terms like the this 130 00:07:59,240 --> 00:08:02,960 Speaker 1: computer's process sessors is three point four gigs. That means 131 00:08:03,000 --> 00:08:06,440 Speaker 1: it's running at a clock speed of three point four 132 00:08:06,480 --> 00:08:09,880 Speaker 1: giga hurts. That means it can do three point four 133 00:08:10,080 --> 00:08:13,560 Speaker 1: billion cycles per second, So it can carry out three 134 00:08:13,600 --> 00:08:16,960 Speaker 1: point four billion steps of instructions every second, but some 135 00:08:17,080 --> 00:08:20,360 Speaker 1: of those instructions might be enormous in the number of 136 00:08:20,400 --> 00:08:23,960 Speaker 1: cycles it requires, so you know, your mileage varies. It 137 00:08:23,960 --> 00:08:26,720 Speaker 1: all depends upon the complexity of what you're running, as 138 00:08:26,760 --> 00:08:29,560 Speaker 1: well as the speed of the processor. If you've heard 139 00:08:29,600 --> 00:08:34,680 Speaker 1: the term overclocking, which more typically applies to computers than consoles, 140 00:08:35,080 --> 00:08:37,440 Speaker 1: that refers to the practice of removing some of the 141 00:08:37,520 --> 00:08:41,079 Speaker 1: safeguards on processors so that they can operate at a 142 00:08:41,200 --> 00:08:44,280 Speaker 1: higher clock speed than what they were originally rated for. 143 00:08:44,559 --> 00:08:49,160 Speaker 1: So maybe a computer manufacturer comes out with a processor 144 00:08:49,280 --> 00:08:52,840 Speaker 1: that they say is rated for three point two giga hurts, 145 00:08:52,840 --> 00:08:55,160 Speaker 1: but you overclock it so it runs at three point 146 00:08:55,240 --> 00:08:57,800 Speaker 1: four giga hurts. So what you've done is you've removed 147 00:08:57,800 --> 00:09:02,920 Speaker 1: some of those limitations. The processors gonna run faster, also hotter, 148 00:09:03,520 --> 00:09:06,000 Speaker 1: and hopefully we'll be stable enough so that you get 149 00:09:06,040 --> 00:09:09,160 Speaker 1: extra performance out of it. Now, on a related note, 150 00:09:09,400 --> 00:09:14,200 Speaker 1: some manufacturers actually build in specific limitations on their on 151 00:09:14,240 --> 00:09:17,400 Speaker 1: their chips, not for safety purposes, but so that they 152 00:09:17,400 --> 00:09:21,320 Speaker 1: can sell the exact same chip in different classes. Right, 153 00:09:21,640 --> 00:09:25,640 Speaker 1: So they might have a a limiter on a chip 154 00:09:25,880 --> 00:09:29,080 Speaker 1: that means it won't run faster than three giga hurts, 155 00:09:29,120 --> 00:09:32,120 Speaker 1: and that same chip, but packaged in a different way, 156 00:09:32,320 --> 00:09:34,840 Speaker 1: can run at three point two giga hurts, but the 157 00:09:34,880 --> 00:09:37,720 Speaker 1: limitter has been adjusted. Uh. There are companies that do 158 00:09:37,760 --> 00:09:41,079 Speaker 1: this because it saves cash. It saves money on production. 159 00:09:41,240 --> 00:09:43,960 Speaker 1: You just make the same chip a whole bunch of times, 160 00:09:44,240 --> 00:09:46,439 Speaker 1: you put different limitters on them, and then you can 161 00:09:46,480 --> 00:09:50,360 Speaker 1: sell them for different markets to maximize your profit. But 162 00:09:50,440 --> 00:09:52,560 Speaker 1: it also means that if someone figures out how to 163 00:09:52,600 --> 00:09:55,640 Speaker 1: remove those limitters, they can suddenly get a top of 164 00:09:55,679 --> 00:09:59,800 Speaker 1: the line processor, but for a much lower cost because 165 00:10:00,120 --> 00:10:03,680 Speaker 1: just bought one that had been had the brakes turned on, essentially, 166 00:10:03,760 --> 00:10:05,880 Speaker 1: But let's get back to the SPC seven hundred. That's 167 00:10:05,920 --> 00:10:08,760 Speaker 1: a that's a discussion for a different time. So this 168 00:10:08,960 --> 00:10:12,880 Speaker 1: music chip gave the Super Nintendo a lot more versatility 169 00:10:13,040 --> 00:10:15,600 Speaker 1: when it came to the sounds that it could produce. 170 00:10:16,080 --> 00:10:18,320 Speaker 1: It set the stage for a pretty fierce debate in 171 00:10:18,360 --> 00:10:21,440 Speaker 1: gaming circles that pit the Super Nintendo against the Sega 172 00:10:21,480 --> 00:10:25,480 Speaker 1: Genesis or the Sega Mega Drive. For the record, I 173 00:10:25,520 --> 00:10:28,920 Speaker 1: don't care about this fight. I don't back one side 174 00:10:29,000 --> 00:10:31,360 Speaker 1: versus the other. I actually think both systems have their 175 00:10:31,360 --> 00:10:35,080 Speaker 1: strengths and weaknesses, so if you program music that caters 176 00:10:35,120 --> 00:10:37,600 Speaker 1: to the strengths of either one, you could make something 177 00:10:37,600 --> 00:10:41,000 Speaker 1: really cool. So the Genesis wasn't great at all the 178 00:10:41,040 --> 00:10:43,480 Speaker 1: things the Super Nintendo was great at, but then the 179 00:10:43,520 --> 00:10:45,800 Speaker 1: same was true the other way. It all depended on 180 00:10:45,960 --> 00:10:49,160 Speaker 1: how you took advantage of the strengths. But back at Sony, 181 00:10:49,480 --> 00:10:54,000 Speaker 1: Kutaragi's supervisors were none too pleased that they had an 182 00:10:54,000 --> 00:10:56,880 Speaker 1: engineer who had taken the initiative to make this deal 183 00:10:56,920 --> 00:11:00,880 Speaker 1: with Nintendo without their approval, and he was allegedly in 184 00:11:01,000 --> 00:11:04,600 Speaker 1: danger of actually getting fired from Sony, but the CEO 185 00:11:04,960 --> 00:11:09,400 Speaker 1: of the company, the CEO of Sony norio Oga, intervened 186 00:11:09,840 --> 00:11:12,880 Speaker 1: and saved Kudaragi's job. He actually said, you know what, 187 00:11:12,880 --> 00:11:16,160 Speaker 1: I'm gonna let you finish this. This project and the 188 00:11:16,240 --> 00:11:19,560 Speaker 1: chip was part of what set the Supernintendo apart from 189 00:11:19,600 --> 00:11:22,000 Speaker 1: all the other consoles of that generation. Now, I wouldn't 190 00:11:22,040 --> 00:11:24,080 Speaker 1: go so far as to say the sound chip is 191 00:11:24,080 --> 00:11:26,840 Speaker 1: what sealed the deal as far as the Super Nintendo's 192 00:11:26,960 --> 00:11:30,840 Speaker 1: success story goes, but it definitely played apart and the 193 00:11:30,880 --> 00:11:34,040 Speaker 1: success meant that Kutaragi got a little bit more freedom 194 00:11:34,080 --> 00:11:37,319 Speaker 1: to work on things he thought were interesting and potentially profitable. 195 00:11:38,120 --> 00:11:41,439 Speaker 1: Nintendo was really happy too, and with the SPC seven 196 00:11:41,480 --> 00:11:45,640 Speaker 1: hundred setting the foundation, Sony and Nintendo began to explore 197 00:11:45,679 --> 00:11:50,360 Speaker 1: a collaborative project related to the Supernintendo. Sony was pitching 198 00:11:50,480 --> 00:11:54,320 Speaker 1: a CD peripheral for the Nintendo system and Nintendo was 199 00:11:54,360 --> 00:11:57,920 Speaker 1: not super keen on this idea. See over at Nintendo, 200 00:11:58,360 --> 00:12:03,079 Speaker 1: their business model for video game consoles revolved around cartridges, 201 00:12:03,240 --> 00:12:07,679 Speaker 1: not disks. Video game cartridges are pretty interesting. A cartridge 202 00:12:07,679 --> 00:12:11,440 Speaker 1: based video game has the game hard coded on the 203 00:12:11,480 --> 00:12:15,960 Speaker 1: cartridge itself. That is the circuitry of the cartridge is 204 00:12:16,240 --> 00:12:19,120 Speaker 1: the game. When you insert a cartridge into a video 205 00:12:19,120 --> 00:12:23,200 Speaker 1: game console, it connects the cartridges circuit board with a 206 00:12:23,280 --> 00:12:26,800 Speaker 1: sort of motherboard like component in the video game console, 207 00:12:27,320 --> 00:12:30,640 Speaker 1: and that connection allows you to actually have the code 208 00:12:30,800 --> 00:12:34,319 Speaker 1: hard coded on the cartridge run on the computing equipment 209 00:12:34,360 --> 00:12:37,160 Speaker 1: inside the console. This approach has a couple of distinctions 210 00:12:37,160 --> 00:12:41,000 Speaker 1: from stuff like CD ROM based games, and first is 211 00:12:41,000 --> 00:12:45,160 Speaker 1: that a cartridge based game will load really quickly with 212 00:12:45,240 --> 00:12:47,960 Speaker 1: a CD drive. A CD drive has a laser. The 213 00:12:48,040 --> 00:12:51,880 Speaker 1: laser reads the data that's printed on the c D, 214 00:12:52,200 --> 00:12:54,520 Speaker 1: but the laser actually first has to scan to the 215 00:12:54,600 --> 00:12:57,680 Speaker 1: right location on a CD in order to read the 216 00:12:57,679 --> 00:13:00,319 Speaker 1: relevant data. That slows things down to it because the 217 00:13:00,400 --> 00:13:02,400 Speaker 1: laser actually has to move to the right location on 218 00:13:02,440 --> 00:13:06,040 Speaker 1: the disc. So typically with a c D game, the 219 00:13:06,080 --> 00:13:09,480 Speaker 1: computer system or video game console will read the game 220 00:13:09,520 --> 00:13:14,040 Speaker 1: information and store some of it into the system's memory. 221 00:13:14,160 --> 00:13:17,079 Speaker 1: Then the player plays the game and is encountering stuff 222 00:13:17,120 --> 00:13:19,760 Speaker 1: that's stored in the memory of the game system or 223 00:13:19,760 --> 00:13:22,600 Speaker 1: the computer, and there's no delay because it's all right 224 00:13:22,640 --> 00:13:26,000 Speaker 1: there in the random access memory or RAM of the 225 00:13:26,080 --> 00:13:29,800 Speaker 1: console or computer. But when you get far enough that 226 00:13:29,880 --> 00:13:32,920 Speaker 1: you're reaching the boundary of the stuff that was stored 227 00:13:33,040 --> 00:13:35,760 Speaker 1: in RAM. Then the system has to go back to 228 00:13:35,840 --> 00:13:38,840 Speaker 1: the c D and look for new information. It's like, oh, well, 229 00:13:38,840 --> 00:13:42,079 Speaker 1: I've I've exhausted all the information in this chapter of 230 00:13:42,080 --> 00:13:43,720 Speaker 1: the book. I need to go to the next chapter. 231 00:13:44,400 --> 00:13:48,400 Speaker 1: So at that point you typically would encounter a loading screen. 232 00:13:48,520 --> 00:13:50,520 Speaker 1: So if you've ever played a game where you're opening 233 00:13:50,520 --> 00:13:53,160 Speaker 1: a door and then you get a loading screen, it's 234 00:13:53,200 --> 00:13:56,000 Speaker 1: because you've gone as far as you can within the 235 00:13:56,080 --> 00:13:59,560 Speaker 1: amount of memory of that system, and then you're about 236 00:13:59,600 --> 00:14:01,320 Speaker 1: to move in to a new area and that needs 237 00:14:01,360 --> 00:14:03,520 Speaker 1: to get loaded into the system's memory so that you 238 00:14:03,559 --> 00:14:06,480 Speaker 1: can do that. Cartridge games, though, they send all that 239 00:14:06,559 --> 00:14:10,040 Speaker 1: relevant information to a system much faster, so there's not 240 00:14:10,040 --> 00:14:13,079 Speaker 1: really anly loading screens. The game feels much more responsive 241 00:14:13,120 --> 00:14:17,160 Speaker 1: as a result. From a business standpoint, cartridges have one 242 00:14:17,280 --> 00:14:21,080 Speaker 1: big advantage over compact discs and that it's really hard 243 00:14:21,160 --> 00:14:24,920 Speaker 1: to pirate a cartridge. If you have a computer with 244 00:14:24,960 --> 00:14:27,040 Speaker 1: a couple of c D drives, you know you've got 245 00:14:27,080 --> 00:14:30,800 Speaker 1: a CD burning drive, then you can potentially bootleg games. 246 00:14:30,840 --> 00:14:33,920 Speaker 1: You could just take a legitimate c D read it 247 00:14:34,240 --> 00:14:37,360 Speaker 1: and then copy it to as many blank CDs as 248 00:14:37,360 --> 00:14:40,720 Speaker 1: you want using the burner. Companies typically include features that 249 00:14:40,800 --> 00:14:45,040 Speaker 1: make this harder to do. They have like piracy protection features, 250 00:14:45,040 --> 00:14:47,960 Speaker 1: but typically it's only a matter of time before pirates 251 00:14:48,000 --> 00:14:51,520 Speaker 1: figure out a way around copy protection systems. But with cartridges, 252 00:14:51,560 --> 00:14:54,040 Speaker 1: you can't really do that because you have to manufacture 253 00:14:54,040 --> 00:14:58,560 Speaker 1: the cartridge. You have to hard print the game onto 254 00:14:58,600 --> 00:15:01,600 Speaker 1: the circuitry of the cartridge. You could attempt to make 255 00:15:01,600 --> 00:15:06,480 Speaker 1: a rom like a code copy of the cartridge, but 256 00:15:06,520 --> 00:15:09,160 Speaker 1: then you also have to have an emulator that ends 257 00:15:09,240 --> 00:15:13,320 Speaker 1: up copying the process of whatever system it was going 258 00:15:13,360 --> 00:15:15,440 Speaker 1: to run on. It's it's a complicated thing, and most 259 00:15:15,440 --> 00:15:19,120 Speaker 1: pirates can't really do it, so that's one big advantage. 260 00:15:19,400 --> 00:15:22,400 Speaker 1: But CDs have their own distinct advantages, and a big 261 00:15:22,440 --> 00:15:25,440 Speaker 1: one is that a CD can hold way more information 262 00:15:25,480 --> 00:15:28,200 Speaker 1: than a cartridge can. So cartridge had around the time 263 00:15:28,200 --> 00:15:30,960 Speaker 1: of the Supernintendo had a maximum capacity of around two 264 00:15:31,040 --> 00:15:34,280 Speaker 1: megabytes of memory. C d s can hold more than 265 00:15:34,360 --> 00:15:38,600 Speaker 1: six hundred megabytes of information, so it might load a 266 00:15:38,600 --> 00:15:41,160 Speaker 1: bit more slowly than a cartridge based game, but if 267 00:15:41,160 --> 00:15:44,080 Speaker 1: you had a system with really good memory, then you've 268 00:15:44,080 --> 00:15:47,080 Speaker 1: got the capacity to hold enough data for far more 269 00:15:47,120 --> 00:15:54,160 Speaker 1: sophisticated games. That sophistication might come out as more rich graphics, sound, 270 00:15:54,880 --> 00:15:58,240 Speaker 1: more features, the ability to support some video that kind 271 00:15:58,280 --> 00:16:01,000 Speaker 1: of stuff, stuff that cartridges really aren't do very well. 272 00:16:01,680 --> 00:16:04,560 Speaker 1: And c d s are actually way cheaper to manufacture 273 00:16:04,560 --> 00:16:07,040 Speaker 1: than cartridges. So you just start you know, you got 274 00:16:07,080 --> 00:16:09,040 Speaker 1: the code, you just start printing them to c d s. 275 00:16:09,080 --> 00:16:11,920 Speaker 1: You don't have to manufacture the circuit boards over and 276 00:16:11,960 --> 00:16:14,360 Speaker 1: over again, so the process is simpler and you're less 277 00:16:14,360 --> 00:16:18,520 Speaker 1: likely to encounter manufacturing delays. So Sony, a company that 278 00:16:18,600 --> 00:16:21,440 Speaker 1: had been one of the co inventors of the compact 279 00:16:21,480 --> 00:16:25,640 Speaker 1: disc system, the other one being Phillips, pitched this peripheral 280 00:16:25,680 --> 00:16:29,400 Speaker 1: to Nintendo, and at first Nintendo was sort of on board, 281 00:16:29,680 --> 00:16:32,920 Speaker 1: you know, tentatively. Nintendo was feeling a pinch from its 282 00:16:32,920 --> 00:16:35,600 Speaker 1: competitors for the first time since it had debuted the 283 00:16:35,600 --> 00:16:39,320 Speaker 1: original Nintendo And a quick backstory on that. When Nintendo 284 00:16:39,480 --> 00:16:43,120 Speaker 1: was prepping its original Famicom Slash and Into No Entertainment 285 00:16:43,160 --> 00:16:46,120 Speaker 1: System for launch, the home video game industry as a 286 00:16:46,120 --> 00:16:49,400 Speaker 1: whole was in a downward spiral. It was around the 287 00:16:49,440 --> 00:16:51,960 Speaker 1: time of the Great video game Crash of nine three. 288 00:16:52,320 --> 00:16:55,119 Speaker 1: That's when you had a flood of crappy game systems, 289 00:16:55,480 --> 00:17:00,400 Speaker 1: crappy games, some bone headed licensing deals that some other 290 00:17:00,440 --> 00:17:02,880 Speaker 1: factors that all combined in a perfect storm to create 291 00:17:02,920 --> 00:17:06,480 Speaker 1: an unsustainable market for games. And the rise of personal 292 00:17:06,520 --> 00:17:10,080 Speaker 1: computers at the same time complicated matters. So the industry 293 00:17:10,119 --> 00:17:13,600 Speaker 1: came crashing down here in the United States and in 294 00:17:13,640 --> 00:17:16,600 Speaker 1: other parts of the world, to a lesser extent in Japan. 295 00:17:17,280 --> 00:17:21,000 Speaker 1: And when Nintendo was getting ready to debut the Nintendo 296 00:17:21,080 --> 00:17:24,960 Speaker 1: Entertainment System in these markets, powerhouses that had once dominated 297 00:17:25,000 --> 00:17:29,560 Speaker 1: the scene, companies like Atari and Coliko, were in a shambles. 298 00:17:29,600 --> 00:17:32,760 Speaker 1: So for essentially a full generation of the video game 299 00:17:32,800 --> 00:17:38,359 Speaker 1: console systems, Nintendo reigned supreme and almost unopposed. But that 300 00:17:38,440 --> 00:17:41,840 Speaker 1: was the eight bit era. The Super Nintendo was a 301 00:17:41,920 --> 00:17:45,920 Speaker 1: sixteen bit system, and it wasn't alone. A company called 302 00:17:46,000 --> 00:17:49,800 Speaker 1: NYC had come out with the Turbo Graphics sixteen and 303 00:17:49,880 --> 00:17:53,440 Speaker 1: had even created a CD drive peripheral for that console. 304 00:17:53,560 --> 00:17:56,719 Speaker 1: Is another cartridge based console, but ANBC had already come 305 00:17:56,720 --> 00:18:00,119 Speaker 1: out with a CD based peripheral to add onto the 306 00:18:00,119 --> 00:18:02,919 Speaker 1: base system. This would be the first video game console 307 00:18:02,960 --> 00:18:05,840 Speaker 1: to have a c D rome add on drive, and 308 00:18:05,920 --> 00:18:09,119 Speaker 1: it debuted all the way back in nineteen eight in Japan. 309 00:18:09,400 --> 00:18:12,560 Speaker 1: It also cost six hundred dollars, which was a princely 310 00:18:12,680 --> 00:18:15,680 Speaker 1: sum for a video game peripheral. Even today, that's a lot. 311 00:18:15,720 --> 00:18:18,679 Speaker 1: I mean, if you're talking about a VR system, it 312 00:18:18,760 --> 00:18:21,520 Speaker 1: might be around that much, but usually you see peripherals 313 00:18:21,520 --> 00:18:25,040 Speaker 1: that cost less than the base console system, not more. 314 00:18:26,119 --> 00:18:29,840 Speaker 1: And on the horizon was another CD drive peripheral for 315 00:18:29,880 --> 00:18:32,760 Speaker 1: a different system, the Sega Genesis or the Mega Drive. 316 00:18:32,840 --> 00:18:35,760 Speaker 1: They were coming out with a Sega c D peripheral 317 00:18:36,080 --> 00:18:39,040 Speaker 1: and Nintendo was in danger being left behind, so they 318 00:18:39,040 --> 00:18:42,359 Speaker 1: agreed to Sony's proposal. Kudaragi got to work on a 319 00:18:42,440 --> 00:18:46,400 Speaker 1: CD drive that he called the play station to words, 320 00:18:47,240 --> 00:18:50,080 Speaker 1: but in at least one other source, I saw references 321 00:18:50,119 --> 00:18:53,400 Speaker 1: to another name, and that name was Super Disc. Now 322 00:18:53,440 --> 00:18:56,320 Speaker 1: that might have been something that Nintendo was using internally, 323 00:18:56,400 --> 00:18:58,960 Speaker 1: but everywhere else you just see it called the play station. 324 00:18:59,400 --> 00:19:00,960 Speaker 1: And I think you could see where the story is going, 325 00:19:00,960 --> 00:19:03,360 Speaker 1: but there's a lot more crazy stuff to cover. So 326 00:19:03,760 --> 00:19:08,240 Speaker 1: the deal between Sony and Nintendo was never made fully public, 327 00:19:08,480 --> 00:19:10,760 Speaker 1: but there are some things we can glean from various 328 00:19:10,800 --> 00:19:13,919 Speaker 1: interviews and articles, and one of those things is that 329 00:19:14,000 --> 00:19:18,359 Speaker 1: Sony had a really favorable deal. Chances are this isn't 330 00:19:18,359 --> 00:19:22,480 Speaker 1: because of Sony's incredible negotiating power, but more because Nintendo 331 00:19:22,560 --> 00:19:26,000 Speaker 1: executives were highly skeptical that a CD based system would 332 00:19:26,000 --> 00:19:29,680 Speaker 1: actually sell. Nintendo wanted to make sure that the Super 333 00:19:29,760 --> 00:19:34,720 Speaker 1: Nintendo could make substantive claims that it supported technologies similar 334 00:19:34,760 --> 00:19:38,479 Speaker 1: to its competitors, but they were less concerned that those 335 00:19:38,560 --> 00:19:42,200 Speaker 1: technologies actually sold in the market. So Sony was able 336 00:19:42,240 --> 00:19:45,560 Speaker 1: to retain the rights to sell any software on the 337 00:19:45,600 --> 00:19:49,240 Speaker 1: CD based system for Nintendo. I mean, really, they had 338 00:19:49,520 --> 00:19:52,840 Speaker 1: an exclusive deal. They would be the exclusive provider of 339 00:19:52,880 --> 00:19:56,359 Speaker 1: software that would run on this device. So really, what 340 00:19:56,400 --> 00:19:59,280 Speaker 1: the spoils down to is that Sony would be making 341 00:19:59,320 --> 00:20:02,439 Speaker 1: a plug in piece of hardware for the Supernintendo, and 342 00:20:02,440 --> 00:20:05,040 Speaker 1: then Sony would be responsible for making the content that 343 00:20:05,080 --> 00:20:08,040 Speaker 1: would run on that plug in and the Supernintendo would 344 00:20:08,080 --> 00:20:11,040 Speaker 1: sort of act like an agnostic computer, not not that 345 00:20:11,119 --> 00:20:13,880 Speaker 1: different from the way PCs do, and the deal would 346 00:20:13,920 --> 00:20:16,280 Speaker 1: mean that Nintendo would take a portion of the revenue 347 00:20:16,320 --> 00:20:18,600 Speaker 1: from the hardware sales, but Sony would get to keep 348 00:20:18,640 --> 00:20:21,080 Speaker 1: all the software revenue because it was the only one 349 00:20:21,160 --> 00:20:23,640 Speaker 1: involved in that it was the company responsible for making it. 350 00:20:24,160 --> 00:20:26,320 Speaker 1: And Nintendo had nothing to do with it, And if 351 00:20:26,359 --> 00:20:29,480 Speaker 1: you're familiar with Nintendo, you might think, hey, that sounds 352 00:20:30,320 --> 00:20:33,880 Speaker 1: kind of not like them, and you're right. But at 353 00:20:33,880 --> 00:20:37,960 Speaker 1: the time, during the initial discussions, Sony reps were saying 354 00:20:38,200 --> 00:20:42,080 Speaker 1: that the plan was to only make non gaming applications 355 00:20:42,160 --> 00:20:46,000 Speaker 1: for the CD drive peripheral. So you wouldn't be buying 356 00:20:46,240 --> 00:20:50,480 Speaker 1: Sonic The Hedgehog on CD for the Supernintendo because Sony 357 00:20:50,520 --> 00:20:54,280 Speaker 1: would not be making games for the machine. Instead, you 358 00:20:54,320 --> 00:20:58,280 Speaker 1: would buy a CD that had an encyclopedia or something 359 00:20:58,320 --> 00:21:00,840 Speaker 1: like that on it. The seed Drive would give the 360 00:21:00,880 --> 00:21:04,359 Speaker 1: Supernintendo more capabilities, but gaming would not be among them. 361 00:21:04,400 --> 00:21:08,280 Speaker 1: At least that was what the various parties agreed to verbally. 362 00:21:08,760 --> 00:21:12,240 Speaker 1: On paper, however, it would be a different story. I'll 363 00:21:12,280 --> 00:21:14,800 Speaker 1: explain more in just a moment, but first let's take 364 00:21:15,160 --> 00:21:26,280 Speaker 1: a quick break. Getting back to Nintendo and Sony, the 365 00:21:26,320 --> 00:21:29,440 Speaker 1: contract that was drawn up between these two companies apparently 366 00:21:29,560 --> 00:21:33,000 Speaker 1: didn't expressly forbid Sony from making video games for the 367 00:21:33,040 --> 00:21:36,320 Speaker 1: CD drive. That was what everyone agreed to leading into 368 00:21:36,359 --> 00:21:40,000 Speaker 1: the contract, but the contract itself kind of left that 369 00:21:40,040 --> 00:21:44,040 Speaker 1: stuff out. So legally, Sony could potentially have a way 370 00:21:44,080 --> 00:21:46,760 Speaker 1: to make games, and that would have been a major 371 00:21:46,800 --> 00:21:50,040 Speaker 1: win for Sony. See, Sony would be responsible for that 372 00:21:50,160 --> 00:21:52,840 Speaker 1: hardware and would share revenue with Nintendo for that, but 373 00:21:53,280 --> 00:21:56,520 Speaker 1: on the software side, the video game side, Sony would 374 00:21:56,520 --> 00:22:00,359 Speaker 1: be the sole entity responsible for making those titles, wouldn't 375 00:22:00,359 --> 00:22:03,000 Speaker 1: have to share any money when Nintendo. Sony could potentially 376 00:22:03,080 --> 00:22:07,000 Speaker 1: make CD based games for the Supernintendo and keep all 377 00:22:07,000 --> 00:22:10,320 Speaker 1: the dough plus take advantage of all the advantages of 378 00:22:10,400 --> 00:22:14,159 Speaker 1: a c D system. This would be an amazing opportunity. 379 00:22:14,359 --> 00:22:17,080 Speaker 1: At the time, Sony had no presence in the video 380 00:22:17,119 --> 00:22:21,600 Speaker 1: game industry. They could piggyback off the dominant position Nintendo 381 00:22:21,840 --> 00:22:26,000 Speaker 1: was in, so they would benefit from Nintendo's reputation. Meanwhile, 382 00:22:26,119 --> 00:22:28,760 Speaker 1: Sony would be making the sweet sweet cash from these 383 00:22:28,840 --> 00:22:32,960 Speaker 1: video games. Now, this is all dependent upon if the 384 00:22:33,000 --> 00:22:36,080 Speaker 1: representatives from Sony decided that they wanted to obey the 385 00:22:36,160 --> 00:22:39,040 Speaker 1: letter of the contract but not the spirit of the 386 00:22:39,080 --> 00:22:42,480 Speaker 1: original agreement. And I'm not saying the folks that Sony 387 00:22:42,520 --> 00:22:45,520 Speaker 1: were planning on making an ethically questionable move like that. 388 00:22:46,200 --> 00:22:49,000 Speaker 1: There's no real indication that that was going on. There's 389 00:22:49,200 --> 00:22:52,600 Speaker 1: it's it's possible, maybe even probable, but I don't have 390 00:22:52,640 --> 00:22:56,639 Speaker 1: any proof of that. However, it must have occurred to 391 00:22:56,760 --> 00:23:00,679 Speaker 1: someone at Nintendo that this was a possibility. So Sony 392 00:23:00,760 --> 00:23:02,960 Speaker 1: was in the middle of a massive transformation of its 393 00:23:02,960 --> 00:23:05,119 Speaker 1: own right around this time. Again, this would be like 394 00:23:05,200 --> 00:23:08,280 Speaker 1: the late nineteen eighties leading into the early nine nineties. 395 00:23:08,600 --> 00:23:11,840 Speaker 1: For decades, Sony had only been in the hardware business, 396 00:23:11,920 --> 00:23:15,480 Speaker 1: but starting in around n seven, they began to acquire 397 00:23:15,600 --> 00:23:20,680 Speaker 1: media companies, music labels, movie studios, that sort of stuff, 398 00:23:20,720 --> 00:23:23,840 Speaker 1: and it was emerging from this cocoon of being a 399 00:23:24,000 --> 00:23:31,360 Speaker 1: hardware caterpillar into a media giant butterfly. And beyond movies 400 00:23:31,400 --> 00:23:34,600 Speaker 1: and music and stuff, Sony also created a new subsidiary 401 00:23:34,640 --> 00:23:38,520 Speaker 1: in nineteen eighty nine called Sony image Soft. An image 402 00:23:38,560 --> 00:23:44,840 Speaker 1: soft business was can you guess video games? So over 403 00:23:44,920 --> 00:23:48,640 Speaker 1: in Nintendo. People are starting to get a little uneasy 404 00:23:48,680 --> 00:23:51,520 Speaker 1: about this agreement as they thought about the possibilities further 405 00:23:51,600 --> 00:23:54,320 Speaker 1: down the road. So if Sony held up their end 406 00:23:54,359 --> 00:23:57,760 Speaker 1: of the verbal contract, the worst thing that would happen 407 00:23:57,920 --> 00:24:00,639 Speaker 1: is probably no one would go out and buy the 408 00:24:00,680 --> 00:24:04,879 Speaker 1: peripheral because if you could only run stuff like encyclopedias, 409 00:24:04,920 --> 00:24:08,480 Speaker 1: then who's going to bother spending all that extra money? 410 00:24:08,680 --> 00:24:10,800 Speaker 1: Nintendo would still be able to say that they were 411 00:24:11,080 --> 00:24:13,840 Speaker 1: keeping up with their competitors, and no one would really 412 00:24:13,920 --> 00:24:17,720 Speaker 1: risk anything apart from the sunken cost of building the hardware. 413 00:24:18,200 --> 00:24:20,600 Speaker 1: But if Sony decided it was going to start making 414 00:24:20,640 --> 00:24:24,880 Speaker 1: games for the Super Nintendo, that could cut into Nintendo's business. 415 00:24:25,240 --> 00:24:27,520 Speaker 1: The company making the console might find out that had 416 00:24:27,560 --> 00:24:32,320 Speaker 1: to compete against another company making games for the same system, 417 00:24:32,359 --> 00:24:34,919 Speaker 1: and with the technical advantages of the CD system, that 418 00:24:35,000 --> 00:24:38,800 Speaker 1: could be a strike against Nintendo itself. They could have 419 00:24:38,840 --> 00:24:42,639 Speaker 1: created their own giant killer and public things seemed to 420 00:24:42,640 --> 00:24:46,160 Speaker 1: be progressing as planned. Heck, even after things would fall 421 00:24:46,200 --> 00:24:49,439 Speaker 1: apart and spoiler alert, things are about to fall apart, 422 00:24:50,000 --> 00:24:52,800 Speaker 1: there were still some articles that were published that said 423 00:24:52,880 --> 00:24:56,440 Speaker 1: Sony and Nintendo were moving forward to develop this peripheral. Now. 424 00:24:56,520 --> 00:24:59,320 Speaker 1: To be fair, this was also an era of hard 425 00:24:59,400 --> 00:25:01,639 Speaker 1: copy blishing, so you don't have to go out and 426 00:25:01,680 --> 00:25:05,520 Speaker 1: buy actual physical magazine or newspaper or whatever. See stories 427 00:25:05,680 --> 00:25:08,520 Speaker 1: typically had to be ready weeks in advance. But it 428 00:25:08,600 --> 00:25:11,840 Speaker 1: does show that things fell apart relatively quickly, so we're 429 00:25:12,040 --> 00:25:16,560 Speaker 1: up to nine now. In those days, the Consumer Electronics 430 00:25:16,560 --> 00:25:20,040 Speaker 1: Show or c e S would hold two events each year. 431 00:25:20,240 --> 00:25:22,360 Speaker 1: There's one in the winter in Las Vegas and one 432 00:25:22,400 --> 00:25:26,280 Speaker 1: in the summer in Chicago. So this was in June 433 00:25:26,400 --> 00:25:30,600 Speaker 1: of nineteen in Chicago, Illinois. And there's a story about 434 00:25:30,640 --> 00:25:33,720 Speaker 1: how at a press conference at this c E S 435 00:25:34,280 --> 00:25:37,639 Speaker 1: Nintendo representatives took the stage and announced the development of 436 00:25:37,680 --> 00:25:41,240 Speaker 1: a CD ROM based peripheral. There was just one small 437 00:25:41,280 --> 00:25:45,000 Speaker 1: deviation from the one that everyone had heard about and 438 00:25:45,080 --> 00:25:47,280 Speaker 1: that Kutaragi had been working on for a couple of 439 00:25:47,359 --> 00:25:51,359 Speaker 1: years already. Nintendo was going to make this peripheral with Phillips, 440 00:25:51,880 --> 00:25:54,440 Speaker 1: which was one of Sony's biggest competitors. Remember they were 441 00:25:54,440 --> 00:25:57,480 Speaker 1: the co developer of c D WRONG technology back in 442 00:25:57,520 --> 00:26:02,040 Speaker 1: the early nineteen eighties with Sony. Now, this version of 443 00:26:02,080 --> 00:26:06,119 Speaker 1: the story says that the Sony executives first learned about 444 00:26:06,160 --> 00:26:09,240 Speaker 1: this switcheroo at that press conference that they were sitting 445 00:26:09,640 --> 00:26:12,760 Speaker 1: in the audience and they hear this and they gasp 446 00:26:13,240 --> 00:26:16,000 Speaker 1: because they've suddenly been told that the thing they've been 447 00:26:16,000 --> 00:26:19,800 Speaker 1: working on is getting scrapped in favor of a product 448 00:26:19,840 --> 00:26:22,080 Speaker 1: from a competitor. But as it turns out, that's not 449 00:26:22,160 --> 00:26:24,880 Speaker 1: actually how it all went down. It's almost as bad, 450 00:26:24,920 --> 00:26:28,919 Speaker 1: but not quite that bad. Sony had actually known about 451 00:26:29,000 --> 00:26:32,600 Speaker 1: this change for two whole days leading up to the 452 00:26:32,600 --> 00:26:35,479 Speaker 1: press conference, and that's because there was a reporter for 453 00:26:35,520 --> 00:26:39,360 Speaker 1: the Seattle Times who interviewed people from Nintendo, found out 454 00:26:39,400 --> 00:26:42,560 Speaker 1: about this plan and wrote it about it in an article. 455 00:26:42,840 --> 00:26:44,240 Speaker 1: Just you know, this is a piece of news that 456 00:26:44,400 --> 00:26:48,080 Speaker 1: Nintendo is partnering with Phillips. So the Sony folks had 457 00:26:48,119 --> 00:26:50,400 Speaker 1: known about it for two days. They had even had 458 00:26:50,440 --> 00:26:53,600 Speaker 1: their press event the day before, and at that press 459 00:26:53,600 --> 00:26:58,919 Speaker 1: event they still announced the PlayStation, the Nintendo Sony co 460 00:26:59,200 --> 00:27:04,720 Speaker 1: produced Aroduct And again that's two words, play station, not PlayStation, 461 00:27:04,760 --> 00:27:07,080 Speaker 1: one word with the P ANDD s capitalized. And the 462 00:27:07,119 --> 00:27:08,679 Speaker 1: idea was that Sony was going to go ahead and 463 00:27:08,720 --> 00:27:11,399 Speaker 1: market a version of the Super Nintendo that had a 464 00:27:11,440 --> 00:27:15,600 Speaker 1: CD ROM drive attached to it. Meanwhile, Nintendo and Phillips 465 00:27:15,640 --> 00:27:19,000 Speaker 1: would release their version of a Supernintendo that would include 466 00:27:19,000 --> 00:27:22,600 Speaker 1: a CD ROM that in turn would have enhancements to 467 00:27:22,720 --> 00:27:26,080 Speaker 1: the Super Nintendo's capabilities, and it was all really confusing. 468 00:27:27,119 --> 00:27:30,399 Speaker 1: That version of the PlayStation never made it to market, 469 00:27:30,560 --> 00:27:34,320 Speaker 1: but Sony did build prototypes of it. In fact, one 470 00:27:34,320 --> 00:27:37,600 Speaker 1: collector was able to nab a working model at an 471 00:27:37,640 --> 00:27:40,000 Speaker 1: auction years ago. The auction actually came out of a 472 00:27:40,000 --> 00:27:42,679 Speaker 1: company that had been filing for bankruptcy. There was a 473 00:27:42,720 --> 00:27:46,160 Speaker 1: former Sony CEO who worked at that company, and apparently 474 00:27:46,520 --> 00:27:51,840 Speaker 1: he had a play station prototype, a Sony Nintendo PlayStation 475 00:27:51,880 --> 00:27:56,080 Speaker 1: prototype in his office. I think it most recently sold 476 00:27:56,080 --> 00:28:01,800 Speaker 1: at auction for three hundred sixty thousand dollars, so I 477 00:28:01,840 --> 00:28:04,919 Speaker 1: thought that it was expensive back then. Okay, but the 478 00:28:04,920 --> 00:28:07,080 Speaker 1: story keeps going before we can get to the first 479 00:28:07,359 --> 00:28:10,960 Speaker 1: real PlayStation, and it even gets more crazy. So when 480 00:28:11,040 --> 00:28:13,439 Speaker 1: last we left off, Nintendo announced it was working with 481 00:28:13,440 --> 00:28:16,480 Speaker 1: Phillips to develop a CD ROM peripheral, and the scope 482 00:28:16,480 --> 00:28:19,000 Speaker 1: of that project was actually larger than the Sony deal 483 00:28:19,040 --> 00:28:21,520 Speaker 1: would have been. The Phillips periph role was supposed to 484 00:28:21,560 --> 00:28:24,440 Speaker 1: boost the Super Nintendo computing power, so it's like you 485 00:28:24,440 --> 00:28:28,640 Speaker 1: would get a Super Nintendo one point five with additional 486 00:28:28,680 --> 00:28:32,320 Speaker 1: abilities and graphics and sound thanks to eight more megabytes 487 00:28:32,400 --> 00:28:37,280 Speaker 1: of RAM as a result. So that was a major 488 00:28:37,400 --> 00:28:40,360 Speaker 1: difference between the two because the Sony system was just 489 00:28:40,400 --> 00:28:43,760 Speaker 1: meant to play c D s. Meanwhile, folks at Sony 490 00:28:43,760 --> 00:28:47,560 Speaker 1: and Nintendo were working to repair their relationship after this fallout. 491 00:28:48,400 --> 00:28:51,160 Speaker 1: Nintendo must have been looking at the debut of the 492 00:28:51,240 --> 00:28:55,720 Speaker 1: upcoming Sega c D with anxiety, so quietly Nintendo and 493 00:28:55,760 --> 00:28:58,960 Speaker 1: Sony agreed to work together again. And now the Nintendo 494 00:28:59,160 --> 00:29:01,240 Speaker 1: c D per for roll, the one that was working 495 00:29:01,240 --> 00:29:04,840 Speaker 1: with Phillips, was also going to include Sony as another partner. 496 00:29:04,920 --> 00:29:07,560 Speaker 1: So now you've got Nintendo, Phillips, and Sony working together 497 00:29:07,560 --> 00:29:10,440 Speaker 1: on this thing. In addition, Nintendo would be able to 498 00:29:10,440 --> 00:29:13,440 Speaker 1: make money on Sony c D games sold on the 499 00:29:13,480 --> 00:29:17,440 Speaker 1: system through a licensing agreement, so that work around got 500 00:29:17,520 --> 00:29:20,520 Speaker 1: sewed up as well. The company has made the announcement 501 00:29:20,640 --> 00:29:23,120 Speaker 1: one day before the Sega c D was to come 502 00:29:23,160 --> 00:29:25,960 Speaker 1: out in the United States, which seemed like a pretty 503 00:29:26,000 --> 00:29:29,280 Speaker 1: clear attempt to take some steam out of the engine 504 00:29:29,320 --> 00:29:31,960 Speaker 1: of Sega and buy some time while the companies created 505 00:29:32,000 --> 00:29:35,160 Speaker 1: their own new product. Now, one person who was not 506 00:29:35,360 --> 00:29:39,040 Speaker 1: really behind this whole effort was Kin Kudaragi, the guy 507 00:29:39,080 --> 00:29:42,880 Speaker 1: who had been working on the original Sony Nintendo play station. 508 00:29:43,320 --> 00:29:47,520 Speaker 1: While Kutaragi had pushed for the collaboration back at the beginning, 509 00:29:47,920 --> 00:29:51,960 Speaker 1: Nintendo's decision to dump Sony for Phillips really rubbed him 510 00:29:52,000 --> 00:29:54,960 Speaker 1: the wrong way. He didn't see it as just unjust. 511 00:29:54,960 --> 00:29:57,479 Speaker 1: He thought of it as unforgivable. He was ready to 512 00:29:57,560 --> 00:30:00,440 Speaker 1: move on, and in fact he did, and he turned 513 00:30:00,440 --> 00:30:04,080 Speaker 1: away from Nintendo and he looked toward another possible collaborator, 514 00:30:04,200 --> 00:30:08,080 Speaker 1: and that would be Sega. Sega's Genesis or Mega Drive 515 00:30:08,240 --> 00:30:11,320 Speaker 1: already had its own CD peripheral, the Sega c D. 516 00:30:11,520 --> 00:30:14,760 Speaker 1: That's what Nintendo had been flipping out about. But Sega 517 00:30:14,840 --> 00:30:18,160 Speaker 1: was also looking forward to the next generation of consoles 518 00:30:18,200 --> 00:30:20,280 Speaker 1: and the goal was to develop a console that was 519 00:30:20,400 --> 00:30:23,200 Speaker 1: c D based from the get go. So this was 520 00:30:23,240 --> 00:30:25,200 Speaker 1: sort of in the early stages of them thinking about 521 00:30:25,240 --> 00:30:28,959 Speaker 1: the Sega Saturn, and this was not supposed to be 522 00:30:29,000 --> 00:30:31,920 Speaker 1: a cartridge system with an additional CD drive. It was 523 00:30:31,920 --> 00:30:35,280 Speaker 1: supposed to be c D dedicated. Sega was interested in 524 00:30:35,320 --> 00:30:38,640 Speaker 1: collaborating with Sony in order to make this happen. Kim 525 00:30:38,720 --> 00:30:43,160 Speaker 1: Kutaragi would lead the Sony side of things in early discussions, 526 00:30:43,400 --> 00:30:46,160 Speaker 1: and on the Sega side you had the then head 527 00:30:46,240 --> 00:30:50,880 Speaker 1: of Sega's hardware development division that would be the Headeki Sato. 528 00:30:51,000 --> 00:30:53,720 Speaker 1: He was also working on the concept. And after the 529 00:30:53,760 --> 00:30:56,840 Speaker 1: fallout following the original Sony and Nintendo plan, the two 530 00:30:56,880 --> 00:30:59,800 Speaker 1: parties decided it would be best if they didn't publicize 531 00:30:59,840 --> 00:31:02,320 Speaker 1: the project. They want to keep it secret because if 532 00:31:02,360 --> 00:31:06,240 Speaker 1: it doesn't pay off, then nobody loses face. Kutaragi was 533 00:31:06,280 --> 00:31:08,440 Speaker 1: not terribly confident that it was going to work out, 534 00:31:08,520 --> 00:31:10,720 Speaker 1: and he actually expressed his doubts very early on, and 535 00:31:10,800 --> 00:31:13,520 Speaker 1: ultimately Sony made the decision to back out of the 536 00:31:13,560 --> 00:31:17,520 Speaker 1: agreement before it got too far along in the process. Meanwhile, 537 00:31:18,120 --> 00:31:21,400 Speaker 1: as many Sony board members were wanting to hedge their 538 00:31:21,440 --> 00:31:25,240 Speaker 1: bets and stick with a relationship with Nintendo because Nintendo 539 00:31:25,320 --> 00:31:28,760 Speaker 1: was a proven success story in video games, Kutaragi was 540 00:31:28,800 --> 00:31:31,160 Speaker 1: growing more and more convinced that Sony can make its 541 00:31:31,200 --> 00:31:35,200 Speaker 1: own video game console and leave everyone else behind. He 542 00:31:35,320 --> 00:31:39,080 Speaker 1: felt that the smart move, both technologically and from a 543 00:31:39,120 --> 00:31:42,400 Speaker 1: business perspective, was to stop trying to hitch a wagon 544 00:31:42,640 --> 00:31:46,520 Speaker 1: to Nintendo's proverbial horses and for Sony to pioneer their 545 00:31:46,560 --> 00:31:50,040 Speaker 1: own path. And while he held very little decision making 546 00:31:50,080 --> 00:31:53,440 Speaker 1: power of his own, he was still on really good 547 00:31:53,560 --> 00:31:59,040 Speaker 1: terms with Sony's CEO, Norio Oga. Kutaragi had impressed Oga 548 00:31:59,200 --> 00:32:03,280 Speaker 1: back in the s PC seven hundred project that was 549 00:32:03,320 --> 00:32:07,080 Speaker 1: the sound system for the original Super Nintendo, and Oga 550 00:32:07,160 --> 00:32:09,959 Speaker 1: must have felt that many of the company's board members 551 00:32:09,960 --> 00:32:13,760 Speaker 1: were being too hesitant to jump into the industry wholeheartedly. Moreover, 552 00:32:14,120 --> 00:32:18,960 Speaker 1: Kutaragi reportedly appealed to Oga's sense of pride. Kutaragi essentially said, 553 00:32:19,320 --> 00:32:23,160 Speaker 1: Nintendo betrayed our company. Are you just gonna sit back 554 00:32:23,200 --> 00:32:26,520 Speaker 1: and let that happen? And Oga's response was, according to reports, 555 00:32:27,080 --> 00:32:29,800 Speaker 1: pretty animated. He got head up about it, and he 556 00:32:29,880 --> 00:32:34,440 Speaker 1: was enraged by Nintendo's actions. So while the board for 557 00:32:34,520 --> 00:32:38,360 Speaker 1: Sony we're pushing for a collaboration, the CEO of Sony 558 00:32:38,480 --> 00:32:42,760 Speaker 1: secretly gave Kutaragi the authority to develop Sony's own video 559 00:32:42,840 --> 00:32:48,160 Speaker 1: game console. Meanwhile, Nintendo was making some design changes to 560 00:32:48,200 --> 00:32:51,360 Speaker 1: the planned hardware that they were going to debut, this 561 00:32:51,640 --> 00:32:54,760 Speaker 1: Super Nintendo with CD ROM drive. They kept changing things 562 00:32:54,800 --> 00:32:57,400 Speaker 1: and that was causing delays. And you can kind of 563 00:32:57,440 --> 00:33:00,000 Speaker 1: think of this as a type of feature creep. That's 564 00:33:00,000 --> 00:33:02,960 Speaker 1: when designers plan out a product, but then they say, hey, 565 00:33:03,000 --> 00:33:05,479 Speaker 1: you know, it would be cool if this vacuum cleaner 566 00:33:05,520 --> 00:33:08,320 Speaker 1: could also I don't know, brush your teeth or whatever. 567 00:33:08,960 --> 00:33:11,200 Speaker 1: Then some poor team of engineers has to figure out 568 00:33:11,200 --> 00:33:13,720 Speaker 1: how to actually make that work. And then they have 569 00:33:13,760 --> 00:33:15,720 Speaker 1: to figure out how to make it work more cheaply 570 00:33:15,840 --> 00:33:17,840 Speaker 1: so that the product can actually sell the price where 571 00:33:17,840 --> 00:33:20,480 Speaker 1: people are going to buy it. All of this takes time, 572 00:33:20,520 --> 00:33:23,960 Speaker 1: and it makes you slip deadlines. With video game hardware, 573 00:33:24,240 --> 00:33:27,880 Speaker 1: it gets trickier because as delays happened, other companies are 574 00:33:27,920 --> 00:33:30,920 Speaker 1: still developing their technologies. They start to come out with 575 00:33:31,040 --> 00:33:34,600 Speaker 1: more advanced consoles. So you might be working on something 576 00:33:34,720 --> 00:33:36,560 Speaker 1: and then you think, oh, wouldn't it be cool if 577 00:33:36,560 --> 00:33:39,240 Speaker 1: it also did this other thing. That sets you back 578 00:33:39,680 --> 00:33:41,440 Speaker 1: as you try and make it do this other thing. 579 00:33:41,800 --> 00:33:44,280 Speaker 1: Suddenly someone else comes out with an even better console, 580 00:33:44,720 --> 00:33:47,280 Speaker 1: and you're even further behind than you were before, and 581 00:33:47,320 --> 00:33:49,960 Speaker 1: so by the time you actually debut your product, it's 582 00:33:49,960 --> 00:33:52,640 Speaker 1: already obsolete. So then you have to go back to 583 00:33:52,640 --> 00:33:56,800 Speaker 1: your drawing board, soup up your hardware, pushback production time further. 584 00:33:57,160 --> 00:33:58,920 Speaker 1: And this happens in tech all the time, not just 585 00:33:59,000 --> 00:34:01,800 Speaker 1: in the video game where world, but it does happen 586 00:34:01,840 --> 00:34:03,480 Speaker 1: in the video game world a lot. In fact, that 587 00:34:03,480 --> 00:34:06,200 Speaker 1: it even happens on the software side. You might remember 588 00:34:06,240 --> 00:34:09,560 Speaker 1: the saga of the video game Duke Nukem Forever, which 589 00:34:09,680 --> 00:34:12,760 Speaker 1: was in development and vaporware for more than a decade, 590 00:34:13,040 --> 00:34:16,960 Speaker 1: as the company behind it kept delaying the production of 591 00:34:17,000 --> 00:34:19,680 Speaker 1: the game. As game engines got better and better, they 592 00:34:19,760 --> 00:34:22,080 Speaker 1: kept saying, Oh, we can make it even better than 593 00:34:22,120 --> 00:34:26,040 Speaker 1: it was, but meant having to start all over multiple times. Anyway, 594 00:34:26,040 --> 00:34:29,439 Speaker 1: back to the Nintendo and Sony saga, the delays were 595 00:34:29,440 --> 00:34:34,040 Speaker 1: the doom of the nes Sony Phillips c D system. 596 00:34:34,080 --> 00:34:37,120 Speaker 1: It never came out. Nintendo was already developing the next 597 00:34:37,160 --> 00:34:39,360 Speaker 1: generation of its video game consoles that would be the 598 00:34:39,440 --> 00:34:43,520 Speaker 1: Nintendo sixty four. The sixty four would outperform the old 599 00:34:43,560 --> 00:34:46,800 Speaker 1: Super Nintendo. It just seemed like it was a losing 600 00:34:46,840 --> 00:34:49,760 Speaker 1: proposition to try and boost an old piece of hardware 601 00:34:49,800 --> 00:34:54,400 Speaker 1: beyond its lifespan. Now, there was no official acknowledgement regarding 602 00:34:54,440 --> 00:34:58,320 Speaker 1: the cancelation of the project, but Nintendo effectively canceled it. 603 00:34:58,040 --> 00:35:01,160 Speaker 1: It kind of ghosted on the whole thing. I've never 604 00:35:01,200 --> 00:35:04,200 Speaker 1: seen any verified reports that the company has actually produced 605 00:35:04,239 --> 00:35:08,280 Speaker 1: any working prototypes of this proposed variation of the Superintendo. 606 00:35:08,960 --> 00:35:12,399 Speaker 1: It turned out those uh Sony board members who were 607 00:35:12,480 --> 00:35:15,480 Speaker 1: determined to play it safe, we're actually backing the wrong 608 00:35:15,520 --> 00:35:18,800 Speaker 1: horse all along. Now I say that with the benefit 609 00:35:18,800 --> 00:35:21,399 Speaker 1: of hindsight, but back in the day, I probably would 610 00:35:21,400 --> 00:35:24,040 Speaker 1: have thought that they were making the responsible call because 611 00:35:24,280 --> 00:35:27,880 Speaker 1: Nintendo had a reputation and Sony had an unproven ability 612 00:35:27,920 --> 00:35:30,400 Speaker 1: to make its own stand in the video game console market. 613 00:35:31,200 --> 00:35:35,600 Speaker 1: All of that means that Ken Kutaragi's somewhat clandestine project 614 00:35:35,600 --> 00:35:38,640 Speaker 1: to develop a stand alone Sony PlayStation console would end 615 00:35:38,680 --> 00:35:41,799 Speaker 1: up being the winning strategy. I'll explain more in just 616 00:35:41,880 --> 00:35:52,160 Speaker 1: a moment, but first let's take another quick break. Kudaragi 617 00:35:52,239 --> 00:35:54,919 Speaker 1: and his team went to work building out Sony's own 618 00:35:55,040 --> 00:35:57,719 Speaker 1: video game console. They already had a good amount of 619 00:35:57,719 --> 00:36:00,959 Speaker 1: experience due to working on the Nintendo projects. They laid 620 00:36:00,960 --> 00:36:03,399 Speaker 1: out what they wanted the console to be, and during 621 00:36:03,400 --> 00:36:07,160 Speaker 1: the development process, Nintendo executives learned about what was going 622 00:36:07,200 --> 00:36:10,680 Speaker 1: on at Sony, and they knew or suspected that at 623 00:36:10,719 --> 00:36:13,480 Speaker 1: least some of the components the company was using to 624 00:36:13,560 --> 00:36:16,680 Speaker 1: make its first game console were originally developed for the 625 00:36:16,800 --> 00:36:22,160 Speaker 1: scrapped Nintendo Sony Super Nintendo peripheral. So Nintendo tried to 626 00:36:22,200 --> 00:36:26,560 Speaker 1: take legal action to stop Sony from developing the PlayStation 627 00:36:26,800 --> 00:36:32,120 Speaker 1: because they were arguing the original bones for that system 628 00:36:32,239 --> 00:36:35,560 Speaker 1: were made as part of a partnership deal with Nintendo, 629 00:36:35,640 --> 00:36:39,040 Speaker 1: but ultimately the courts decided against Nintendo and found in 630 00:36:39,120 --> 00:36:41,480 Speaker 1: favor of Sony, so they got to go ahead. So 631 00:36:41,560 --> 00:36:46,440 Speaker 1: despite the technical, legal, political, from an internal Sony perspective, 632 00:36:46,640 --> 00:36:50,560 Speaker 1: and market challenges, the PlayStation team was actually able to 633 00:36:50,640 --> 00:36:53,920 Speaker 1: build the gaming device they had in mind after years 634 00:36:54,000 --> 00:36:57,719 Speaker 1: of struggle, and this was the Sony PlayStation, or as 635 00:36:57,719 --> 00:37:00,359 Speaker 1: we refer to it today, the PS one. Of course, 636 00:37:00,400 --> 00:37:02,840 Speaker 1: back then, we didn't call it the PS one because 637 00:37:02,840 --> 00:37:05,320 Speaker 1: no one knew that there was ever going to be 638 00:37:05,400 --> 00:37:08,080 Speaker 1: a PS two. You don't call World War one world 639 00:37:08,080 --> 00:37:11,719 Speaker 1: War one when it's happening, because that means you suspect 640 00:37:11,719 --> 00:37:15,080 Speaker 1: there will be a World War two, and the optimist says, 641 00:37:15,680 --> 00:37:18,880 Speaker 1: let's hope that doesn't happen. I mean, it happened, but 642 00:37:18,920 --> 00:37:22,360 Speaker 1: we hoped it wouldn't happen. The first PlayStation had a 643 00:37:22,480 --> 00:37:26,000 Speaker 1: thirty two bit CPU. Now remember a thirty two bit 644 00:37:26,120 --> 00:37:30,400 Speaker 1: system isn't just twice as powerful as a sixteen bit system, 645 00:37:30,440 --> 00:37:33,120 Speaker 1: it's way more than that. So a sixteen bit number 646 00:37:33,120 --> 00:37:36,799 Speaker 1: has two to the power of sixteen different possible values, right, 647 00:37:36,840 --> 00:37:38,879 Speaker 1: because a bit can have one of two values, it's 648 00:37:38,880 --> 00:37:41,400 Speaker 1: either zero or it's of one. And when you have 649 00:37:41,440 --> 00:37:44,840 Speaker 1: sixteen of them together, that means you have two to 650 00:37:44,880 --> 00:37:48,799 Speaker 1: the power of sixteen different combinations of those values. That 651 00:37:48,880 --> 00:37:51,960 Speaker 1: actually means that a sixteen bit integer can store sixty 652 00:37:52,000 --> 00:37:56,680 Speaker 1: five thousand, three hundred fifty six distinct values. Remember eight 653 00:37:56,680 --> 00:37:59,319 Speaker 1: bit was two hundred fifty five zero to two fifty 654 00:37:59,360 --> 00:38:03,960 Speaker 1: five two ft six total sixteen is six fifty six. 655 00:38:04,160 --> 00:38:06,960 Speaker 1: You go to thirty two bit has two to the 656 00:38:07,000 --> 00:38:10,400 Speaker 1: power of thirty two different possible values, which means a 657 00:38:10,480 --> 00:38:14,120 Speaker 1: thirty two bit integer can store more than four billion 658 00:38:14,160 --> 00:38:19,120 Speaker 1: distinct values. So it's an enormous jump in power. The 659 00:38:19,160 --> 00:38:23,319 Speaker 1: first PlayStation had sixteen megabits or if you prefer, you know, 660 00:38:24,040 --> 00:38:28,160 Speaker 1: two megabytes of RAM. Remember a bite is eight bits, 661 00:38:28,520 --> 00:38:31,160 Speaker 1: so sixteen megabits of RAM or random access memory. That's 662 00:38:31,160 --> 00:38:33,200 Speaker 1: the type of memory that the computer uses to store 663 00:38:33,320 --> 00:38:37,320 Speaker 1: data for quick retrieval. So typically speaking, if your computer 664 00:38:37,400 --> 00:38:40,120 Speaker 1: has more RAM, you can store more information in that 665 00:38:40,200 --> 00:38:42,960 Speaker 1: memory and you get faster access out of it, and 666 00:38:43,000 --> 00:38:47,000 Speaker 1: so to you, it seems like it translates into just 667 00:38:47,239 --> 00:38:50,640 Speaker 1: faster response with your computer and it doesn't have to 668 00:38:50,680 --> 00:38:54,160 Speaker 1: pull from the hard disc as frequently. The system also 669 00:38:54,200 --> 00:38:58,080 Speaker 1: had eight megabits or one byte of v RAM that's 670 00:38:58,200 --> 00:39:00,960 Speaker 1: video RAM. I'm guessing you guys can figure out what 671 00:39:01,120 --> 00:39:04,320 Speaker 1: v RAM is meant to do. It had its own 672 00:39:04,680 --> 00:39:09,280 Speaker 1: g FX graphics processing unit. It supported twenty four channels 673 00:39:09,280 --> 00:39:12,680 Speaker 1: of sound with its own dedicated four megabits of sound 674 00:39:12,800 --> 00:39:15,960 Speaker 1: RAM with a sampling frequency of forty four point one. 675 00:39:16,040 --> 00:39:19,920 Speaker 1: Killer hurts. I've talked about sampling frequencies on other episodes. 676 00:39:20,280 --> 00:39:23,160 Speaker 1: I'd rather not jump off topic to talk about it 677 00:39:23,239 --> 00:39:26,600 Speaker 1: right now, so I'm going to ignore this diversion, which 678 00:39:26,640 --> 00:39:30,440 Speaker 1: is very unlike me and Soldier on. It could also 679 00:39:30,640 --> 00:39:35,440 Speaker 1: support up to four thousand sprites, not the drink. Sprites 680 00:39:35,520 --> 00:39:38,680 Speaker 1: in computer graphics are two dimensional bit maps. Uh. They're 681 00:39:38,760 --> 00:39:41,680 Speaker 1: very important, especially in the old arcade scene, and they 682 00:39:41,760 --> 00:39:43,960 Speaker 1: integrate into larger scenes. You can kind of think of 683 00:39:44,000 --> 00:39:47,840 Speaker 1: them as objects in this context. The PlayStation could create 684 00:39:47,920 --> 00:39:51,440 Speaker 1: three D rendered graphics. In fact, it was intended to 685 00:39:51,480 --> 00:39:54,720 Speaker 1: do so. Now those three D rendered graphics are fairly 686 00:39:54,760 --> 00:39:59,080 Speaker 1: primitive by today's standards, but the PlayStation could also support 687 00:39:59,520 --> 00:40:03,920 Speaker 1: full ocean video. Guys, if you've never explored the world 688 00:40:04,040 --> 00:40:07,839 Speaker 1: of full motion video or fm V games, you gotta 689 00:40:07,880 --> 00:40:11,160 Speaker 1: do some searches on YouTube. The industry was more than 690 00:40:11,200 --> 00:40:13,960 Speaker 1: a little puzzled about how they might be able to 691 00:40:14,040 --> 00:40:17,960 Speaker 1: use live action video to enhance video games. The results 692 00:40:18,080 --> 00:40:21,680 Speaker 1: range from interesting, maybe a little limited, but you can 693 00:40:21,680 --> 00:40:23,839 Speaker 1: see where they were going and you can appreciate their 694 00:40:23,880 --> 00:40:29,000 Speaker 1: creativity all the way down to the cringing lee hilarious. 695 00:40:30,000 --> 00:40:33,799 Speaker 1: There's a Tim Curry Frankenstein game that is out of 696 00:40:33,800 --> 00:40:36,880 Speaker 1: this world as far as cringe goes. I love it 697 00:40:36,960 --> 00:40:40,959 Speaker 1: so much. So there are many terrible performances in FMV games, 698 00:40:40,960 --> 00:40:44,280 Speaker 1: and it is glorious anyway. These capabilities of the system 699 00:40:44,360 --> 00:40:49,239 Speaker 1: set the PlayStation apart from stuff like Nintendo's sixty four system. 700 00:40:49,400 --> 00:40:53,480 Speaker 1: One thing the original PlayStation didn't have was an internal 701 00:40:53,520 --> 00:40:57,480 Speaker 1: storage drive. Now this was not unusual in early consoles. 702 00:40:57,480 --> 00:40:59,640 Speaker 1: I mean in the old days, there was no way 703 00:40:59,680 --> 00:41:01,640 Speaker 1: to say of your progress in a game at all. 704 00:41:01,880 --> 00:41:04,440 Speaker 1: You would play until you ran out of time or 705 00:41:04,560 --> 00:41:07,520 Speaker 1: energy or patients or whatever. Maybe your mom told you 706 00:41:07,560 --> 00:41:10,160 Speaker 1: to get off the video game system and turn off 707 00:41:10,200 --> 00:41:14,120 Speaker 1: the TV. And then if you did turn off the system, 708 00:41:14,160 --> 00:41:17,560 Speaker 1: everything would go away as far as the game is concerned. 709 00:41:17,680 --> 00:41:19,480 Speaker 1: The next time you turn everything on, you would have 710 00:41:19,520 --> 00:41:21,759 Speaker 1: to start over from the very beginning. There was no 711 00:41:21,880 --> 00:41:24,960 Speaker 1: saving your progress. The PlayStation was no different. So if 712 00:41:25,000 --> 00:41:27,640 Speaker 1: you did want to save your progress, you have to 713 00:41:27,680 --> 00:41:31,040 Speaker 1: invest in some memory cards. The memory cards were these 714 00:41:31,080 --> 00:41:35,080 Speaker 1: plastic cards that you could slot into the game system. 715 00:41:35,120 --> 00:41:37,480 Speaker 1: They had these little slots that were just above the 716 00:41:37,520 --> 00:41:40,600 Speaker 1: two game controller reports on the front of the console. 717 00:41:41,360 --> 00:41:46,200 Speaker 1: Each memory card could hold on eight whole kilobytes of data. 718 00:41:46,800 --> 00:41:51,320 Speaker 1: That's um, that's not very much. Speaking of controllers, gamers 719 00:41:51,320 --> 00:41:54,840 Speaker 1: are probably pretty familiar with the dual Shock controller, but 720 00:41:54,960 --> 00:41:58,799 Speaker 1: that would actually come out later several years after the 721 00:41:58,880 --> 00:42:02,040 Speaker 1: PlayStation first day. You the duel Shock as stuff on it, 722 00:42:02,120 --> 00:42:06,399 Speaker 1: like two thumbsticks, but the original PlayStation one controller did 723 00:42:06,440 --> 00:42:11,319 Speaker 1: not have thumbsticks. It had four direction buttons up, down, left, 724 00:42:11,360 --> 00:42:15,160 Speaker 1: and right, and then had the four round buttons designated 725 00:42:15,160 --> 00:42:18,320 Speaker 1: with colorful shapes. There's the green triangle at the top, 726 00:42:18,719 --> 00:42:20,799 Speaker 1: the red circle at the right, the blue x at 727 00:42:20,800 --> 00:42:23,040 Speaker 1: the bottom, and the peak square on the left. And 728 00:42:23,080 --> 00:42:25,399 Speaker 1: since I'm more of an Xbox gamer, I do own 729 00:42:25,400 --> 00:42:27,719 Speaker 1: a PS four, but I play more games on the 730 00:42:27,840 --> 00:42:31,160 Speaker 1: Xbox and the PS four. Going from an Xbox controller 731 00:42:31,200 --> 00:42:33,520 Speaker 1: to a PlayStation controller means that for the first half 732 00:42:33,560 --> 00:42:36,760 Speaker 1: hour or so, I just keep hitting the wrong buttons. 733 00:42:36,800 --> 00:42:39,319 Speaker 1: So that's a me problem. That's not a problem with 734 00:42:39,360 --> 00:42:43,680 Speaker 1: the system. That's a problem with with me. Jonathan Kutaragi's 735 00:42:43,760 --> 00:42:47,320 Speaker 1: team had the PlayStation ready to launch in Japan in December. 736 00:42:49,320 --> 00:42:52,520 Speaker 1: The company would wait almost a year before launching it 737 00:42:52,560 --> 00:42:56,840 Speaker 1: in North America, and the company also aimed to launch 738 00:42:57,000 --> 00:43:00,799 Speaker 1: the PlayStation one week after the project did launch date 739 00:43:00,840 --> 00:43:03,960 Speaker 1: of the Sega Saturn console to takes some again some 740 00:43:04,040 --> 00:43:06,880 Speaker 1: of the steam out of the engines of of Sega, 741 00:43:07,280 --> 00:43:09,160 Speaker 1: and while the team was hard at work on the hardware, 742 00:43:09,280 --> 00:43:12,520 Speaker 1: there was a question about the games themselves. At this stage, 743 00:43:12,560 --> 00:43:15,960 Speaker 1: Sony did not have an internal video game development team 744 00:43:16,040 --> 00:43:19,279 Speaker 1: for the PlayStation. They had a video game unit, but 745 00:43:19,320 --> 00:43:21,759 Speaker 1: that was focused more on computer games. At the time, 746 00:43:22,280 --> 00:43:26,200 Speaker 1: Nintendo and Sega had several other companies. All had first 747 00:43:26,239 --> 00:43:29,440 Speaker 1: party developers working for them, which meant their consoles were 748 00:43:29,440 --> 00:43:32,479 Speaker 1: guaranteed to have launch titles ready to go. Now, there's 749 00:43:32,480 --> 00:43:34,760 Speaker 1: not a guarantee on the quality of those launch titles, 750 00:43:34,760 --> 00:43:38,319 Speaker 1: but some companies like Nintendo generally do pretty well with that. 751 00:43:39,760 --> 00:43:44,080 Speaker 1: Sony was more dependent upon relationships with third party developers 752 00:43:44,120 --> 00:43:47,839 Speaker 1: other companies that would make games to run on the system. 753 00:43:47,920 --> 00:43:50,400 Speaker 1: Some of that was actually pretty easy for Sony to do. 754 00:43:50,520 --> 00:43:53,720 Speaker 1: Some of those relationships were easy to form, largely thanks 755 00:43:53,760 --> 00:43:56,920 Speaker 1: to Nintendo. See, there were companies that were sort of 756 00:43:57,000 --> 00:44:00,520 Speaker 1: jerked around when Nintendo changed policies about whether or not 757 00:44:00,600 --> 00:44:04,080 Speaker 1: it was ever going to release a CD based system. 758 00:44:04,160 --> 00:44:07,600 Speaker 1: For example, the famous video game developers Square, which was 759 00:44:07,719 --> 00:44:11,920 Speaker 1: responsible and is responsible for the insanely popular Final Fantasy series, 760 00:44:12,680 --> 00:44:15,120 Speaker 1: that was one of the companies that got kind of 761 00:44:15,160 --> 00:44:19,440 Speaker 1: burnt by Nintendo. They had dedicated resources to creating titles 762 00:44:19,480 --> 00:44:22,600 Speaker 1: for a system that never saw the light of day, 763 00:44:22,640 --> 00:44:25,680 Speaker 1: so they were receptive to Sony's pitch to make games 764 00:44:25,680 --> 00:44:29,560 Speaker 1: for that system instead. Now, one monkey wrench in that 765 00:44:29,640 --> 00:44:35,440 Speaker 1: particular approach came from inside Sony Computer Entertainment America or 766 00:44:35,680 --> 00:44:38,920 Speaker 1: s c e A. This was a North American branch 767 00:44:39,200 --> 00:44:41,680 Speaker 1: of the company that would oversee operations in sales in 768 00:44:41,680 --> 00:44:44,560 Speaker 1: North America. So the thought was that markets in North 769 00:44:44,600 --> 00:44:48,520 Speaker 1: America and the market in say, Japan, are very different, 770 00:44:48,640 --> 00:44:52,040 Speaker 1: and thus you need different strategies to make products a 771 00:44:52,120 --> 00:44:56,320 Speaker 1: success in their respective regions. The general philosophy being certain 772 00:44:56,360 --> 00:44:59,239 Speaker 1: games might sell really well in one place, but they're 773 00:44:59,280 --> 00:45:02,200 Speaker 1: never gonna go over well in another. So games that 774 00:45:02,280 --> 00:45:06,720 Speaker 1: could do incredibly well in Japan we're seen as being 775 00:45:07,000 --> 00:45:10,520 Speaker 1: completely unmarketable in the United States. Well, the head of 776 00:45:10,800 --> 00:45:14,040 Speaker 1: s c e A at that time as PlayStation was 777 00:45:14,080 --> 00:45:17,280 Speaker 1: getting ready to launch was a guy named Bernie Stoller, 778 00:45:17,760 --> 00:45:20,960 Speaker 1: and Stoller had his own requirement as far as game 779 00:45:21,040 --> 00:45:25,239 Speaker 1: development went for the PlayStation, so the PlayStation could run 780 00:45:25,320 --> 00:45:29,160 Speaker 1: games with three D rendered graphics, which is obviously one 781 00:45:29,320 --> 00:45:31,719 Speaker 1: D better than two D graphics, right, I mean, it's 782 00:45:31,760 --> 00:45:34,560 Speaker 1: in the name. So Stiller put in place a policy 783 00:45:34,960 --> 00:45:39,680 Speaker 1: no North American games would feature two D graphics. All 784 00:45:39,840 --> 00:45:43,120 Speaker 1: new games needed to be three D. This makes me 785 00:45:43,160 --> 00:45:45,960 Speaker 1: think of there was a time at Disney when Pixar 786 00:45:46,080 --> 00:45:49,960 Speaker 1: films were doing really well, where you had executives at 787 00:45:49,960 --> 00:45:53,360 Speaker 1: Disney suggests that perhaps all Disney films should move to 788 00:45:53,400 --> 00:45:59,600 Speaker 1: computer animation, that hand drawn animation was no longer popular. Uh, 789 00:45:59,680 --> 00:46:03,560 Speaker 1: and at computer animation was just superior from a market standpoint. 790 00:46:03,840 --> 00:46:09,440 Speaker 1: It's kind of not really taking reality into account. So 791 00:46:09,520 --> 00:46:12,919 Speaker 1: just as that wasn't true that hand drawn animation can 792 00:46:13,040 --> 00:46:16,160 Speaker 1: have a place, it's the story that's really important, so 793 00:46:16,320 --> 00:46:19,080 Speaker 1: is the same for video games. Three D is not 794 00:46:19,280 --> 00:46:23,600 Speaker 1: inherently better than two D. It's also in the execution 795 00:46:23,760 --> 00:46:27,760 Speaker 1: and what the gameplay is and the connection to the gamer, 796 00:46:28,360 --> 00:46:31,680 Speaker 1: so that meant some games like Final Fantasy seven would 797 00:46:31,719 --> 00:46:34,520 Speaker 1: not have a place in the North American market initially, 798 00:46:34,719 --> 00:46:37,719 Speaker 1: at least not as long as Stolen was in charge. Now, 799 00:46:37,760 --> 00:46:41,080 Speaker 1: he did leave Sony about a year after the launch 800 00:46:41,120 --> 00:46:44,000 Speaker 1: of the PlayStation in the United States, and then he 801 00:46:44,040 --> 00:46:48,960 Speaker 1: went to work for Drumroll Please Sega as president and 802 00:46:49,000 --> 00:46:53,480 Speaker 1: chief operating officer. He restructured the company, which was rough 803 00:46:53,840 --> 00:46:56,520 Speaker 1: had about three people laid off as a result, and 804 00:46:56,560 --> 00:46:58,480 Speaker 1: he was trying to prepare the company for the launch 805 00:46:58,600 --> 00:47:01,040 Speaker 1: of the Sega Dreamcast. Now you may have heard of 806 00:47:01,080 --> 00:47:05,319 Speaker 1: the Dreamcast, but seeing as there's no Dreamcast five coming 807 00:47:05,320 --> 00:47:07,880 Speaker 1: out this year, that pretty much tells you how everything 808 00:47:07,920 --> 00:47:11,719 Speaker 1: went down. Let's get back to Sony. Even if a 809 00:47:11,800 --> 00:47:15,279 Speaker 1: video game developer had not been burned by Nintendo, a 810 00:47:15,360 --> 00:47:18,840 Speaker 1: lot of them were eager to try to create games 811 00:47:18,880 --> 00:47:22,640 Speaker 1: for the Sony PlayStation. That console was clearly more powerful 812 00:47:22,719 --> 00:47:25,480 Speaker 1: and more capable than other systems that were currently on 813 00:47:25,520 --> 00:47:28,560 Speaker 1: the market, and so Sony began to create partnerships with 814 00:47:28,640 --> 00:47:32,760 Speaker 1: various developers, and they shared information about the PlayStation's design 815 00:47:32,960 --> 00:47:36,319 Speaker 1: so the developers could optimize their code to run on 816 00:47:36,360 --> 00:47:39,399 Speaker 1: a PlayStation. Once it was ready to go, Sony also 817 00:47:39,440 --> 00:47:42,480 Speaker 1: would send out developer versions of the console. So these 818 00:47:42,480 --> 00:47:45,920 Speaker 1: were working models that weren't yet in the final consumer format, 819 00:47:46,320 --> 00:47:48,800 Speaker 1: but they were designed so that game developers could test 820 00:47:49,000 --> 00:47:51,480 Speaker 1: their games make sure that they actually ran on the hardware. 821 00:47:51,920 --> 00:47:54,879 Speaker 1: The pre production work paid off, and the PlayStation would 822 00:47:54,920 --> 00:47:58,960 Speaker 1: launch with a decent library of titles right from the start. Now, 823 00:47:58,960 --> 00:48:01,960 Speaker 1: the launch titles for the PS one in North America 824 00:48:02,400 --> 00:48:05,880 Speaker 1: included games like Battle Arena to Shinden, which was one 825 00:48:05,960 --> 00:48:08,959 Speaker 1: of the first, if not the actual first fighting game 826 00:48:09,040 --> 00:48:13,400 Speaker 1: to have both three D rendered characters wielding weapons and 827 00:48:13,600 --> 00:48:18,560 Speaker 1: capable of side stepping, meaning they could move deeper or 828 00:48:18,600 --> 00:48:22,000 Speaker 1: more shallower in the field of view. So typically in 829 00:48:22,040 --> 00:48:24,279 Speaker 1: these sort of fighting games, you can move left or 830 00:48:24,360 --> 00:48:27,520 Speaker 1: right across the screen, but you can't move closer to 831 00:48:27,640 --> 00:48:31,120 Speaker 1: our further from the view of the person playing. Then 832 00:48:31,160 --> 00:48:34,759 Speaker 1: there was ESPN Extreme Games, because this was in the 833 00:48:34,840 --> 00:48:38,480 Speaker 1: nineties and back then everything had to be extreme. There 834 00:48:38,560 --> 00:48:42,440 Speaker 1: was a first person shooter called Kiliak the DNA Imperative, 835 00:48:42,520 --> 00:48:44,960 Speaker 1: which I had never even heard of until I did 836 00:48:44,960 --> 00:48:48,680 Speaker 1: the research for this episode. There was the incredibly popular 837 00:48:48,840 --> 00:48:53,160 Speaker 1: NBA Jam Tournament edition There was a game called Ridge Racer, 838 00:48:53,280 --> 00:48:56,319 Speaker 1: another popular game in that lineup. There was also a 839 00:48:56,360 --> 00:49:00,520 Speaker 1: street fighter game in that lineup, although it was Fighter 840 00:49:00,800 --> 00:49:03,719 Speaker 1: the movie addition, so you know, take that with a 841 00:49:03,760 --> 00:49:06,520 Speaker 1: grain of salt. It also had Raymond that was another 842 00:49:06,600 --> 00:49:10,640 Speaker 1: launch title, and there were several others as well. After 843 00:49:11,000 --> 00:49:15,279 Speaker 1: Stoller left, the PlayStation's library in North America began to 844 00:49:15,480 --> 00:49:19,600 Speaker 1: include titles like Final Fantasy seven Thiss good thing too, 845 00:49:19,600 --> 00:49:22,560 Speaker 1: because that title would become the second most popular PlayStation 846 00:49:22,680 --> 00:49:26,759 Speaker 1: one title of all times, selling ten million units. The 847 00:49:26,800 --> 00:49:31,080 Speaker 1: other big one was Grand Tarismo, a racing game. The console, 848 00:49:31,320 --> 00:49:34,400 Speaker 1: already enjoying some early success, was on the road to 849 00:49:34,520 --> 00:49:38,359 Speaker 1: making it big. Now we'll continue our story of the 850 00:49:38,400 --> 00:49:42,120 Speaker 1: PlayStation and the line of PlayStation consoles in our next episode. 851 00:49:42,480 --> 00:49:45,560 Speaker 1: This one focused a lot on the prehistory of the console, 852 00:49:45,640 --> 00:49:48,239 Speaker 1: but future episodes are going to look more closely at 853 00:49:48,239 --> 00:49:52,920 Speaker 1: the consoles themselves, the game franchises that exist thanks to 854 00:49:52,960 --> 00:49:57,880 Speaker 1: the PlayStation line, and the broader impact on culture and society. 855 00:49:58,200 --> 00:50:00,640 Speaker 1: If you guys have suggestions for a few sure episodes 856 00:50:00,680 --> 00:50:04,279 Speaker 1: of tech stuff, whether it's a company uh specific technology, 857 00:50:04,320 --> 00:50:08,280 Speaker 1: of personality in tech, maybe it's just a concept intact 858 00:50:08,320 --> 00:50:10,480 Speaker 1: that you want to learn more about, let me know, 859 00:50:10,840 --> 00:50:13,080 Speaker 1: send me a message. You can send it on Twitter 860 00:50:13,239 --> 00:50:15,759 Speaker 1: or Facebook that My handle at both of those is 861 00:50:15,880 --> 00:50:21,200 Speaker 1: text stuff HSW and I'll talk to you again really soon. 862 00:50:26,520 --> 00:50:29,520 Speaker 1: Text Stuff is an I Heart Radio production. For more 863 00:50:29,600 --> 00:50:33,000 Speaker 1: podcasts from my Heart Radio, visit the i Heart Radio app, 864 00:50:33,120 --> 00:50:36,280 Speaker 1: Apple Podcasts, or wherever you listen to your favorite shows.