WEBVTT - The Birth of the PlayStation

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<v Speaker 1>Welcome to text Up, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to text Uff. 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 if things sound

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<v Speaker 1>a little differently to you, it's because we are currently

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<v Speaker 1>going through our own social distancing program over with the

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<v Speaker 1>studios in Atlanta, So whenever we can, we're recording from home.

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<v Speaker 1>So I'm actually recording from home today, which means I'm

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<v Speaker 1>on different equipment. Also means that there could be some

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<v Speaker 1>background noises. You might hear my dog Tim bolt at

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<v Speaker 1>some point, or maybe a train or something because I

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<v Speaker 1>live near train tracks. I will try, if I notice,

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<v Speaker 1>to stop speaking so that Tari super producer, can cut

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<v Speaker 1>out anything particularly loud it or distracting, and we can

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<v Speaker 1>just focus on the thing that has remained the most

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<v Speaker 1>consistent throughout the entirety of this show. My low bar

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<v Speaker 1>for content quality. I'm kidding, of course, content is always

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<v Speaker 1>most important for me, so let's get to it. So

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<v Speaker 1>in December two thousand nineteen, the Sony PlayStation console turned

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<v Speaker 1>twenty five years old, and this year that being, we

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<v Speaker 1>anticipate the release of the latest in the line of

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<v Speaker 1>PlayStation's the PlayStation five. In fact, as I was going

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<v Speaker 1>in to record this, the presentation about the PlayStation five

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<v Speaker 1>was just starting to wrap up at what would have

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<v Speaker 1>been the Game's Developer Conference or the Game Developers Conference.

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<v Speaker 1>I pluralized the wrong word there, but that obviously did

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<v Speaker 1>not actually happen in person because of fears of the

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<v Speaker 1>coronavirus and COVID nineteen, but they did it online. So

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<v Speaker 1>I will talk about PlayStation five a little bit later,

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<v Speaker 1>But first I wanted to talk about the history of

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<v Speaker 1>the place station and how the platform has changed over

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<v Speaker 1>the years, and how it's played a big role not

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<v Speaker 1>just in the video game industry, but in tech in general.

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<v Speaker 1>And we'll have a few opportunities to talk about some

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<v Speaker 1>specific types of tech along the way to explain how

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<v Speaker 1>it works. So my guess is this is going to

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<v Speaker 1>take a few episodes, and our story starts with the

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<v Speaker 1>man credited for making the PlayStation a thing, a guy

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<v Speaker 1>who is often referred to as the father of the PlayStation.

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<v Speaker 1>Ken Kutaragi now Kudaragi was born in Tokyo, Japan, in

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<v Speaker 1>nineteen fifty. His family owned a small printing business and

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<v Speaker 1>Kudaragi was an adept student and became interested in mechanical

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<v Speaker 1>systems early on. That was a curiosity that his family encouraged.

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<v Speaker 1>Kudaragi enjoyed building simple things like amplifiers, so you know,

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<v Speaker 1>typical kids stuff. After he progressed through regular schooling, he

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<v Speaker 1>enrolled in an electrical engineering program at Dinki Sushin University.

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<v Speaker 1>And I'm sure I'm butchering these names, and I apologize

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<v Speaker 1>for that. He graduated with a degree in electrical engineering

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<v Speaker 1>in nineteen and upon graduation, he joined the Sony Corporation

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<v Speaker 1>as an engineer. According to Kutaragi, he applied to Sony

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<v Speaker 1>specifically because the company had a reputation for giving engineers

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<v Speaker 1>the resources needed to try new things and to be creative,

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<v Speaker 1>which is something he really enjoyed. All Right, we're gonna

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<v Speaker 1>skip ahead to the nineteen eighties. So at this point,

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<v Speaker 1>Kutaragi has been working for the Sony Corporation for several years,

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<v Speaker 1>and now he had a daughter who was into video

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<v Speaker 1>games on the Nintendo Entertainment system. Kutaragi watched his daughter

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<v Speaker 1>playing games and figured that there just might be something

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<v Speaker 1>to this whole video game business. And he saw the

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<v Speaker 1>potential in what was then a niche industry. Now, at

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<v Speaker 1>the time, the Sony Corporation didn't really have any plans

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<v Speaker 1>for making video game consoles or video games in general.

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<v Speaker 1>They were a hardware company and they weren't looking to

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<v Speaker 1>get into that industry. Nintendo began working on the successor

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<v Speaker 1>to the Nintendo Entertainment System or in ne e S,

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<v Speaker 1>also known as the Famicom in other places. Kutaragi would

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<v Speaker 1>make a move that wasn't universally accepted. He made a

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<v Speaker 1>deal with Nintendo to develop the sound chip for the

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<v Speaker 1>Super in ne e S, also known as the SPC

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<v Speaker 1>seven hundred. Now a word about this chip. It's a coprocessor,

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<v Speaker 1>meaning it's similar to a CPU or GPU in some ways.

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<v Speaker 1>The SPC seven hundred is an eight bit chip, meaning

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<v Speaker 1>it can handle a maximum word size of eight bits.

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<v Speaker 1>Now that means that it can handle data that's of

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<v Speaker 1>eight bits or smaller in size. A bit is a

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<v Speaker 1>binary digit. That means it is a digit that can

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<v Speaker 1>have a value of either zero or one. So this

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<v Speaker 1>processor could handle a unit of data that was up

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<v Speaker 1>to eight of those digits in a row. So you

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<v Speaker 1>could have eight zeros, eight ones, or any combination of

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<v Speaker 1>eight of those those two digits. Modern processors can handle

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<v Speaker 1>units that are thirty two or sixty four bits in size,

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<v Speaker 1>and that might not sound like a big deal, but

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<v Speaker 1>you have to remember that you can use just eight

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<v Speaker 1>bits to represent the numbers zero to two hundred fifty five,

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<v Speaker 1>so two hundred fifty six different values. With thirty two bits,

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<v Speaker 1>you can represent more than four billion numbers. With sixty

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<v Speaker 1>four bits, you can represent more than eighteen quintillion numbers.

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<v Speaker 1>So you see very quickly how a larger processor, a

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<v Speaker 1>processor with a larger word size capability, can handle much

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<v Speaker 1>more uh information at once, which in turn means that

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<v Speaker 1>you can handle much more complicated processes. That's what it

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<v Speaker 1>really boils down to for us from a user perspective.

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<v Speaker 1>So an eight bit processor has a limit to the

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<v Speaker 1>amount of information it can, you know, process. Those limitations

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<v Speaker 1>manifest themselves in different ways. So with a video game console,

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<v Speaker 1>you're talking about the stuff like the quality of the

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<v Speaker 1>graphics and the sound creating dedicated chips to handle certain

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<v Speaker 1>processes can push back limitations a little bit because you're

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<v Speaker 1>offloading those those rolls off the CPU and onto a coprocessor.

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<v Speaker 1>But It can also add to some negative stuff, like

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<v Speaker 1>they can add to the amount of heat being generated

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<v Speaker 1>inside the device or how much cost it adds to

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<v Speaker 1>the final product. The goal is to get the most

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<v Speaker 1>bang for your buck from a manufacturing side as well

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<v Speaker 1>as from a consumer side. Now, the processor speed for

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<v Speaker 1>this sound chip was one mega hurts. That means it

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<v Speaker 1>could complete one million cycles per second. Hurts is a cycle,

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<v Speaker 1>so a cycle really is sort of a step and instructions.

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<v Speaker 1>All right, think about a task you might have to do,

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<v Speaker 1>and then break that task down into steps. Some tests

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<v Speaker 1>are so simple they only have one step, right, So

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<v Speaker 1>if the SPC seven hundred had instructions that all just

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<v Speaker 1>required one step, then that chip would be able to

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<v Speaker 1>carry out one million instructions per second. I'm oversimplifying a

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<v Speaker 1>little bit here, but it's just to illustrate a point.

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<v Speaker 1>But now we get to the tricky part. Some instructions

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<v Speaker 1>some tasks require more than one step. So you've got

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<v Speaker 1>a million cycles per second, a million steps per second,

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<v Speaker 1>but you might not be able to carry out one

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<v Speaker 1>million tasks per second because some of those tasks will

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<v Speaker 1>have additional steps. So, in the case of the SPC

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<v Speaker 1>seven hundred, most of the instructions that was carrying out

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<v Speaker 1>had an average of two steps, So really it was

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<v Speaker 1>carrying out about half a million instructions per second, not

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<v Speaker 1>a full million, because again each instruction on average required

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<v Speaker 1>two cycles. So what I just described can actually be

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<v Speaker 1>applied to all sorts of processors, not just the SPC

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<v Speaker 1>seven hundred. So if you've heard terms like the this

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<v Speaker 1>computer's process sessors is three point four gigs. That means

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<v Speaker 1>it's running at a clock speed of three point four

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<v Speaker 1>giga hurts. That means it can do three point four

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<v Speaker 1>billion cycles per second, So it can carry out three

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<v Speaker 1>point four billion steps of instructions every second, but some

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<v Speaker 1>of those instructions might be enormous in the number of

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<v Speaker 1>cycles it requires, so you know, your mileage varies. It

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<v Speaker 1>all depends upon the complexity of what you're running, as

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<v Speaker 1>well as the speed of the processor. If you've heard

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<v Speaker 1>the term overclocking, which more typically applies to computers than consoles,

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<v Speaker 1>that refers to the practice of removing some of the

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<v Speaker 1>safeguards on processors so that they can operate at a

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<v Speaker 1>higher clock speed than what they were originally rated for.

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<v Speaker 1>So maybe a computer manufacturer comes out with a processor

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<v Speaker 1>that they say is rated for three point two giga hurts,

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<v Speaker 1>but you overclock it so it runs at three point

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<v Speaker 1>four giga hurts. So what you've done is you've removed

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<v Speaker 1>some of those limitations. The processors gonna run faster, also hotter,

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<v Speaker 1>and hopefully we'll be stable enough so that you get

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<v Speaker 1>extra performance out of it. Now, on a related note,

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<v Speaker 1>some manufacturers actually build in specific limitations on their on

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<v Speaker 1>their chips, not for safety purposes, but so that they

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<v Speaker 1>can sell the exact same chip in different classes. Right,

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<v Speaker 1>So they might have a a limiter on a chip

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<v Speaker 1>that means it won't run faster than three giga hurts,

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<v Speaker 1>and that same chip, but packaged in a different way,

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<v Speaker 1>can run at three point two giga hurts, but the

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<v Speaker 1>limitter has been adjusted. Uh. There are companies that do

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<v Speaker 1>this because it saves cash. It saves money on production.

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<v Speaker 1>You just make the same chip a whole bunch of times,

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<v Speaker 1>you put different limitters on them, and then you can

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<v Speaker 1>sell them for different markets to maximize your profit. But

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<v Speaker 1>it also means that if someone figures out how to

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<v Speaker 1>remove those limitters, they can suddenly get a top of

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<v Speaker 1>the line processor, but for a much lower cost because

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<v Speaker 1>just bought one that had been had the brakes turned on, essentially,

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<v Speaker 1>But let's get back to the SPC seven hundred. That's

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<v Speaker 1>a that's a discussion for a different time. So this

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<v Speaker 1>music chip gave the Super Nintendo a lot more versatility

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<v Speaker 1>when it came to the sounds that it could produce.

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<v Speaker 1>It set the stage for a pretty fierce debate in

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<v Speaker 1>gaming circles that pit the Super Nintendo against the Sega

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<v Speaker 1>Genesis or the Sega Mega Drive. For the record, I

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<v Speaker 1>don't care about this fight. I don't back one side

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<v Speaker 1>versus the other. I actually think both systems have their

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<v Speaker 1>strengths and weaknesses, so if you program music that caters

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<v Speaker 1>to the strengths of either one, you could make something

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<v Speaker 1>really cool. So the Genesis wasn't great at all the

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<v Speaker 1>things the Super Nintendo was great at, but then the

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<v Speaker 1>same was true the other way. It all depended on

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<v Speaker 1>how you took advantage of the strengths. But back at Sony,

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<v Speaker 1>Kutaragi's supervisors were none too pleased that they had an

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<v Speaker 1>engineer who had taken the initiative to make this deal

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<v Speaker 1>with Nintendo without their approval, and he was allegedly in

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<v Speaker 1>danger of actually getting fired from Sony, but the CEO

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<v Speaker 1>of the company, the CEO of Sony norio Oga, intervened

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<v Speaker 1>and saved Kudaragi's job. He actually said, you know what,

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<v Speaker 1>I'm gonna let you finish this. This project and the

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<v Speaker 1>chip was part of what set the Supernintendo apart from

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<v Speaker 1>all the other consoles of that generation. Now, I wouldn't

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<v Speaker 1>go so far as to say the sound chip is

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<v Speaker 1>what sealed the deal as far as the Super Nintendo's

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<v Speaker 1>success story goes, but it definitely played apart and the

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<v Speaker 1>success meant that Kutaragi got a little bit more freedom

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<v Speaker 1>to work on things he thought were interesting and potentially profitable.

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<v Speaker 1>Nintendo was really happy too, and with the SPC seven

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<v Speaker 1>hundred setting the foundation, Sony and Nintendo began to explore

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<v Speaker 1>a collaborative project related to the Supernintendo. Sony was pitching

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<v Speaker 1>a CD peripheral for the Nintendo system and Nintendo was

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<v Speaker 1>not super keen on this idea. See over at Nintendo,

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<v Speaker 1>their business model for video game consoles revolved around cartridges,

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<v Speaker 1>not disks. Video game cartridges are pretty interesting. A cartridge

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<v Speaker 1>based video game has the game hard coded on the

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<v Speaker 1>cartridge itself. That is the circuitry of the cartridge is

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<v Speaker 1>the game. When you insert a cartridge into a video

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<v Speaker 1>game console, it connects the cartridges circuit board with a

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<v Speaker 1>sort of motherboard like component in the video game console,

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<v Speaker 1>and that connection allows you to actually have the code

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<v Speaker 1>hard coded on the cartridge run on the computing equipment

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<v Speaker 1>inside the console. This approach has a couple of distinctions

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<v Speaker 1>from stuff like CD ROM based games, and first is

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<v Speaker 1>that a cartridge based game will load really quickly with

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<v Speaker 1>a CD drive. A CD drive has a laser. The

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<v Speaker 1>laser reads the data that's printed on the c D,

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<v Speaker 1>but the laser actually first has to scan to the

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<v Speaker 1>right location on a CD in order to read the

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<v Speaker 1>relevant data. That slows things down to it because the

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<v Speaker 1>laser actually has to move to the right location on

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<v Speaker 1>the disc. So typically with a c D game, the

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<v Speaker 1>computer system or video game console will read the game

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<v Speaker 1>information and store some of it into the system's memory.

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<v Speaker 1>Then the player plays the game and is encountering stuff

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<v Speaker 1>that's stored in the memory of the game system or

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<v Speaker 1>the computer, and there's no delay because it's all right

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<v Speaker 1>there in the random access memory or RAM of the

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<v Speaker 1>console or computer. But when you get far enough that

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<v Speaker 1>you're reaching the boundary of the stuff that was stored

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<v Speaker 1>in RAM. Then the system has to go back to

0:13:35.840 --> 0:13:38.840
<v Speaker 1>the c D and look for new information. It's like, oh, well,

0:13:38.840 --> 0:13:42.079
<v Speaker 1>I've I've exhausted all the information in this chapter of

0:13:42.080 --> 0:13:43.720
<v Speaker 1>the book. I need to go to the next chapter.

0:13:44.400 --> 0:13:48.400
<v Speaker 1>So at that point you typically would encounter a loading screen.

0:13:48.520 --> 0:13:50.520
<v Speaker 1>So if you've ever played a game where you're opening

0:13:50.520 --> 0:13:53.160
<v Speaker 1>a door and then you get a loading screen, it's

0:13:53.200 --> 0:13:56.000
<v Speaker 1>because you've gone as far as you can within the

0:13:56.080 --> 0:13:59.560
<v Speaker 1>amount of memory of that system, and then you're about

0:13:59.600 --> 0:14:01.320
<v Speaker 1>to move in to a new area and that needs

0:14:01.360 --> 0:14:03.520
<v Speaker 1>to get loaded into the system's memory so that you

0:14:03.559 --> 0:14:06.480
<v Speaker 1>can do that. Cartridge games, though, they send all that

0:14:06.559 --> 0:14:10.040
<v Speaker 1>relevant information to a system much faster, so there's not

0:14:10.040 --> 0:14:13.079
<v Speaker 1>really anly loading screens. The game feels much more responsive

0:14:13.120 --> 0:14:17.160
<v Speaker 1>as a result. From a business standpoint, cartridges have one

0:14:17.280 --> 0:14:21.080
<v Speaker 1>big advantage over compact discs and that it's really hard

0:14:21.160 --> 0:14:24.920
<v Speaker 1>to pirate a cartridge. If you have a computer with

0:14:24.960 --> 0:14:27.040
<v Speaker 1>a couple of c D drives, you know you've got

0:14:27.080 --> 0:14:30.800
<v Speaker 1>a CD burning drive, then you can potentially bootleg games.

0:14:30.840 --> 0:14:33.920
<v Speaker 1>You could just take a legitimate c D read it

0:14:34.240 --> 0:14:37.360
<v Speaker 1>and then copy it to as many blank CDs as

0:14:37.360 --> 0:14:40.720
<v Speaker 1>you want using the burner. Companies typically include features that

0:14:40.800 --> 0:14:45.040
<v Speaker 1>make this harder to do. They have like piracy protection features,

0:14:45.040 --> 0:14:47.960
<v Speaker 1>but typically it's only a matter of time before pirates

0:14:48.000 --> 0:14:51.520
<v Speaker 1>figure out a way around copy protection systems. But with cartridges,

0:14:51.560 --> 0:14:54.040
<v Speaker 1>you can't really do that because you have to manufacture

0:14:54.040 --> 0:14:58.560
<v Speaker 1>the cartridge. You have to hard print the game onto

0:14:58.600 --> 0:15:01.600
<v Speaker 1>the circuitry of the cartridge. You could attempt to make

0:15:01.600 --> 0:15:06.480
<v Speaker 1>a rom like a code copy of the cartridge, but

0:15:06.520 --> 0:15:09.160
<v Speaker 1>then you also have to have an emulator that ends

0:15:09.240 --> 0:15:13.320
<v Speaker 1>up copying the process of whatever system it was going

0:15:13.360 --> 0:15:15.440
<v Speaker 1>to run on. It's it's a complicated thing, and most

0:15:15.440 --> 0:15:19.120
<v Speaker 1>pirates can't really do it, so that's one big advantage.

0:15:19.400 --> 0:15:22.400
<v Speaker 1>But CDs have their own distinct advantages, and a big

0:15:22.440 --> 0:15:25.440
<v Speaker 1>one is that a CD can hold way more information

0:15:25.480 --> 0:15:28.200
<v Speaker 1>than a cartridge can. So cartridge had around the time

0:15:28.200 --> 0:15:30.960
<v Speaker 1>of the Supernintendo had a maximum capacity of around two

0:15:31.040 --> 0:15:34.280
<v Speaker 1>megabytes of memory. C d s can hold more than

0:15:34.360 --> 0:15:38.600
<v Speaker 1>six hundred megabytes of information, so it might load a

0:15:38.600 --> 0:15:41.160
<v Speaker 1>bit more slowly than a cartridge based game, but if

0:15:41.160 --> 0:15:44.080
<v Speaker 1>you had a system with really good memory, then you've

0:15:44.080 --> 0:15:47.080
<v Speaker 1>got the capacity to hold enough data for far more

0:15:47.120 --> 0:15:54.160
<v Speaker 1>sophisticated games. That sophistication might come out as more rich graphics, sound,

0:15:54.880 --> 0:15:58.240
<v Speaker 1>more features, the ability to support some video that kind

0:15:58.280 --> 0:16:01.000
<v Speaker 1>of stuff, stuff that cartridges really aren't do very well.

0:16:01.680 --> 0:16:04.560
<v Speaker 1>And c d s are actually way cheaper to manufacture

0:16:04.560 --> 0:16:07.040
<v Speaker 1>than cartridges. So you just start you know, you got

0:16:07.080 --> 0:16:09.040
<v Speaker 1>the code, you just start printing them to c d s.

0:16:09.080 --> 0:16:11.920
<v Speaker 1>You don't have to manufacture the circuit boards over and

0:16:11.960 --> 0:16:14.360
<v Speaker 1>over again, so the process is simpler and you're less

0:16:14.360 --> 0:16:18.520
<v Speaker 1>likely to encounter manufacturing delays. So Sony, a company that

0:16:18.600 --> 0:16:21.440
<v Speaker 1>had been one of the co inventors of the compact

0:16:21.480 --> 0:16:25.640
<v Speaker 1>disc system, the other one being Phillips, pitched this peripheral

0:16:25.680 --> 0:16:29.400
<v Speaker 1>to Nintendo, and at first Nintendo was sort of on board,

0:16:29.680 --> 0:16:32.920
<v Speaker 1>you know, tentatively. Nintendo was feeling a pinch from its

0:16:32.920 --> 0:16:35.600
<v Speaker 1>competitors for the first time since it had debuted the

0:16:35.600 --> 0:16:39.320
<v Speaker 1>original Nintendo And a quick backstory on that. When Nintendo

0:16:39.480 --> 0:16:43.120
<v Speaker 1>was prepping its original Famicom Slash and Into No Entertainment

0:16:43.160 --> 0:16:46.120
<v Speaker 1>System for launch, the home video game industry as a

0:16:46.120 --> 0:16:49.400
<v Speaker 1>whole was in a downward spiral. It was around the

0:16:49.440 --> 0:16:51.960
<v Speaker 1>time of the Great video game Crash of nine three.

0:16:52.320 --> 0:16:55.119
<v Speaker 1>That's when you had a flood of crappy game systems,

0:16:55.480 --> 0:17:00.400
<v Speaker 1>crappy games, some bone headed licensing deals that some other

0:17:00.440 --> 0:17:02.880
<v Speaker 1>factors that all combined in a perfect storm to create

0:17:02.920 --> 0:17:06.480
<v Speaker 1>an unsustainable market for games. And the rise of personal

0:17:06.520 --> 0:17:10.080
<v Speaker 1>computers at the same time complicated matters. So the industry

0:17:10.119 --> 0:17:13.600
<v Speaker 1>came crashing down here in the United States and in

0:17:13.640 --> 0:17:16.600
<v Speaker 1>other parts of the world, to a lesser extent in Japan.

0:17:17.280 --> 0:17:21.000
<v Speaker 1>And when Nintendo was getting ready to debut the Nintendo

0:17:21.080 --> 0:17:24.960
<v Speaker 1>Entertainment System in these markets, powerhouses that had once dominated

0:17:25.000 --> 0:17:29.560
<v Speaker 1>the scene, companies like Atari and Coliko, were in a shambles.

0:17:29.600 --> 0:17:32.760
<v Speaker 1>So for essentially a full generation of the video game

0:17:32.800 --> 0:17:38.359
<v Speaker 1>console systems, Nintendo reigned supreme and almost unopposed. But that

0:17:38.440 --> 0:17:41.840
<v Speaker 1>was the eight bit era. The Super Nintendo was a

0:17:41.920 --> 0:17:45.920
<v Speaker 1>sixteen bit system, and it wasn't alone. A company called

0:17:46.000 --> 0:17:49.800
<v Speaker 1>NYC had come out with the Turbo Graphics sixteen and

0:17:49.880 --> 0:17:53.440
<v Speaker 1>had even created a CD drive peripheral for that console.

0:17:53.560 --> 0:17:56.719
<v Speaker 1>Is another cartridge based console, but ANBC had already come

0:17:56.720 --> 0:18:00.119
<v Speaker 1>out with a CD based peripheral to add onto the

0:18:00.119 --> 0:18:02.919
<v Speaker 1>base system. This would be the first video game console

0:18:02.960 --> 0:18:05.840
<v Speaker 1>to have a c D rome add on drive, and

0:18:05.920 --> 0:18:09.119
<v Speaker 1>it debuted all the way back in nineteen eight in Japan.

0:18:09.400 --> 0:18:12.560
<v Speaker 1>It also cost six hundred dollars, which was a princely

0:18:12.680 --> 0:18:15.680
<v Speaker 1>sum for a video game peripheral. Even today, that's a lot.

0:18:15.720 --> 0:18:18.679
<v Speaker 1>I mean, if you're talking about a VR system, it

0:18:18.760 --> 0:18:21.520
<v Speaker 1>might be around that much, but usually you see peripherals

0:18:21.520 --> 0:18:25.040
<v Speaker 1>that cost less than the base console system, not more.

0:18:26.119 --> 0:18:29.840
<v Speaker 1>And on the horizon was another CD drive peripheral for

0:18:29.880 --> 0:18:32.760
<v Speaker 1>a different system, the Sega Genesis or the Mega Drive.

0:18:32.840 --> 0:18:35.760
<v Speaker 1>They were coming out with a Sega c D peripheral

0:18:36.080 --> 0:18:39.040
<v Speaker 1>and Nintendo was in danger being left behind, so they

0:18:39.040 --> 0:18:42.359
<v Speaker 1>agreed to Sony's proposal. Kudaragi got to work on a

0:18:42.440 --> 0:18:46.400
<v Speaker 1>CD drive that he called the play station to words,

0:18:47.240 --> 0:18:50.080
<v Speaker 1>but in at least one other source, I saw references

0:18:50.119 --> 0:18:53.400
<v Speaker 1>to another name, and that name was Super Disc. Now

0:18:53.440 --> 0:18:56.320
<v Speaker 1>that might have been something that Nintendo was using internally,

0:18:56.400 --> 0:18:58.960
<v Speaker 1>but everywhere else you just see it called the play station.

0:18:59.400 --> 0:19:00.960
<v Speaker 1>And I think you could see where the story is going,

0:19:00.960 --> 0:19:03.360
<v Speaker 1>but there's a lot more crazy stuff to cover. So

0:19:03.760 --> 0:19:08.240
<v Speaker 1>the deal between Sony and Nintendo was never made fully public,

0:19:08.480 --> 0:19:10.760
<v Speaker 1>but there are some things we can glean from various

0:19:10.800 --> 0:19:13.919
<v Speaker 1>interviews and articles, and one of those things is that

0:19:14.000 --> 0:19:18.359
<v Speaker 1>Sony had a really favorable deal. Chances are this isn't

0:19:18.359 --> 0:19:22.480
<v Speaker 1>because of Sony's incredible negotiating power, but more because Nintendo

0:19:22.560 --> 0:19:26.000
<v Speaker 1>executives were highly skeptical that a CD based system would

0:19:26.000 --> 0:19:29.680
<v Speaker 1>actually sell. Nintendo wanted to make sure that the Super

0:19:29.760 --> 0:19:34.720
<v Speaker 1>Nintendo could make substantive claims that it supported technologies similar

0:19:34.760 --> 0:19:38.479
<v Speaker 1>to its competitors, but they were less concerned that those

0:19:38.560 --> 0:19:42.200
<v Speaker 1>technologies actually sold in the market. So Sony was able

0:19:42.240 --> 0:19:45.560
<v Speaker 1>to retain the rights to sell any software on the

0:19:45.600 --> 0:19:49.240
<v Speaker 1>CD based system for Nintendo. I mean, really, they had

0:19:49.520 --> 0:19:52.840
<v Speaker 1>an exclusive deal. They would be the exclusive provider of

0:19:52.880 --> 0:19:56.359
<v Speaker 1>software that would run on this device. So really, what

0:19:56.400 --> 0:19:59.280
<v Speaker 1>the spoils down to is that Sony would be making

0:19:59.320 --> 0:20:02.439
<v Speaker 1>a plug in piece of hardware for the Supernintendo, and

0:20:02.440 --> 0:20:05.040
<v Speaker 1>then Sony would be responsible for making the content that

0:20:05.080 --> 0:20:08.040
<v Speaker 1>would run on that plug in and the Supernintendo would

0:20:08.080 --> 0:20:11.040
<v Speaker 1>sort of act like an agnostic computer, not not that

0:20:11.119 --> 0:20:13.880
<v Speaker 1>different from the way PCs do, and the deal would

0:20:13.920 --> 0:20:16.280
<v Speaker 1>mean that Nintendo would take a portion of the revenue

0:20:16.320 --> 0:20:18.600
<v Speaker 1>from the hardware sales, but Sony would get to keep

0:20:18.640 --> 0:20:21.080
<v Speaker 1>all the software revenue because it was the only one

0:20:21.160 --> 0:20:23.640
<v Speaker 1>involved in that it was the company responsible for making it.

0:20:24.160 --> 0:20:26.320
<v Speaker 1>And Nintendo had nothing to do with it, And if

0:20:26.359 --> 0:20:29.480
<v Speaker 1>you're familiar with Nintendo, you might think, hey, that sounds

0:20:30.320 --> 0:20:33.880
<v Speaker 1>kind of not like them, and you're right. But at

0:20:33.880 --> 0:20:37.960
<v Speaker 1>the time, during the initial discussions, Sony reps were saying

0:20:38.200 --> 0:20:42.080
<v Speaker 1>that the plan was to only make non gaming applications

0:20:42.160 --> 0:20:46.000
<v Speaker 1>for the CD drive peripheral. So you wouldn't be buying

0:20:46.240 --> 0:20:50.480
<v Speaker 1>Sonic The Hedgehog on CD for the Supernintendo because Sony

0:20:50.520 --> 0:20:54.280
<v Speaker 1>would not be making games for the machine. Instead, you

0:20:54.320 --> 0:20:58.280
<v Speaker 1>would buy a CD that had an encyclopedia or something

0:20:58.320 --> 0:21:00.840
<v Speaker 1>like that on it. The seed Drive would give the

0:21:00.880 --> 0:21:04.359
<v Speaker 1>Supernintendo more capabilities, but gaming would not be among them.

0:21:04.400 --> 0:21:08.280
<v Speaker 1>At least that was what the various parties agreed to verbally.

0:21:08.760 --> 0:21:12.240
<v Speaker 1>On paper, however, it would be a different story. I'll

0:21:12.280 --> 0:21:14.800
<v Speaker 1>explain more in just a moment, but first let's take

0:21:15.160 --> 0:21:26.280
<v Speaker 1>a quick break. Getting back to Nintendo and Sony, the

0:21:26.320 --> 0:21:29.440
<v Speaker 1>contract that was drawn up between these two companies apparently

0:21:29.560 --> 0:21:33.000
<v Speaker 1>didn't expressly forbid Sony from making video games for the

0:21:33.040 --> 0:21:36.320
<v Speaker 1>CD drive. That was what everyone agreed to leading into

0:21:36.359 --> 0:21:40.000
<v Speaker 1>the contract, but the contract itself kind of left that

0:21:40.040 --> 0:21:44.040
<v Speaker 1>stuff out. So legally, Sony could potentially have a way

0:21:44.080 --> 0:21:46.760
<v Speaker 1>to make games, and that would have been a major

0:21:46.800 --> 0:21:50.040
<v Speaker 1>win for Sony. See, Sony would be responsible for that

0:21:50.160 --> 0:21:52.840
<v Speaker 1>hardware and would share revenue with Nintendo for that, but

0:21:53.280 --> 0:21:56.520
<v Speaker 1>on the software side, the video game side, Sony would

0:21:56.520 --> 0:22:00.359
<v Speaker 1>be the sole entity responsible for making those titles, wouldn't

0:22:00.359 --> 0:22:03.000
<v Speaker 1>have to share any money when Nintendo. Sony could potentially

0:22:03.080 --> 0:22:07.000
<v Speaker 1>make CD based games for the Supernintendo and keep all

0:22:07.000 --> 0:22:10.320
<v Speaker 1>the dough plus take advantage of all the advantages of

0:22:10.400 --> 0:22:14.159
<v Speaker 1>a c D system. This would be an amazing opportunity.

0:22:14.359 --> 0:22:17.080
<v Speaker 1>At the time, Sony had no presence in the video

0:22:17.119 --> 0:22:21.600
<v Speaker 1>game industry. They could piggyback off the dominant position Nintendo

0:22:21.840 --> 0:22:26.000
<v Speaker 1>was in, so they would benefit from Nintendo's reputation. Meanwhile,

0:22:26.119 --> 0:22:28.760
<v Speaker 1>Sony would be making the sweet sweet cash from these

0:22:28.840 --> 0:22:32.960
<v Speaker 1>video games. Now, this is all dependent upon if the

0:22:33.000 --> 0:22:36.080
<v Speaker 1>representatives from Sony decided that they wanted to obey the

0:22:36.160 --> 0:22:39.040
<v Speaker 1>letter of the contract but not the spirit of the

0:22:39.080 --> 0:22:42.480
<v Speaker 1>original agreement. And I'm not saying the folks that Sony

0:22:42.520 --> 0:22:45.520
<v Speaker 1>were planning on making an ethically questionable move like that.

0:22:46.200 --> 0:22:49.000
<v Speaker 1>There's no real indication that that was going on. There's

0:22:49.200 --> 0:22:52.600
<v Speaker 1>it's it's possible, maybe even probable, but I don't have

0:22:52.640 --> 0:22:56.639
<v Speaker 1>any proof of that. However, it must have occurred to

0:22:56.760 --> 0:23:00.679
<v Speaker 1>someone at Nintendo that this was a possibility. So Sony

0:23:00.760 --> 0:23:02.960
<v Speaker 1>was in the middle of a massive transformation of its

0:23:02.960 --> 0:23:05.119
<v Speaker 1>own right around this time. Again, this would be like

0:23:05.200 --> 0:23:08.280
<v Speaker 1>the late nineteen eighties leading into the early nine nineties.

0:23:08.600 --> 0:23:11.840
<v Speaker 1>For decades, Sony had only been in the hardware business,

0:23:11.920 --> 0:23:15.480
<v Speaker 1>but starting in around n seven, they began to acquire

0:23:15.600 --> 0:23:20.680
<v Speaker 1>media companies, music labels, movie studios, that sort of stuff,

0:23:20.720 --> 0:23:23.840
<v Speaker 1>and it was emerging from this cocoon of being a

0:23:24.000 --> 0:23:31.360
<v Speaker 1>hardware caterpillar into a media giant butterfly. And beyond movies

0:23:31.400 --> 0:23:34.600
<v Speaker 1>and music and stuff, Sony also created a new subsidiary

0:23:34.640 --> 0:23:38.520
<v Speaker 1>in nineteen eighty nine called Sony image Soft. An image

0:23:38.560 --> 0:23:44.840
<v Speaker 1>soft business was can you guess video games? So over

0:23:44.920 --> 0:23:48.640
<v Speaker 1>in Nintendo. People are starting to get a little uneasy

0:23:48.680 --> 0:23:51.520
<v Speaker 1>about this agreement as they thought about the possibilities further

0:23:51.600 --> 0:23:54.320
<v Speaker 1>down the road. So if Sony held up their end

0:23:54.359 --> 0:23:57.760
<v Speaker 1>of the verbal contract, the worst thing that would happen

0:23:57.920 --> 0:24:00.639
<v Speaker 1>is probably no one would go out and buy the

0:24:00.680 --> 0:24:04.879
<v Speaker 1>peripheral because if you could only run stuff like encyclopedias,

0:24:04.920 --> 0:24:08.480
<v Speaker 1>then who's going to bother spending all that extra money?

0:24:08.680 --> 0:24:10.800
<v Speaker 1>Nintendo would still be able to say that they were

0:24:11.080 --> 0:24:13.840
<v Speaker 1>keeping up with their competitors, and no one would really

0:24:13.920 --> 0:24:17.720
<v Speaker 1>risk anything apart from the sunken cost of building the hardware.

0:24:18.200 --> 0:24:20.600
<v Speaker 1>But if Sony decided it was going to start making

0:24:20.640 --> 0:24:24.880
<v Speaker 1>games for the Super Nintendo, that could cut into Nintendo's business.

0:24:25.240 --> 0:24:27.520
<v Speaker 1>The company making the console might find out that had

0:24:27.560 --> 0:24:32.320
<v Speaker 1>to compete against another company making games for the same system,

0:24:32.359 --> 0:24:34.919
<v Speaker 1>and with the technical advantages of the CD system, that

0:24:35.000 --> 0:24:38.800
<v Speaker 1>could be a strike against Nintendo itself. They could have

0:24:38.840 --> 0:24:42.639
<v Speaker 1>created their own giant killer and public things seemed to

0:24:42.640 --> 0:24:46.160
<v Speaker 1>be progressing as planned. Heck, even after things would fall

0:24:46.200 --> 0:24:49.439
<v Speaker 1>apart and spoiler alert, things are about to fall apart,

0:24:50.000 --> 0:24:52.800
<v Speaker 1>there were still some articles that were published that said

0:24:52.880 --> 0:24:56.440
<v Speaker 1>Sony and Nintendo were moving forward to develop this peripheral. Now.

0:24:56.520 --> 0:24:59.320
<v Speaker 1>To be fair, this was also an era of hard

0:24:59.400 --> 0:25:01.639
<v Speaker 1>copy blishing, so you don't have to go out and

0:25:01.680 --> 0:25:05.520
<v Speaker 1>buy actual physical magazine or newspaper or whatever. See stories

0:25:05.680 --> 0:25:08.520
<v Speaker 1>typically had to be ready weeks in advance. But it

0:25:08.600 --> 0:25:11.840
<v Speaker 1>does show that things fell apart relatively quickly, so we're

0:25:12.040 --> 0:25:16.560
<v Speaker 1>up to nine now. In those days, the Consumer Electronics

0:25:16.560 --> 0:25:20.040
<v Speaker 1>Show or c e S would hold two events each year.

0:25:20.240 --> 0:25:22.360
<v Speaker 1>There's one in the winter in Las Vegas and one

0:25:22.400 --> 0:25:26.280
<v Speaker 1>in the summer in Chicago. So this was in June

0:25:26.400 --> 0:25:30.600
<v Speaker 1>of nineteen in Chicago, Illinois. And there's a story about

0:25:30.640 --> 0:25:33.720
<v Speaker 1>how at a press conference at this c E S

0:25:34.280 --> 0:25:37.639
<v Speaker 1>Nintendo representatives took the stage and announced the development of

0:25:37.680 --> 0:25:41.240
<v Speaker 1>a CD ROM based peripheral. There was just one small

0:25:41.280 --> 0:25:45.000
<v Speaker 1>deviation from the one that everyone had heard about and

0:25:45.080 --> 0:25:47.280
<v Speaker 1>that Kutaragi had been working on for a couple of

0:25:47.359 --> 0:25:51.359
<v Speaker 1>years already. Nintendo was going to make this peripheral with Phillips,

0:25:51.880 --> 0:25:54.440
<v Speaker 1>which was one of Sony's biggest competitors. Remember they were

0:25:54.440 --> 0:25:57.480
<v Speaker 1>the co developer of c D WRONG technology back in

0:25:57.520 --> 0:26:02.040
<v Speaker 1>the early nineteen eighties with Sony. Now, this version of

0:26:02.080 --> 0:26:06.119
<v Speaker 1>the story says that the Sony executives first learned about

0:26:06.160 --> 0:26:09.240
<v Speaker 1>this switcheroo at that press conference that they were sitting

0:26:09.640 --> 0:26:12.760
<v Speaker 1>in the audience and they hear this and they gasp

0:26:13.240 --> 0:26:16.000
<v Speaker 1>because they've suddenly been told that the thing they've been

0:26:16.000 --> 0:26:19.800
<v Speaker 1>working on is getting scrapped in favor of a product

0:26:19.840 --> 0:26:22.080
<v Speaker 1>from a competitor. But as it turns out, that's not

0:26:22.160 --> 0:26:24.880
<v Speaker 1>actually how it all went down. It's almost as bad,

0:26:24.920 --> 0:26:28.919
<v Speaker 1>but not quite that bad. Sony had actually known about

0:26:29.000 --> 0:26:32.600
<v Speaker 1>this change for two whole days leading up to the

0:26:32.600 --> 0:26:35.479
<v Speaker 1>press conference, and that's because there was a reporter for

0:26:35.520 --> 0:26:39.360
<v Speaker 1>the Seattle Times who interviewed people from Nintendo, found out

0:26:39.400 --> 0:26:42.560
<v Speaker 1>about this plan and wrote it about it in an article.

0:26:42.840 --> 0:26:44.240
<v Speaker 1>Just you know, this is a piece of news that

0:26:44.400 --> 0:26:48.080
<v Speaker 1>Nintendo is partnering with Phillips. So the Sony folks had

0:26:48.119 --> 0:26:50.400
<v Speaker 1>known about it for two days. They had even had

0:26:50.440 --> 0:26:53.600
<v Speaker 1>their press event the day before, and at that press

0:26:53.600 --> 0:26:58.919
<v Speaker 1>event they still announced the PlayStation, the Nintendo Sony co

0:26:59.200 --> 0:27:04.720
<v Speaker 1>produced Aroduct And again that's two words, play station, not PlayStation,

0:27:04.760 --> 0:27:07.080
<v Speaker 1>one word with the P ANDD s capitalized. And the

0:27:07.119 --> 0:27:08.679
<v Speaker 1>idea was that Sony was going to go ahead and

0:27:08.720 --> 0:27:11.399
<v Speaker 1>market a version of the Super Nintendo that had a

0:27:11.440 --> 0:27:15.600
<v Speaker 1>CD ROM drive attached to it. Meanwhile, Nintendo and Phillips

0:27:15.640 --> 0:27:19.000
<v Speaker 1>would release their version of a Supernintendo that would include

0:27:19.000 --> 0:27:22.600
<v Speaker 1>a CD ROM that in turn would have enhancements to

0:27:22.720 --> 0:27:26.080
<v Speaker 1>the Super Nintendo's capabilities, and it was all really confusing.

0:27:27.119 --> 0:27:30.399
<v Speaker 1>That version of the PlayStation never made it to market,

0:27:30.560 --> 0:27:34.320
<v Speaker 1>but Sony did build prototypes of it. In fact, one

0:27:34.320 --> 0:27:37.600
<v Speaker 1>collector was able to nab a working model at an

0:27:37.640 --> 0:27:40.000
<v Speaker 1>auction years ago. The auction actually came out of a

0:27:40.000 --> 0:27:42.679
<v Speaker 1>company that had been filing for bankruptcy. There was a

0:27:42.720 --> 0:27:46.160
<v Speaker 1>former Sony CEO who worked at that company, and apparently

0:27:46.520 --> 0:27:51.840
<v Speaker 1>he had a play station prototype, a Sony Nintendo PlayStation

0:27:51.880 --> 0:27:56.080
<v Speaker 1>prototype in his office. I think it most recently sold

0:27:56.080 --> 0:28:01.800
<v Speaker 1>at auction for three hundred sixty thousand dollars, so I

0:28:01.840 --> 0:28:04.919
<v Speaker 1>thought that it was expensive back then. Okay, but the

0:28:04.920 --> 0:28:07.080
<v Speaker 1>story keeps going before we can get to the first

0:28:07.359 --> 0:28:10.960
<v Speaker 1>real PlayStation, and it even gets more crazy. So when

0:28:11.040 --> 0:28:13.439
<v Speaker 1>last we left off, Nintendo announced it was working with

0:28:13.440 --> 0:28:16.480
<v Speaker 1>Phillips to develop a CD ROM peripheral, and the scope

0:28:16.480 --> 0:28:19.000
<v Speaker 1>of that project was actually larger than the Sony deal

0:28:19.040 --> 0:28:21.520
<v Speaker 1>would have been. The Phillips periph role was supposed to

0:28:21.560 --> 0:28:24.440
<v Speaker 1>boost the Super Nintendo computing power, so it's like you

0:28:24.440 --> 0:28:28.640
<v Speaker 1>would get a Super Nintendo one point five with additional

0:28:28.680 --> 0:28:32.320
<v Speaker 1>abilities and graphics and sound thanks to eight more megabytes

0:28:32.400 --> 0:28:37.280
<v Speaker 1>of RAM as a result. So that was a major

0:28:37.400 --> 0:28:40.360
<v Speaker 1>difference between the two because the Sony system was just

0:28:40.400 --> 0:28:43.760
<v Speaker 1>meant to play c D s. Meanwhile, folks at Sony

0:28:43.760 --> 0:28:47.560
<v Speaker 1>and Nintendo were working to repair their relationship after this fallout.

0:28:48.400 --> 0:28:51.160
<v Speaker 1>Nintendo must have been looking at the debut of the

0:28:51.240 --> 0:28:55.720
<v Speaker 1>upcoming Sega c D with anxiety, so quietly Nintendo and

0:28:55.760 --> 0:28:58.960
<v Speaker 1>Sony agreed to work together again. And now the Nintendo

0:28:59.160 --> 0:29:01.240
<v Speaker 1>c D per for roll, the one that was working

0:29:01.240 --> 0:29:04.840
<v Speaker 1>with Phillips, was also going to include Sony as another partner.

0:29:04.920 --> 0:29:07.560
<v Speaker 1>So now you've got Nintendo, Phillips, and Sony working together

0:29:07.560 --> 0:29:10.440
<v Speaker 1>on this thing. In addition, Nintendo would be able to

0:29:10.440 --> 0:29:13.440
<v Speaker 1>make money on Sony c D games sold on the

0:29:13.480 --> 0:29:17.440
<v Speaker 1>system through a licensing agreement, so that work around got

0:29:17.520 --> 0:29:20.520
<v Speaker 1>sewed up as well. The company has made the announcement

0:29:20.640 --> 0:29:23.120
<v Speaker 1>one day before the Sega c D was to come

0:29:23.160 --> 0:29:25.960
<v Speaker 1>out in the United States, which seemed like a pretty

0:29:26.000 --> 0:29:29.280
<v Speaker 1>clear attempt to take some steam out of the engine

0:29:29.320 --> 0:29:31.960
<v Speaker 1>of Sega and buy some time while the companies created

0:29:32.000 --> 0:29:35.160
<v Speaker 1>their own new product. Now, one person who was not

0:29:35.360 --> 0:29:39.040
<v Speaker 1>really behind this whole effort was Kin Kudaragi, the guy

0:29:39.080 --> 0:29:42.880
<v Speaker 1>who had been working on the original Sony Nintendo play station.

0:29:43.320 --> 0:29:47.520
<v Speaker 1>While Kutaragi had pushed for the collaboration back at the beginning,

0:29:47.920 --> 0:29:51.960
<v Speaker 1>Nintendo's decision to dump Sony for Phillips really rubbed him

0:29:52.000 --> 0:29:54.960
<v Speaker 1>the wrong way. He didn't see it as just unjust.

0:29:54.960 --> 0:29:57.479
<v Speaker 1>He thought of it as unforgivable. He was ready to

0:29:57.560 --> 0:30:00.440
<v Speaker 1>move on, and in fact he did, and he turned

0:30:00.440 --> 0:30:04.080
<v Speaker 1>away from Nintendo and he looked toward another possible collaborator,

0:30:04.200 --> 0:30:08.080
<v Speaker 1>and that would be Sega. Sega's Genesis or Mega Drive

0:30:08.240 --> 0:30:11.320
<v Speaker 1>already had its own CD peripheral, the Sega c D.

0:30:11.520 --> 0:30:14.760
<v Speaker 1>That's what Nintendo had been flipping out about. But Sega

0:30:14.840 --> 0:30:18.160
<v Speaker 1>was also looking forward to the next generation of consoles

0:30:18.200 --> 0:30:20.280
<v Speaker 1>and the goal was to develop a console that was

0:30:20.400 --> 0:30:23.200
<v Speaker 1>c D based from the get go. So this was

0:30:23.240 --> 0:30:25.200
<v Speaker 1>sort of in the early stages of them thinking about

0:30:25.240 --> 0:30:28.959
<v Speaker 1>the Sega Saturn, and this was not supposed to be

0:30:29.000 --> 0:30:31.920
<v Speaker 1>a cartridge system with an additional CD drive. It was

0:30:31.920 --> 0:30:35.280
<v Speaker 1>supposed to be c D dedicated. Sega was interested in

0:30:35.320 --> 0:30:38.640
<v Speaker 1>collaborating with Sony in order to make this happen. Kim

0:30:38.720 --> 0:30:43.160
<v Speaker 1>Kutaragi would lead the Sony side of things in early discussions,

0:30:43.400 --> 0:30:46.160
<v Speaker 1>and on the Sega side you had the then head

0:30:46.240 --> 0:30:50.880
<v Speaker 1>of Sega's hardware development division that would be the Headeki Sato.

0:30:51.000 --> 0:30:53.720
<v Speaker 1>He was also working on the concept. And after the

0:30:53.760 --> 0:30:56.840
<v Speaker 1>fallout following the original Sony and Nintendo plan, the two

0:30:56.880 --> 0:30:59.800
<v Speaker 1>parties decided it would be best if they didn't publicize

0:30:59.840 --> 0:31:02.320
<v Speaker 1>the project. They want to keep it secret because if

0:31:02.360 --> 0:31:06.240
<v Speaker 1>it doesn't pay off, then nobody loses face. Kutaragi was

0:31:06.280 --> 0:31:08.440
<v Speaker 1>not terribly confident that it was going to work out,

0:31:08.520 --> 0:31:10.720
<v Speaker 1>and he actually expressed his doubts very early on, and

0:31:10.800 --> 0:31:13.520
<v Speaker 1>ultimately Sony made the decision to back out of the

0:31:13.560 --> 0:31:17.520
<v Speaker 1>agreement before it got too far along in the process. Meanwhile,

0:31:18.120 --> 0:31:21.400
<v Speaker 1>as many Sony board members were wanting to hedge their

0:31:21.440 --> 0:31:25.240
<v Speaker 1>bets and stick with a relationship with Nintendo because Nintendo

0:31:25.320 --> 0:31:28.760
<v Speaker 1>was a proven success story in video games, Kutaragi was

0:31:28.800 --> 0:31:31.160
<v Speaker 1>growing more and more convinced that Sony can make its

0:31:31.200 --> 0:31:35.200
<v Speaker 1>own video game console and leave everyone else behind. He

0:31:35.320 --> 0:31:39.080
<v Speaker 1>felt that the smart move, both technologically and from a

0:31:39.120 --> 0:31:42.400
<v Speaker 1>business perspective, was to stop trying to hitch a wagon

0:31:42.640 --> 0:31:46.520
<v Speaker 1>to Nintendo's proverbial horses and for Sony to pioneer their

0:31:46.560 --> 0:31:50.040
<v Speaker 1>own path. And while he held very little decision making

0:31:50.080 --> 0:31:53.440
<v Speaker 1>power of his own, he was still on really good

0:31:53.560 --> 0:31:59.040
<v Speaker 1>terms with Sony's CEO, Norio Oga. Kutaragi had impressed Oga

0:31:59.200 --> 0:32:03.280
<v Speaker 1>back in the s PC seven hundred project that was

0:32:03.320 --> 0:32:07.080
<v Speaker 1>the sound system for the original Super Nintendo, and Oga

0:32:07.160 --> 0:32:09.959
<v Speaker 1>must have felt that many of the company's board members

0:32:09.960 --> 0:32:13.760
<v Speaker 1>were being too hesitant to jump into the industry wholeheartedly. Moreover,

0:32:14.120 --> 0:32:18.960
<v Speaker 1>Kutaragi reportedly appealed to Oga's sense of pride. Kutaragi essentially said,

0:32:19.320 --> 0:32:23.160
<v Speaker 1>Nintendo betrayed our company. Are you just gonna sit back

0:32:23.200 --> 0:32:26.520
<v Speaker 1>and let that happen? And Oga's response was, according to reports,

0:32:27.080 --> 0:32:29.800
<v Speaker 1>pretty animated. He got head up about it, and he

0:32:29.880 --> 0:32:34.440
<v Speaker 1>was enraged by Nintendo's actions. So while the board for

0:32:34.520 --> 0:32:38.360
<v Speaker 1>Sony we're pushing for a collaboration, the CEO of Sony

0:32:38.480 --> 0:32:42.760
<v Speaker 1>secretly gave Kutaragi the authority to develop Sony's own video

0:32:42.840 --> 0:32:48.160
<v Speaker 1>game console. Meanwhile, Nintendo was making some design changes to

0:32:48.200 --> 0:32:51.360
<v Speaker 1>the planned hardware that they were going to debut, this

0:32:51.640 --> 0:32:54.760
<v Speaker 1>Super Nintendo with CD ROM drive. They kept changing things

0:32:54.800 --> 0:32:57.400
<v Speaker 1>and that was causing delays. And you can kind of

0:32:57.440 --> 0:33:00.000
<v Speaker 1>think of this as a type of feature creep. That's

0:33:00.000 --> 0:33:02.960
<v Speaker 1>when designers plan out a product, but then they say, hey,

0:33:03.000 --> 0:33:05.479
<v Speaker 1>you know, it would be cool if this vacuum cleaner

0:33:05.520 --> 0:33:08.320
<v Speaker 1>could also I don't know, brush your teeth or whatever.

0:33:08.960 --> 0:33:11.200
<v Speaker 1>Then some poor team of engineers has to figure out

0:33:11.200 --> 0:33:13.720
<v Speaker 1>how to actually make that work. And then they have

0:33:13.760 --> 0:33:15.720
<v Speaker 1>to figure out how to make it work more cheaply

0:33:15.840 --> 0:33:17.840
<v Speaker 1>so that the product can actually sell the price where

0:33:17.840 --> 0:33:20.480
<v Speaker 1>people are going to buy it. All of this takes time,

0:33:20.520 --> 0:33:23.960
<v Speaker 1>and it makes you slip deadlines. With video game hardware,

0:33:24.240 --> 0:33:27.880
<v Speaker 1>it gets trickier because as delays happened, other companies are

0:33:27.920 --> 0:33:30.920
<v Speaker 1>still developing their technologies. They start to come out with

0:33:31.040 --> 0:33:34.600
<v Speaker 1>more advanced consoles. So you might be working on something

0:33:34.720 --> 0:33:36.560
<v Speaker 1>and then you think, oh, wouldn't it be cool if

0:33:36.560 --> 0:33:39.240
<v Speaker 1>it also did this other thing. That sets you back

0:33:39.680 --> 0:33:41.440
<v Speaker 1>as you try and make it do this other thing.

0:33:41.800 --> 0:33:44.280
<v Speaker 1>Suddenly someone else comes out with an even better console,

0:33:44.720 --> 0:33:47.280
<v Speaker 1>and you're even further behind than you were before, and

0:33:47.320 --> 0:33:49.960
<v Speaker 1>so by the time you actually debut your product, it's

0:33:49.960 --> 0:33:52.640
<v Speaker 1>already obsolete. So then you have to go back to

0:33:52.640 --> 0:33:56.800
<v Speaker 1>your drawing board, soup up your hardware, pushback production time further.

0:33:57.160 --> 0:33:58.920
<v Speaker 1>And this happens in tech all the time, not just

0:33:59.000 --> 0:34:01.800
<v Speaker 1>in the video game where world, but it does happen

0:34:01.840 --> 0:34:03.480
<v Speaker 1>in the video game world a lot. In fact, that

0:34:03.480 --> 0:34:06.200
<v Speaker 1>it even happens on the software side. You might remember

0:34:06.240 --> 0:34:09.560
<v Speaker 1>the saga of the video game Duke Nukem Forever, which

0:34:09.680 --> 0:34:12.760
<v Speaker 1>was in development and vaporware for more than a decade,

0:34:13.040 --> 0:34:16.960
<v Speaker 1>as the company behind it kept delaying the production of

0:34:17.000 --> 0:34:19.680
<v Speaker 1>the game. As game engines got better and better, they

0:34:19.760 --> 0:34:22.080
<v Speaker 1>kept saying, Oh, we can make it even better than

0:34:22.120 --> 0:34:26.040
<v Speaker 1>it was, but meant having to start all over multiple times. Anyway,

0:34:26.040 --> 0:34:29.439
<v Speaker 1>back to the Nintendo and Sony saga, the delays were

0:34:29.440 --> 0:34:34.040
<v Speaker 1>the doom of the nes Sony Phillips c D system.

0:34:34.080 --> 0:34:37.120
<v Speaker 1>It never came out. Nintendo was already developing the next

0:34:37.160 --> 0:34:39.360
<v Speaker 1>generation of its video game consoles that would be the

0:34:39.440 --> 0:34:43.520
<v Speaker 1>Nintendo sixty four. The sixty four would outperform the old

0:34:43.560 --> 0:34:46.800
<v Speaker 1>Super Nintendo. It just seemed like it was a losing

0:34:46.840 --> 0:34:49.760
<v Speaker 1>proposition to try and boost an old piece of hardware

0:34:49.800 --> 0:34:54.400
<v Speaker 1>beyond its lifespan. Now, there was no official acknowledgement regarding

0:34:54.440 --> 0:34:58.320
<v Speaker 1>the cancelation of the project, but Nintendo effectively canceled it.

0:34:58.040 --> 0:35:01.160
<v Speaker 1>It kind of ghosted on the whole thing. I've never

0:35:01.200 --> 0:35:04.200
<v Speaker 1>seen any verified reports that the company has actually produced

0:35:04.239 --> 0:35:08.280
<v Speaker 1>any working prototypes of this proposed variation of the Superintendo.

0:35:08.960 --> 0:35:12.399
<v Speaker 1>It turned out those uh Sony board members who were

0:35:12.480 --> 0:35:15.480
<v Speaker 1>determined to play it safe, we're actually backing the wrong

0:35:15.520 --> 0:35:18.800
<v Speaker 1>horse all along. Now I say that with the benefit

0:35:18.800 --> 0:35:21.399
<v Speaker 1>of hindsight, but back in the day, I probably would

0:35:21.400 --> 0:35:24.040
<v Speaker 1>have thought that they were making the responsible call because

0:35:24.280 --> 0:35:27.880
<v Speaker 1>Nintendo had a reputation and Sony had an unproven ability

0:35:27.920 --> 0:35:30.400
<v Speaker 1>to make its own stand in the video game console market.

0:35:31.200 --> 0:35:35.600
<v Speaker 1>All of that means that Ken Kutaragi's somewhat clandestine project

0:35:35.600 --> 0:35:38.640
<v Speaker 1>to develop a stand alone Sony PlayStation console would end

0:35:38.680 --> 0:35:41.799
<v Speaker 1>up being the winning strategy. I'll explain more in just

0:35:41.880 --> 0:35:52.160
<v Speaker 1>a moment, but first let's take another quick break. Kudaragi

0:35:52.239 --> 0:35:54.919
<v Speaker 1>and his team went to work building out Sony's own

0:35:55.040 --> 0:35:57.719
<v Speaker 1>video game console. They already had a good amount of

0:35:57.719 --> 0:36:00.959
<v Speaker 1>experience due to working on the Nintendo projects. They laid

0:36:00.960 --> 0:36:03.399
<v Speaker 1>out what they wanted the console to be, and during

0:36:03.400 --> 0:36:07.160
<v Speaker 1>the development process, Nintendo executives learned about what was going

0:36:07.200 --> 0:36:10.680
<v Speaker 1>on at Sony, and they knew or suspected that at

0:36:10.719 --> 0:36:13.480
<v Speaker 1>least some of the components the company was using to

0:36:13.560 --> 0:36:16.680
<v Speaker 1>make its first game console were originally developed for the

0:36:16.800 --> 0:36:22.160
<v Speaker 1>scrapped Nintendo Sony Super Nintendo peripheral. So Nintendo tried to

0:36:22.200 --> 0:36:26.560
<v Speaker 1>take legal action to stop Sony from developing the PlayStation

0:36:26.800 --> 0:36:32.120
<v Speaker 1>because they were arguing the original bones for that system

0:36:32.239 --> 0:36:35.560
<v Speaker 1>were made as part of a partnership deal with Nintendo,

0:36:35.640 --> 0:36:39.040
<v Speaker 1>but ultimately the courts decided against Nintendo and found in

0:36:39.120 --> 0:36:41.480
<v Speaker 1>favor of Sony, so they got to go ahead. So

0:36:41.560 --> 0:36:46.440
<v Speaker 1>despite the technical, legal, political, from an internal Sony perspective,

0:36:46.640 --> 0:36:50.560
<v Speaker 1>and market challenges, the PlayStation team was actually able to

0:36:50.640 --> 0:36:53.920
<v Speaker 1>build the gaming device they had in mind after years

0:36:54.000 --> 0:36:57.719
<v Speaker 1>of struggle, and this was the Sony PlayStation, or as

0:36:57.719 --> 0:37:00.359
<v Speaker 1>we refer to it today, the PS one. Of course,

0:37:00.400 --> 0:37:02.840
<v Speaker 1>back then, we didn't call it the PS one because

0:37:02.840 --> 0:37:05.320
<v Speaker 1>no one knew that there was ever going to be

0:37:05.400 --> 0:37:08.080
<v Speaker 1>a PS two. You don't call World War one world

0:37:08.080 --> 0:37:11.719
<v Speaker 1>War one when it's happening, because that means you suspect

0:37:11.719 --> 0:37:15.080
<v Speaker 1>there will be a World War two, and the optimist says,

0:37:15.680 --> 0:37:18.880
<v Speaker 1>let's hope that doesn't happen. I mean, it happened, but

0:37:18.920 --> 0:37:22.360
<v Speaker 1>we hoped it wouldn't happen. The first PlayStation had a

0:37:22.480 --> 0:37:26.000
<v Speaker 1>thirty two bit CPU. Now remember a thirty two bit

0:37:26.120 --> 0:37:30.400
<v Speaker 1>system isn't just twice as powerful as a sixteen bit system,

0:37:30.440 --> 0:37:33.120
<v Speaker 1>it's way more than that. So a sixteen bit number

0:37:33.120 --> 0:37:36.799
<v Speaker 1>has two to the power of sixteen different possible values, right,

0:37:36.840 --> 0:37:38.879
<v Speaker 1>because a bit can have one of two values, it's

0:37:38.880 --> 0:37:41.400
<v Speaker 1>either zero or it's of one. And when you have

0:37:41.440 --> 0:37:44.840
<v Speaker 1>sixteen of them together, that means you have two to

0:37:44.880 --> 0:37:48.799
<v Speaker 1>the power of sixteen different combinations of those values. That

0:37:48.880 --> 0:37:51.960
<v Speaker 1>actually means that a sixteen bit integer can store sixty

0:37:52.000 --> 0:37:56.680
<v Speaker 1>five thousand, three hundred fifty six distinct values. Remember eight

0:37:56.680 --> 0:37:59.319
<v Speaker 1>bit was two hundred fifty five zero to two fifty

0:37:59.360 --> 0:38:03.960
<v Speaker 1>five two ft six total sixteen is six fifty six.

0:38:04.160 --> 0:38:06.960
<v Speaker 1>You go to thirty two bit has two to the

0:38:07.000 --> 0:38:10.400
<v Speaker 1>power of thirty two different possible values, which means a

0:38:10.480 --> 0:38:14.120
<v Speaker 1>thirty two bit integer can store more than four billion

0:38:14.160 --> 0:38:19.120
<v Speaker 1>distinct values. So it's an enormous jump in power. The

0:38:19.160 --> 0:38:23.319
<v Speaker 1>first PlayStation had sixteen megabits or if you prefer, you know,

0:38:24.040 --> 0:38:28.160
<v Speaker 1>two megabytes of RAM. Remember a bite is eight bits,

0:38:28.520 --> 0:38:31.160
<v Speaker 1>so sixteen megabits of RAM or random access memory. That's

0:38:31.160 --> 0:38:33.200
<v Speaker 1>the type of memory that the computer uses to store

0:38:33.320 --> 0:38:37.320
<v Speaker 1>data for quick retrieval. So typically speaking, if your computer

0:38:37.400 --> 0:38:40.120
<v Speaker 1>has more RAM, you can store more information in that

0:38:40.200 --> 0:38:42.960
<v Speaker 1>memory and you get faster access out of it, and

0:38:43.000 --> 0:38:47.000
<v Speaker 1>so to you, it seems like it translates into just

0:38:47.239 --> 0:38:50.640
<v Speaker 1>faster response with your computer and it doesn't have to

0:38:50.680 --> 0:38:54.160
<v Speaker 1>pull from the hard disc as frequently. The system also

0:38:54.200 --> 0:38:58.080
<v Speaker 1>had eight megabits or one byte of v RAM that's

0:38:58.200 --> 0:39:00.960
<v Speaker 1>video RAM. I'm guessing you guys can figure out what

0:39:01.120 --> 0:39:04.320
<v Speaker 1>v RAM is meant to do. It had its own

0:39:04.680 --> 0:39:09.280
<v Speaker 1>g FX graphics processing unit. It supported twenty four channels

0:39:09.280 --> 0:39:12.680
<v Speaker 1>of sound with its own dedicated four megabits of sound

0:39:12.800 --> 0:39:15.960
<v Speaker 1>RAM with a sampling frequency of forty four point one.

0:39:16.040 --> 0:39:19.920
<v Speaker 1>Killer hurts. I've talked about sampling frequencies on other episodes.

0:39:20.280 --> 0:39:23.160
<v Speaker 1>I'd rather not jump off topic to talk about it

0:39:23.239 --> 0:39:26.600
<v Speaker 1>right now, so I'm going to ignore this diversion, which

0:39:26.640 --> 0:39:30.440
<v Speaker 1>is very unlike me and Soldier on. It could also

0:39:30.640 --> 0:39:35.440
<v Speaker 1>support up to four thousand sprites, not the drink. Sprites

0:39:35.520 --> 0:39:38.680
<v Speaker 1>in computer graphics are two dimensional bit maps. Uh. They're

0:39:38.760 --> 0:39:41.680
<v Speaker 1>very important, especially in the old arcade scene, and they

0:39:41.760 --> 0:39:43.960
<v Speaker 1>integrate into larger scenes. You can kind of think of

0:39:44.000 --> 0:39:47.840
<v Speaker 1>them as objects in this context. The PlayStation could create

0:39:47.920 --> 0:39:51.440
<v Speaker 1>three D rendered graphics. In fact, it was intended to

0:39:51.480 --> 0:39:54.720
<v Speaker 1>do so. Now those three D rendered graphics are fairly

0:39:54.760 --> 0:39:59.080
<v Speaker 1>primitive by today's standards, but the PlayStation could also support

0:39:59.520 --> 0:40:03.920
<v Speaker 1>full ocean video. Guys, if you've never explored the world

0:40:04.040 --> 0:40:07.839
<v Speaker 1>of full motion video or fm V games, you gotta

0:40:07.880 --> 0:40:11.160
<v Speaker 1>do some searches on YouTube. The industry was more than

0:40:11.200 --> 0:40:13.960
<v Speaker 1>a little puzzled about how they might be able to

0:40:14.040 --> 0:40:17.960
<v Speaker 1>use live action video to enhance video games. The results

0:40:18.080 --> 0:40:21.680
<v Speaker 1>range from interesting, maybe a little limited, but you can

0:40:21.680 --> 0:40:23.839
<v Speaker 1>see where they were going and you can appreciate their

0:40:23.880 --> 0:40:29.000
<v Speaker 1>creativity all the way down to the cringing lee hilarious.

0:40:30.000 --> 0:40:33.799
<v Speaker 1>There's a Tim Curry Frankenstein game that is out of

0:40:33.800 --> 0:40:36.880
<v Speaker 1>this world as far as cringe goes. I love it

0:40:36.960 --> 0:40:40.959
<v Speaker 1>so much. So there are many terrible performances in FMV games,

0:40:40.960 --> 0:40:44.280
<v Speaker 1>and it is glorious anyway. These capabilities of the system

0:40:44.360 --> 0:40:49.239
<v Speaker 1>set the PlayStation apart from stuff like Nintendo's sixty four system.

0:40:49.400 --> 0:40:53.480
<v Speaker 1>One thing the original PlayStation didn't have was an internal

0:40:53.520 --> 0:40:57.480
<v Speaker 1>storage drive. Now this was not unusual in early consoles.

0:40:57.480 --> 0:40:59.640
<v Speaker 1>I mean in the old days, there was no way

0:40:59.680 --> 0:41:01.640
<v Speaker 1>to say of your progress in a game at all.

0:41:01.880 --> 0:41:04.440
<v Speaker 1>You would play until you ran out of time or

0:41:04.560 --> 0:41:07.520
<v Speaker 1>energy or patients or whatever. Maybe your mom told you

0:41:07.560 --> 0:41:10.160
<v Speaker 1>to get off the video game system and turn off

0:41:10.200 --> 0:41:14.120
<v Speaker 1>the TV. And then if you did turn off the system,

0:41:14.160 --> 0:41:17.560
<v Speaker 1>everything would go away as far as the game is concerned.

0:41:17.680 --> 0:41:19.480
<v Speaker 1>The next time you turn everything on, you would have

0:41:19.520 --> 0:41:21.759
<v Speaker 1>to start over from the very beginning. There was no

0:41:21.880 --> 0:41:24.960
<v Speaker 1>saving your progress. The PlayStation was no different. So if

0:41:25.000 --> 0:41:27.640
<v Speaker 1>you did want to save your progress, you have to

0:41:27.680 --> 0:41:31.040
<v Speaker 1>invest in some memory cards. The memory cards were these

0:41:31.080 --> 0:41:35.080
<v Speaker 1>plastic cards that you could slot into the game system.

0:41:35.120 --> 0:41:37.480
<v Speaker 1>They had these little slots that were just above the

0:41:37.520 --> 0:41:40.600
<v Speaker 1>two game controller reports on the front of the console.

0:41:41.360 --> 0:41:46.200
<v Speaker 1>Each memory card could hold on eight whole kilobytes of data.

0:41:46.800 --> 0:41:51.320
<v Speaker 1>That's um, that's not very much. Speaking of controllers, gamers

0:41:51.320 --> 0:41:54.840
<v Speaker 1>are probably pretty familiar with the dual Shock controller, but

0:41:54.960 --> 0:41:58.799
<v Speaker 1>that would actually come out later several years after the

0:41:58.880 --> 0:42:02.040
<v Speaker 1>PlayStation first day. You the duel Shock as stuff on it,

0:42:02.120 --> 0:42:06.399
<v Speaker 1>like two thumbsticks, but the original PlayStation one controller did

0:42:06.440 --> 0:42:11.319
<v Speaker 1>not have thumbsticks. It had four direction buttons up, down, left,

0:42:11.360 --> 0:42:15.160
<v Speaker 1>and right, and then had the four round buttons designated

0:42:15.160 --> 0:42:18.320
<v Speaker 1>with colorful shapes. There's the green triangle at the top,

0:42:18.719 --> 0:42:20.799
<v Speaker 1>the red circle at the right, the blue x at

0:42:20.800 --> 0:42:23.040
<v Speaker 1>the bottom, and the peak square on the left. And

0:42:23.080 --> 0:42:25.399
<v Speaker 1>since I'm more of an Xbox gamer, I do own

0:42:25.400 --> 0:42:27.719
<v Speaker 1>a PS four, but I play more games on the

0:42:27.840 --> 0:42:31.160
<v Speaker 1>Xbox and the PS four. Going from an Xbox controller

0:42:31.200 --> 0:42:33.520
<v Speaker 1>to a PlayStation controller means that for the first half

0:42:33.560 --> 0:42:36.760
<v Speaker 1>hour or so, I just keep hitting the wrong buttons.

0:42:36.800 --> 0:42:39.319
<v Speaker 1>So that's a me problem. That's not a problem with

0:42:39.360 --> 0:42:43.680
<v Speaker 1>the system. That's a problem with with me. Jonathan Kutaragi's

0:42:43.760 --> 0:42:47.320
<v Speaker 1>team had the PlayStation ready to launch in Japan in December.

0:42:49.320 --> 0:42:52.520
<v Speaker 1>The company would wait almost a year before launching it

0:42:52.560 --> 0:42:56.840
<v Speaker 1>in North America, and the company also aimed to launch

0:42:57.000 --> 0:43:00.799
<v Speaker 1>the PlayStation one week after the project did launch date

0:43:00.840 --> 0:43:03.960
<v Speaker 1>of the Sega Saturn console to takes some again some

0:43:04.040 --> 0:43:06.880
<v Speaker 1>of the steam out of the engines of of Sega,

0:43:07.280 --> 0:43:09.160
<v Speaker 1>and while the team was hard at work on the hardware,

0:43:09.280 --> 0:43:12.520
<v Speaker 1>there was a question about the games themselves. At this stage,

0:43:12.560 --> 0:43:15.960
<v Speaker 1>Sony did not have an internal video game development team

0:43:16.040 --> 0:43:19.279
<v Speaker 1>for the PlayStation. They had a video game unit, but

0:43:19.320 --> 0:43:21.759
<v Speaker 1>that was focused more on computer games. At the time,

0:43:22.280 --> 0:43:26.200
<v Speaker 1>Nintendo and Sega had several other companies. All had first

0:43:26.239 --> 0:43:29.440
<v Speaker 1>party developers working for them, which meant their consoles were

0:43:29.440 --> 0:43:32.479
<v Speaker 1>guaranteed to have launch titles ready to go. Now, there's

0:43:32.480 --> 0:43:34.760
<v Speaker 1>not a guarantee on the quality of those launch titles,

0:43:34.760 --> 0:43:38.319
<v Speaker 1>but some companies like Nintendo generally do pretty well with that.

0:43:39.760 --> 0:43:44.080
<v Speaker 1>Sony was more dependent upon relationships with third party developers

0:43:44.120 --> 0:43:47.839
<v Speaker 1>other companies that would make games to run on the system.

0:43:47.920 --> 0:43:50.400
<v Speaker 1>Some of that was actually pretty easy for Sony to do.

0:43:50.520 --> 0:43:53.720
<v Speaker 1>Some of those relationships were easy to form, largely thanks

0:43:53.760 --> 0:43:56.920
<v Speaker 1>to Nintendo. See, there were companies that were sort of

0:43:57.000 --> 0:44:00.520
<v Speaker 1>jerked around when Nintendo changed policies about whether or not

0:44:00.600 --> 0:44:04.080
<v Speaker 1>it was ever going to release a CD based system.

0:44:04.160 --> 0:44:07.600
<v Speaker 1>For example, the famous video game developers Square, which was

0:44:07.719 --> 0:44:11.920
<v Speaker 1>responsible and is responsible for the insanely popular Final Fantasy series,

0:44:12.680 --> 0:44:15.120
<v Speaker 1>that was one of the companies that got kind of

0:44:15.160 --> 0:44:19.440
<v Speaker 1>burnt by Nintendo. They had dedicated resources to creating titles

0:44:19.480 --> 0:44:22.600
<v Speaker 1>for a system that never saw the light of day,

0:44:22.640 --> 0:44:25.680
<v Speaker 1>so they were receptive to Sony's pitch to make games

0:44:25.680 --> 0:44:29.560
<v Speaker 1>for that system instead. Now, one monkey wrench in that

0:44:29.640 --> 0:44:35.440
<v Speaker 1>particular approach came from inside Sony Computer Entertainment America or

0:44:35.680 --> 0:44:38.920
<v Speaker 1>s c e A. This was a North American branch

0:44:39.200 --> 0:44:41.680
<v Speaker 1>of the company that would oversee operations in sales in

0:44:41.680 --> 0:44:44.560
<v Speaker 1>North America. So the thought was that markets in North

0:44:44.600 --> 0:44:48.520
<v Speaker 1>America and the market in say, Japan, are very different,

0:44:48.640 --> 0:44:52.040
<v Speaker 1>and thus you need different strategies to make products a

0:44:52.120 --> 0:44:56.320
<v Speaker 1>success in their respective regions. The general philosophy being certain

0:44:56.360 --> 0:44:59.239
<v Speaker 1>games might sell really well in one place, but they're

0:44:59.280 --> 0:45:02.200
<v Speaker 1>never gonna go over well in another. So games that

0:45:02.280 --> 0:45:06.720
<v Speaker 1>could do incredibly well in Japan we're seen as being

0:45:07.000 --> 0:45:10.520
<v Speaker 1>completely unmarketable in the United States. Well, the head of

0:45:10.800 --> 0:45:14.040
<v Speaker 1>s c e A at that time as PlayStation was

0:45:14.080 --> 0:45:17.280
<v Speaker 1>getting ready to launch was a guy named Bernie Stoller,

0:45:17.760 --> 0:45:20.960
<v Speaker 1>and Stoller had his own requirement as far as game

0:45:21.040 --> 0:45:25.239
<v Speaker 1>development went for the PlayStation, so the PlayStation could run

0:45:25.320 --> 0:45:29.160
<v Speaker 1>games with three D rendered graphics, which is obviously one

0:45:29.320 --> 0:45:31.719
<v Speaker 1>D better than two D graphics, right, I mean, it's

0:45:31.760 --> 0:45:34.560
<v Speaker 1>in the name. So Stiller put in place a policy

0:45:34.960 --> 0:45:39.680
<v Speaker 1>no North American games would feature two D graphics. All

0:45:39.840 --> 0:45:43.120
<v Speaker 1>new games needed to be three D. This makes me

0:45:43.160 --> 0:45:45.960
<v Speaker 1>think of there was a time at Disney when Pixar

0:45:46.080 --> 0:45:49.960
<v Speaker 1>films were doing really well, where you had executives at

0:45:49.960 --> 0:45:53.360
<v Speaker 1>Disney suggests that perhaps all Disney films should move to

0:45:53.400 --> 0:45:59.600
<v Speaker 1>computer animation, that hand drawn animation was no longer popular. Uh,

0:45:59.680 --> 0:46:03.560
<v Speaker 1>and at computer animation was just superior from a market standpoint.

0:46:03.840 --> 0:46:09.440
<v Speaker 1>It's kind of not really taking reality into account. So

0:46:09.520 --> 0:46:12.919
<v Speaker 1>just as that wasn't true that hand drawn animation can

0:46:13.040 --> 0:46:16.160
<v Speaker 1>have a place, it's the story that's really important, so

0:46:16.320 --> 0:46:19.080
<v Speaker 1>is the same for video games. Three D is not

0:46:19.280 --> 0:46:23.600
<v Speaker 1>inherently better than two D. It's also in the execution

0:46:23.760 --> 0:46:27.760
<v Speaker 1>and what the gameplay is and the connection to the gamer,

0:46:28.360 --> 0:46:31.680
<v Speaker 1>so that meant some games like Final Fantasy seven would

0:46:31.719 --> 0:46:34.520
<v Speaker 1>not have a place in the North American market initially,

0:46:34.719 --> 0:46:37.719
<v Speaker 1>at least not as long as Stolen was in charge. Now,

0:46:37.760 --> 0:46:41.080
<v Speaker 1>he did leave Sony about a year after the launch

0:46:41.120 --> 0:46:44.000
<v Speaker 1>of the PlayStation in the United States, and then he

0:46:44.040 --> 0:46:48.960
<v Speaker 1>went to work for Drumroll Please Sega as president and

0:46:49.000 --> 0:46:53.480
<v Speaker 1>chief operating officer. He restructured the company, which was rough

0:46:53.840 --> 0:46:56.520
<v Speaker 1>had about three people laid off as a result, and

0:46:56.560 --> 0:46:58.480
<v Speaker 1>he was trying to prepare the company for the launch

0:46:58.600 --> 0:47:01.040
<v Speaker 1>of the Sega Dreamcast. Now you may have heard of

0:47:01.080 --> 0:47:05.319
<v Speaker 1>the Dreamcast, but seeing as there's no Dreamcast five coming

0:47:05.320 --> 0:47:07.880
<v Speaker 1>out this year, that pretty much tells you how everything

0:47:07.920 --> 0:47:11.719
<v Speaker 1>went down. Let's get back to Sony. Even if a

0:47:11.800 --> 0:47:15.279
<v Speaker 1>video game developer had not been burned by Nintendo, a

0:47:15.360 --> 0:47:18.840
<v Speaker 1>lot of them were eager to try to create games

0:47:18.880 --> 0:47:22.640
<v Speaker 1>for the Sony PlayStation. That console was clearly more powerful

0:47:22.719 --> 0:47:25.480
<v Speaker 1>and more capable than other systems that were currently on

0:47:25.520 --> 0:47:28.560
<v Speaker 1>the market, and so Sony began to create partnerships with

0:47:28.640 --> 0:47:32.760
<v Speaker 1>various developers, and they shared information about the PlayStation's design

0:47:32.960 --> 0:47:36.319
<v Speaker 1>so the developers could optimize their code to run on

0:47:36.360 --> 0:47:39.399
<v Speaker 1>a PlayStation. Once it was ready to go, Sony also

0:47:39.440 --> 0:47:42.480
<v Speaker 1>would send out developer versions of the console. So these

0:47:42.480 --> 0:47:45.920
<v Speaker 1>were working models that weren't yet in the final consumer format,

0:47:46.320 --> 0:47:48.800
<v Speaker 1>but they were designed so that game developers could test

0:47:49.000 --> 0:47:51.480
<v Speaker 1>their games make sure that they actually ran on the hardware.

0:47:51.920 --> 0:47:54.879
<v Speaker 1>The pre production work paid off, and the PlayStation would

0:47:54.920 --> 0:47:58.960
<v Speaker 1>launch with a decent library of titles right from the start. Now,

0:47:58.960 --> 0:48:01.960
<v Speaker 1>the launch titles for the PS one in North America

0:48:02.400 --> 0:48:05.880
<v Speaker 1>included games like Battle Arena to Shinden, which was one

0:48:05.960 --> 0:48:08.959
<v Speaker 1>of the first, if not the actual first fighting game

0:48:09.040 --> 0:48:13.400
<v Speaker 1>to have both three D rendered characters wielding weapons and

0:48:13.600 --> 0:48:18.560
<v Speaker 1>capable of side stepping, meaning they could move deeper or

0:48:18.600 --> 0:48:22.000
<v Speaker 1>more shallower in the field of view. So typically in

0:48:22.040 --> 0:48:24.279
<v Speaker 1>these sort of fighting games, you can move left or

0:48:24.360 --> 0:48:27.520
<v Speaker 1>right across the screen, but you can't move closer to

0:48:27.640 --> 0:48:31.120
<v Speaker 1>our further from the view of the person playing. Then

0:48:31.160 --> 0:48:34.759
<v Speaker 1>there was ESPN Extreme Games, because this was in the

0:48:34.840 --> 0:48:38.480
<v Speaker 1>nineties and back then everything had to be extreme. There

0:48:38.560 --> 0:48:42.440
<v Speaker 1>was a first person shooter called Kiliak the DNA Imperative,

0:48:42.520 --> 0:48:44.960
<v Speaker 1>which I had never even heard of until I did

0:48:44.960 --> 0:48:48.680
<v Speaker 1>the research for this episode. There was the incredibly popular

0:48:48.840 --> 0:48:53.160
<v Speaker 1>NBA Jam Tournament edition There was a game called Ridge Racer,

0:48:53.280 --> 0:48:56.319
<v Speaker 1>another popular game in that lineup. There was also a

0:48:56.360 --> 0:49:00.520
<v Speaker 1>street fighter game in that lineup, although it was Fighter

0:49:00.800 --> 0:49:03.719
<v Speaker 1>the movie addition, so you know, take that with a

0:49:03.760 --> 0:49:06.520
<v Speaker 1>grain of salt. It also had Raymond that was another

0:49:06.600 --> 0:49:10.640
<v Speaker 1>launch title, and there were several others as well. After

0:49:11.000 --> 0:49:15.279
<v Speaker 1>Stoller left, the PlayStation's library in North America began to

0:49:15.480 --> 0:49:19.600
<v Speaker 1>include titles like Final Fantasy seven Thiss good thing too,

0:49:19.600 --> 0:49:22.560
<v Speaker 1>because that title would become the second most popular PlayStation

0:49:22.680 --> 0:49:26.759
<v Speaker 1>one title of all times, selling ten million units. The

0:49:26.800 --> 0:49:31.080
<v Speaker 1>other big one was Grand Tarismo, a racing game. The console,

0:49:31.320 --> 0:49:34.400
<v Speaker 1>already enjoying some early success, was on the road to

0:49:34.520 --> 0:49:38.359
<v Speaker 1>making it big. Now we'll continue our story of the

0:49:38.400 --> 0:49:42.120
<v Speaker 1>PlayStation and the line of PlayStation consoles in our next episode.

0:49:42.480 --> 0:49:45.560
<v Speaker 1>This one focused a lot on the prehistory of the console,

0:49:45.640 --> 0:49:48.239
<v Speaker 1>but future episodes are going to look more closely at

0:49:48.239 --> 0:49:52.920
<v Speaker 1>the consoles themselves, the game franchises that exist thanks to

0:49:52.960 --> 0:49:57.880
<v Speaker 1>the PlayStation line, and the broader impact on culture and society.

0:49:58.200 --> 0:50:00.640
<v Speaker 1>If you guys have suggestions for a few sure episodes

0:50:00.680 --> 0:50:04.279
<v Speaker 1>of tech stuff, whether it's a company uh specific technology,

0:50:04.320 --> 0:50:08.280
<v Speaker 1>of personality in tech, maybe it's just a concept intact

0:50:08.320 --> 0:50:10.480
<v Speaker 1>that you want to learn more about, let me know,

0:50:10.840 --> 0:50:13.080
<v Speaker 1>send me a message. You can send it on Twitter

0:50:13.239 --> 0:50:15.759
<v Speaker 1>or Facebook that My handle at both of those is

0:50:15.880 --> 0:50:21.200
<v Speaker 1>text stuff HSW and I'll talk to you again really soon.

0:50:26.520 --> 0:50:29.520
<v Speaker 1>Text Stuff is an I Heart Radio production. For more

0:50:29.600 --> 0:50:33.000
<v Speaker 1>podcasts from my Heart Radio, visit the i Heart Radio app,

0:50:33.120 --> 0:50:36.280
<v Speaker 1>Apple Podcasts, or wherever you listen to your favorite shows.