1 00:00:00,320 --> 00:00:02,960 Speaker 1: Brought to you by the reinvented two thousand twelve Cammeray, 2 00:00:03,240 --> 00:00:08,959 Speaker 1: It's ready. Are you get in touch with technology? With 3 00:00:09,080 --> 00:00:18,000 Speaker 1: text style from how stuff works dot com. Hello, everyone, 4 00:00:18,079 --> 00:00:20,400 Speaker 1: welcome to tech stuff. My name is Chris Pellette and 5 00:00:20,400 --> 00:00:22,920 Speaker 1: I am an editor at how stuff works dot com. 6 00:00:22,960 --> 00:00:25,920 Speaker 1: Sitting across from me, as he always does, is senior 7 00:00:25,960 --> 00:00:32,200 Speaker 1: writer Jonathan Strickland flawless victory. Nice. Yeah, we just said 8 00:00:32,240 --> 00:00:34,239 Speaker 1: that we were going to do a profile not on 9 00:00:34,320 --> 00:00:37,480 Speaker 1: a person, but on a company, a company that has 10 00:00:38,280 --> 00:00:41,120 Speaker 1: ceased to be and is sort of rung up the 11 00:00:41,120 --> 00:00:43,800 Speaker 1: curtain and joined the choir invisible well, ceased to be 12 00:00:44,000 --> 00:00:48,200 Speaker 1: as an independent company. Yeah, we're talking about Midway Games, 13 00:00:48,240 --> 00:00:50,520 Speaker 1: and Midway Games has a special place in my heart 14 00:00:50,600 --> 00:00:54,400 Speaker 1: because they actually published one of my favorite video games 15 00:00:54,400 --> 00:00:58,760 Speaker 1: of all time. Gee, which one would that be? You? Well, 16 00:00:58,800 --> 00:01:01,760 Speaker 1: I mean you might two are three titles going through 17 00:01:01,760 --> 00:01:05,800 Speaker 1: your head? Yeah, but considering your quote, no, it is 18 00:01:05,840 --> 00:01:09,680 Speaker 1: not that one. It's not Moral Kombat. Really, that's probably 19 00:01:09,720 --> 00:01:13,399 Speaker 1: probably the most famous title that that Midway published, but 20 00:01:13,440 --> 00:01:15,399 Speaker 1: it is not the title that's my favorite. Okay, which 21 00:01:15,400 --> 00:01:18,200 Speaker 1: one is your favorite? Spy Hunter? That's mine too? Now 22 00:01:18,360 --> 00:01:20,360 Speaker 1: you got the you got the Peter Gun theme, and 23 00:01:20,400 --> 00:01:23,000 Speaker 1: you've got the cool spy car with guns and stuff. 24 00:01:23,040 --> 00:01:25,360 Speaker 1: And I mean, I like the old old classic Spy 25 00:01:25,400 --> 00:01:27,360 Speaker 1: Hunter game. We're we're talking the one that that you 26 00:01:27,400 --> 00:01:29,720 Speaker 1: look down on top of the car, not the remake 27 00:01:30,000 --> 00:01:32,280 Speaker 1: where you're in the car. That was kind of fun too, Yeah, 28 00:01:32,319 --> 00:01:35,760 Speaker 1: but it was the the overhead view and especially the 29 00:01:35,760 --> 00:01:39,640 Speaker 1: ones that had the cockpit style console, so you were 30 00:01:39,640 --> 00:01:42,520 Speaker 1: sitting down and you were you know, completely enveloped, and 31 00:01:43,000 --> 00:01:46,400 Speaker 1: you just had that Peter Gun theme playing and glorious, 32 00:01:46,440 --> 00:01:52,279 Speaker 1: glorious low fidelity. So um. But yes, the Midway Games 33 00:01:52,160 --> 00:01:55,160 Speaker 1: has sadly fallen on hard times to the point where 34 00:01:55,240 --> 00:01:59,440 Speaker 1: the company is no more than just a name really 35 00:01:59,480 --> 00:02:02,760 Speaker 1: at this point. Rum But let's let's kind of set 36 00:02:02,800 --> 00:02:09,560 Speaker 1: the whole story here. So, going way back into the sixties, 37 00:02:10,280 --> 00:02:14,000 Speaker 1: Midway was a company that was developing and producing equipment 38 00:02:14,040 --> 00:02:18,680 Speaker 1: for amusement parks and fair grounds. So the name made sense, 39 00:02:18,880 --> 00:02:22,640 Speaker 1: the Midway. That was the area of a carnival where 40 00:02:22,720 --> 00:02:25,280 Speaker 1: you would find all the games, right so that that 41 00:02:25,400 --> 00:02:28,240 Speaker 1: you know, and rides as well, that's the Midway. So 42 00:02:28,360 --> 00:02:32,440 Speaker 1: Midway starts off developing various games for amusement parks. And 43 00:02:33,560 --> 00:02:37,080 Speaker 1: in nineteen sixty nine, uh, they were purchased by another 44 00:02:37,120 --> 00:02:44,080 Speaker 1: company that became known for producing lots of games and amusements, Bally. Now, 45 00:02:44,160 --> 00:02:47,320 Speaker 1: for those of you who have listened to our pinball podcast, 46 00:02:47,360 --> 00:02:51,000 Speaker 1: you may have heard us talk about Bally actually Midway 47 00:02:51,040 --> 00:02:54,960 Speaker 1: as well, because both companies did produce pinball machines, and 48 00:02:55,280 --> 00:02:58,200 Speaker 1: so that back then that's pretty much what the coin 49 00:02:58,240 --> 00:03:03,799 Speaker 1: operated divisions of these companies were concentrating on producing pinball machines. Well, 50 00:03:03,800 --> 00:03:05,720 Speaker 1: they didn't have video games at that point. Yes, this 51 00:03:05,760 --> 00:03:10,160 Speaker 1: credates video games really not. That didn't exist on an 52 00:03:10,160 --> 00:03:14,000 Speaker 1: oscillator in a lab, right, So eventually video games do 53 00:03:14,520 --> 00:03:17,160 Speaker 1: start to emerge. People begin to play with this idea, 54 00:03:17,720 --> 00:03:21,760 Speaker 1: and Midway published a couple but the first one of 55 00:03:21,800 --> 00:03:25,320 Speaker 1: any real note that they published was in nineteen seventy 56 00:03:25,400 --> 00:03:28,840 Speaker 1: eight and it was a Biggie UM. Now, before before 57 00:03:28,919 --> 00:03:32,080 Speaker 1: this they had made one of their probably one of 58 00:03:32,080 --> 00:03:36,760 Speaker 1: the earliest and biggest blenders. They turned down the opportunity 59 00:03:36,800 --> 00:03:40,880 Speaker 1: to publish a certain video game that became synonymous with 60 00:03:41,040 --> 00:03:44,280 Speaker 1: the early early early days of video games. It was 61 00:03:44,360 --> 00:03:47,840 Speaker 1: a creation of a Mr Nolan Bushnell. You know what 62 00:03:47,880 --> 00:03:52,120 Speaker 1: I'm talking about Chuck E Cheese Pong Oh that the 63 00:03:52,200 --> 00:03:58,000 Speaker 1: earlier creation, yes Pong So Pong was. They had the 64 00:03:58,040 --> 00:04:01,000 Speaker 1: opportunity to publish Pong Y they they turned it down, 65 00:04:01,640 --> 00:04:04,720 Speaker 1: but they did not turn down the opportunity to publish 66 00:04:04,920 --> 00:04:09,280 Speaker 1: a video game from a Japanese company called Tito called 67 00:04:10,200 --> 00:04:17,560 Speaker 1: Space Invaders. Bom Bom Bom Bom bom. You this is 68 00:04:17,600 --> 00:04:21,039 Speaker 1: our sad attempt at recreating the space and I'll improve 69 00:04:21,480 --> 00:04:24,120 Speaker 1: my fully technique. Maybe we can get Liz to throw 70 00:04:24,200 --> 00:04:27,120 Speaker 1: in like a a just an electronic beap here and 71 00:04:27,160 --> 00:04:30,560 Speaker 1: there for this podcast. So Space Invaders comes out in 72 00:04:30,600 --> 00:04:34,080 Speaker 1: ninety eight. Now, for those of you younger listeners who 73 00:04:34,400 --> 00:04:37,560 Speaker 1: never played or saw Space Invaders, or maybe you've only 74 00:04:37,600 --> 00:04:39,320 Speaker 1: seen it in one of those are acades where they 75 00:04:39,360 --> 00:04:41,520 Speaker 1: have like the Classic console where it has five or 76 00:04:41,560 --> 00:04:44,120 Speaker 1: six different games and then Space Invaders is one of them, 77 00:04:44,160 --> 00:04:47,680 Speaker 1: you may not realize that this was an enormous hit 78 00:04:47,839 --> 00:04:50,320 Speaker 1: in the video game world. I mean, you can't really 79 00:04:51,040 --> 00:04:55,440 Speaker 1: understate how big this was. Yeah, I mean seven years old, 80 00:04:56,040 --> 00:05:00,200 Speaker 1: and you know, I remember Space Invaders machines being at 81 00:05:00,520 --> 00:05:03,200 Speaker 1: skating rinks and people used to roller skate in the 82 00:05:03,240 --> 00:05:08,080 Speaker 1: seventies and pizza part owners. This was before inline skating. Yeah, 83 00:05:08,120 --> 00:05:10,320 Speaker 1: people still quad skate, but it wasn't you know at 84 00:05:10,320 --> 00:05:12,440 Speaker 1: that time, that was a big thing to do. And 85 00:05:12,760 --> 00:05:14,520 Speaker 1: there were you know, any place where you might find 86 00:05:14,560 --> 00:05:17,559 Speaker 1: a video game, because they really didn't have video or kids. 87 00:05:17,640 --> 00:05:19,600 Speaker 1: I never really saw one until the eighties. Yeah, I 88 00:05:19,839 --> 00:05:22,760 Speaker 1: remember seeing them in bars because that's where my dad 89 00:05:22,800 --> 00:05:27,159 Speaker 1: would leave me. You go next door to right, Just 90 00:05:27,200 --> 00:05:29,800 Speaker 1: tell the people on side, look after look after this kid, 91 00:05:29,839 --> 00:05:33,000 Speaker 1: will you. I'm just kidding. My dad never ever left 92 00:05:33,040 --> 00:05:36,520 Speaker 1: me in a bar. Mom, that's a different story. But anyway, 93 00:05:36,600 --> 00:05:39,880 Speaker 1: so no, no, my parents are fantastic. Did they they are? 94 00:05:40,120 --> 00:05:43,000 Speaker 1: But did they listen to the podcast? I don't know 95 00:05:44,480 --> 00:05:47,640 Speaker 1: from them. I'll find out, um So at any rate, 96 00:05:47,680 --> 00:05:49,960 Speaker 1: the yeah, The Space Invaders was in lots of these 97 00:05:50,000 --> 00:05:52,479 Speaker 1: different little locations. One of the reasons why it was 98 00:05:52,480 --> 00:05:56,159 Speaker 1: such a huge hit was introduced a new concept into 99 00:05:56,240 --> 00:05:57,960 Speaker 1: video games that did not exist at that point. There 100 00:05:58,040 --> 00:06:01,200 Speaker 1: was no way to win Space Invaders, right, There was 101 00:06:01,200 --> 00:06:03,080 Speaker 1: no ending. You would just keep playing. You would get 102 00:06:03,080 --> 00:06:05,320 Speaker 1: a new wave of enemies and you would fight them off, 103 00:06:05,360 --> 00:06:07,160 Speaker 1: and then you get another wave, and it would keep 104 00:06:07,160 --> 00:06:09,400 Speaker 1: going until you were finally lost your last life. What 105 00:06:09,520 --> 00:06:13,320 Speaker 1: it did have was a high score. Yes, so you 106 00:06:13,320 --> 00:06:15,840 Speaker 1: could put your initials in and have the high score 107 00:06:15,920 --> 00:06:18,640 Speaker 1: on that console. And this was a new concept back 108 00:06:18,680 --> 00:06:22,320 Speaker 1: in so people began to compete with each other to 109 00:06:22,360 --> 00:06:24,320 Speaker 1: try and get that high score. And it meant that 110 00:06:24,480 --> 00:06:27,040 Speaker 1: people are spending more money playing these games. I mean 111 00:06:27,080 --> 00:06:30,960 Speaker 1: the games really sticky, right, because you would you would 112 00:06:31,040 --> 00:06:33,200 Speaker 1: establish your score and then you would have to defend 113 00:06:33,240 --> 00:06:35,000 Speaker 1: it because if someone else beat your score, well, then 114 00:06:35,000 --> 00:06:36,800 Speaker 1: you'd have to go back and try and beat their 115 00:06:36,839 --> 00:06:40,640 Speaker 1: score so you could get it again. Um and yeah, 116 00:06:40,640 --> 00:06:43,200 Speaker 1: that that ended up being a huge hit. Uh. The 117 00:06:43,279 --> 00:06:47,800 Speaker 1: next three big games that Midway released back in the 118 00:06:47,839 --> 00:06:53,440 Speaker 1: early early eighties were Defender, where you would shoot aliens 119 00:06:53,440 --> 00:06:57,080 Speaker 1: and try to defend your human colony against them. There 120 00:06:57,200 --> 00:07:03,719 Speaker 1: was Robotron eighty four. So Robotron introduced a new control 121 00:07:03,760 --> 00:07:06,800 Speaker 1: system and had two joysticks. The left one you would 122 00:07:06,880 --> 00:07:09,520 Speaker 1: use to move your character with right when you would 123 00:07:09,600 --> 00:07:12,920 Speaker 1: use to control your guns. Actually there were eight way joysticks. 124 00:07:13,040 --> 00:07:16,560 Speaker 1: Right you would direct your your laser fire using the 125 00:07:16,640 --> 00:07:20,760 Speaker 1: right joystick. And this this setup actually served as a 126 00:07:20,800 --> 00:07:23,160 Speaker 1: model that ended up being used in other games in 127 00:07:23,200 --> 00:07:26,800 Speaker 1: the future, including Smash TV and Total Carnage. Yes, um, 128 00:07:26,800 --> 00:07:29,280 Speaker 1: that'll come into play a little bit later. The third 129 00:07:29,280 --> 00:07:32,800 Speaker 1: game is probably the most famous video game of all time, 130 00:07:32,960 --> 00:07:35,200 Speaker 1: arguably the most famous video game of all time. And 131 00:07:35,440 --> 00:07:38,760 Speaker 1: you could maybe make a case for Pond or Space Invaders, 132 00:07:39,160 --> 00:07:41,960 Speaker 1: but it would be pac Man. Yes. I don't think 133 00:07:41,960 --> 00:07:44,440 Speaker 1: any of the others spawned a whole album of music, 134 00:07:45,920 --> 00:07:51,720 Speaker 1: a dance and a cartoon an Yeah. Yeah, so Pacman was. 135 00:07:52,680 --> 00:07:55,040 Speaker 1: There's just really no way of saying how big it was. 136 00:07:55,080 --> 00:07:57,200 Speaker 1: It was enormous. If you were growing up in the eighties, 137 00:07:57,240 --> 00:07:59,360 Speaker 1: you knew what pac Man was. Yes, and of course 138 00:07:59,560 --> 00:08:02,600 Speaker 1: pac Man in it was a licensed from Namco, who 139 00:08:02,600 --> 00:08:05,800 Speaker 1: stole owns the right right to it. Yeah, But Midway 140 00:08:05,840 --> 00:08:09,320 Speaker 1: didn't necessarily develop these games. Midway was the American and 141 00:08:09,360 --> 00:08:13,240 Speaker 1: European carrier the publisher of these games, so that's an 142 00:08:13,240 --> 00:08:16,800 Speaker 1: important distinction. Now, Midway has of course developed and published 143 00:08:16,800 --> 00:08:21,200 Speaker 1: its own games as well, but these early successes are 144 00:08:21,240 --> 00:08:25,400 Speaker 1: are mainly Midway licensing the titles from other companies and 145 00:08:25,400 --> 00:08:29,000 Speaker 1: then publishing them under the Midway name. Uh, which still 146 00:08:29,000 --> 00:08:31,360 Speaker 1: makes it quite a bit of money. Oh yes, yes, yes. 147 00:08:31,640 --> 00:08:35,400 Speaker 1: So then in the pinball divisions, of Bally and Midway 148 00:08:35,480 --> 00:08:41,080 Speaker 1: officially merged becomes Bally Midway Manufacturing Company, and five years 149 00:08:41,160 --> 00:08:45,440 Speaker 1: later they were published by another Midway was published by 150 00:08:45,480 --> 00:08:50,000 Speaker 1: another big electronics company, one that also had its name 151 00:08:50,040 --> 00:08:54,640 Speaker 1: on several pinball machines, Williams Williams Electronics. We talked about 152 00:08:54,640 --> 00:08:58,640 Speaker 1: them quite a bit in our So, yeah, Bally, Williams, Midway. 153 00:08:58,800 --> 00:09:00,760 Speaker 1: These names have always been big, and you know, you 154 00:09:00,760 --> 00:09:02,880 Speaker 1: start to see how they kind of mesh and merge 155 00:09:02,920 --> 00:09:06,760 Speaker 1: throughout the years. So in eight that's when Williams Electronics 156 00:09:06,760 --> 00:09:11,760 Speaker 1: purchases Midway, and in one Williams starts to incorporate its 157 00:09:11,760 --> 00:09:15,719 Speaker 1: own gaming division with Midways Gaming Division, so they're not 158 00:09:15,800 --> 00:09:18,800 Speaker 1: just you know, it's not just a subsidiary company. They're 159 00:09:18,800 --> 00:09:22,559 Speaker 1: actually merging together. The first game that they produce is 160 00:09:22,640 --> 00:09:26,439 Speaker 1: Total Carnage, which I mentioned earlier. Okay, that's a sequel 161 00:09:26,520 --> 00:09:29,600 Speaker 1: to Smash TV, which came out under the Williams name. 162 00:09:30,160 --> 00:09:33,040 Speaker 1: Total Carnage was the product of both Williams and Midway 163 00:09:33,080 --> 00:09:36,360 Speaker 1: working together, and there were two developers who worked on 164 00:09:36,480 --> 00:09:40,800 Speaker 1: Total Carnage who also became famous later on for the 165 00:09:40,880 --> 00:09:45,839 Speaker 1: Mortal Kombat games. That's Ed Boone and John Tobias noob cibot. 166 00:09:47,600 --> 00:09:49,360 Speaker 1: That only makes sense if you've played some of the 167 00:09:49,360 --> 00:09:52,319 Speaker 1: Mortal Kombay games. But yeah, they both worked on Total 168 00:09:52,360 --> 00:09:55,600 Speaker 1: Carnage Ed Boone actually did a voice for it and 169 00:09:55,720 --> 00:09:58,480 Speaker 1: Tobias did some of the art for it. And uh 170 00:09:58,760 --> 00:10:03,920 Speaker 1: then in that's when Mortal Kombat actually launches, and you 171 00:10:03,960 --> 00:10:07,480 Speaker 1: could say that this game was also a hit, maybe 172 00:10:07,520 --> 00:10:11,480 Speaker 1: just slightly. Yeah, another big, big hit, huge controversy on 173 00:10:11,520 --> 00:10:15,000 Speaker 1: this game because it was very very gory, very violent, 174 00:10:15,080 --> 00:10:17,200 Speaker 1: lots of blood. I mean, you have a you have 175 00:10:17,240 --> 00:10:21,880 Speaker 1: a game where after you finished defeating your opponent, you can, 176 00:10:22,040 --> 00:10:26,359 Speaker 1: if you know the right sequence of joystick and button moves, uh, 177 00:10:26,679 --> 00:10:31,120 Speaker 1: finish him with a fatality. And the fatalities although really, 178 00:10:31,160 --> 00:10:33,520 Speaker 1: when you look back at those early fatalities and really 179 00:10:33,559 --> 00:10:37,360 Speaker 1: all the fatalities in the Mortal Kombat franchise, they're over 180 00:10:37,400 --> 00:10:39,520 Speaker 1: the top and to the point where I think of 181 00:10:39,559 --> 00:10:42,040 Speaker 1: them as silly. The first time you see it, you 182 00:10:42,120 --> 00:10:44,319 Speaker 1: might be like, Wow, that's cool that guy grabbed the 183 00:10:44,320 --> 00:10:46,840 Speaker 1: other guy by the head and ripped out his entire spine. 184 00:10:47,480 --> 00:10:49,120 Speaker 1: But really, when you watch it, like for the fourth 185 00:10:49,200 --> 00:10:51,000 Speaker 1: or fifth time, you're like, yeah, that's kind of stupid, 186 00:10:52,120 --> 00:10:53,800 Speaker 1: but I mean it was cool at the time, and 187 00:10:53,840 --> 00:10:55,920 Speaker 1: it was and it was a neat idea, and it 188 00:10:56,000 --> 00:10:59,600 Speaker 1: also made that game very sticky because everyone wanted to 189 00:10:59,679 --> 00:11:03,400 Speaker 1: learn not just how to play each character, because each 190 00:11:03,480 --> 00:11:06,720 Speaker 1: character's moves were different and the combinations you had to 191 00:11:06,800 --> 00:11:10,920 Speaker 1: use were different. They need to learn each character's fatality, 192 00:11:11,040 --> 00:11:14,160 Speaker 1: and as the game series goes on, they introduced more 193 00:11:14,240 --> 00:11:17,840 Speaker 1: fatalities so that each character had more than one um 194 00:11:17,920 --> 00:11:21,000 Speaker 1: and they had different flavors, not just the fatalities, but 195 00:11:21,080 --> 00:11:23,280 Speaker 1: things like the bability where you would turn into a 196 00:11:23,320 --> 00:11:26,920 Speaker 1: little baby, or the friendship where you would, instead of 197 00:11:27,000 --> 00:11:30,199 Speaker 1: killing your opponent, make them feel better by perhaps presenting 198 00:11:30,240 --> 00:11:33,280 Speaker 1: them with some flowers. Um, but they had, you know, 199 00:11:33,559 --> 00:11:36,000 Speaker 1: or animality or yeah, I guess it had to be 200 00:11:36,040 --> 00:11:39,040 Speaker 1: animal itty because the other alternative would have been really 201 00:11:39,120 --> 00:11:42,560 Speaker 1: unfortunate um animality, where you would turn into an animal 202 00:11:42,600 --> 00:11:45,400 Speaker 1: and then disable your opponent that way. I think Chris 203 00:11:45,480 --> 00:11:50,599 Speaker 1: just got my joke. I am I'm pretending not to listen, okay, 204 00:11:50,880 --> 00:11:53,760 Speaker 1: Um so yes. Several sequels follow the Mortal Kombat series. 205 00:11:54,280 --> 00:11:58,520 Speaker 1: Right around that same time, Midway released one of the 206 00:11:58,559 --> 00:12:05,680 Speaker 1: biggest arcade games ever in terms of earnings NBA Jam. No, 207 00:12:06,679 --> 00:12:10,280 Speaker 1: NBA Jam, I actually enjoyed playing NBA JAM. I don't 208 00:12:10,559 --> 00:12:13,800 Speaker 1: typically like playing sports games. NBA Jam, of course, being 209 00:12:13,800 --> 00:12:16,040 Speaker 1: a basketball game, it's a two on two basketball games. 210 00:12:17,200 --> 00:12:19,680 Speaker 1: I'm not big on sports games in general. I'm not 211 00:12:19,760 --> 00:12:23,640 Speaker 1: a big sports fan. I'm not particularly good at sports games. 212 00:12:23,640 --> 00:12:28,120 Speaker 1: But NBA Jam was an arcade ish sports game, and 213 00:12:28,120 --> 00:12:34,439 Speaker 1: that the the the emphasis was not on accuracy by 214 00:12:34,440 --> 00:12:38,760 Speaker 1: any means. It was on outlandishness and and fun gameplay, 215 00:12:39,760 --> 00:12:44,880 Speaker 1: fun being of course of a subjective term. Okay, if 216 00:12:45,080 --> 00:12:47,480 Speaker 1: I get what you're saying here, what you're saying is 217 00:12:47,640 --> 00:12:51,160 Speaker 1: it wasn't necessarily realistic, not at all. It was intended 218 00:12:51,200 --> 00:12:54,920 Speaker 1: to be amusing. I mean, something that amuses you and 219 00:12:55,000 --> 00:12:57,679 Speaker 1: keep keeps you going and you're enjoying yourself. But it's 220 00:12:57,720 --> 00:13:03,000 Speaker 1: not necessarily the physics are necessarily exactly accurate, like, for example, 221 00:13:03,080 --> 00:13:06,960 Speaker 1: the difference in uh, you know, something like Grand Turismo 222 00:13:07,480 --> 00:13:11,280 Speaker 1: being a realistic car game, which is not midway, you 223 00:13:11,280 --> 00:13:14,880 Speaker 1: know it's not. But I'm saying burnout, burnout exactly where 224 00:13:15,200 --> 00:13:17,920 Speaker 1: the point is justiculous run into things, and you know, 225 00:13:18,559 --> 00:13:20,520 Speaker 1: ridiculous in a good way. By the way, so don't 226 00:13:20,800 --> 00:13:23,360 Speaker 1: don't yell at Both are good games, but they're different 227 00:13:23,440 --> 00:13:25,920 Speaker 1: because the point is not burnout is not to be 228 00:13:26,160 --> 00:13:29,720 Speaker 1: hyper realistic, it's to just you know, it's it's a 229 00:13:29,720 --> 00:13:31,840 Speaker 1: simplified version of the game that's just there for you 230 00:13:31,880 --> 00:13:34,440 Speaker 1: to have fun with. Right. So NBAHM was sort of 231 00:13:34,480 --> 00:13:36,840 Speaker 1: like that. Yeah, And and it was a four player game. 232 00:13:36,960 --> 00:13:39,600 Speaker 1: Up to four people could play, so one per character 233 00:13:39,960 --> 00:13:42,480 Speaker 1: often did arcades that I would go to. It was 234 00:13:42,600 --> 00:13:46,440 Speaker 1: always very, very popular and and that's how these machines 235 00:13:46,520 --> 00:13:49,640 Speaker 1: earned so much money so quickly because it was usually 236 00:13:49,640 --> 00:13:52,360 Speaker 1: an expensible one to play, and you had four people 237 00:13:52,400 --> 00:13:54,760 Speaker 1: playing it once, so you're earning a realm maybe like 238 00:13:54,840 --> 00:13:58,160 Speaker 1: up to four dollars of play, and everyone's eager to 239 00:13:58,160 --> 00:14:00,559 Speaker 1: play it. So Yeah, that one was a huge hit 240 00:14:00,600 --> 00:14:03,680 Speaker 1: for Midway financially, um, and also served the basis of 241 00:14:03,760 --> 00:14:06,200 Speaker 1: other sports games that they released later on that had 242 00:14:06,280 --> 00:14:08,520 Speaker 1: kind of followed kind of a similar philosophy, things like 243 00:14:08,600 --> 00:14:12,680 Speaker 1: a NHL two on two and NBA Ballers and NFL Blitz, 244 00:14:13,440 --> 00:14:18,120 Speaker 1: which are more arcades style sports games. Um. The next 245 00:14:18,320 --> 00:14:20,640 Speaker 1: thing I want to talk about was that Midway in 246 00:14:20,680 --> 00:14:25,040 Speaker 1: the in the early mid nineties purchased another big big 247 00:14:25,160 --> 00:14:31,440 Speaker 1: name in gaming. I s Atari Games. Yeah, Atari has 248 00:14:31,520 --> 00:14:32,760 Speaker 1: We need to do it. We need to do a 249 00:14:32,800 --> 00:14:36,320 Speaker 1: podcast on Attariya because if tari has had several lives, Yes, 250 00:14:36,360 --> 00:14:40,040 Speaker 1: Atari has split and reformed and split and died and 251 00:14:40,640 --> 00:14:45,880 Speaker 1: been reborn, purchased and stuff. It's actually a very complex 252 00:14:46,160 --> 00:14:48,560 Speaker 1: thing to talk about. So Midway purchased one of the 253 00:14:48,600 --> 00:14:52,000 Speaker 1: companies called Atari Games. I think, I think, um, if 254 00:14:52,040 --> 00:14:55,840 Speaker 1: I'm not mistaken, they're we're talking about the arcade version. Yeah, yeah, 255 00:14:55,840 --> 00:14:59,280 Speaker 1: because has Ro Interactive owned the other Atari. In fact, 256 00:14:59,640 --> 00:15:03,200 Speaker 1: Midway not just didn't just purchase Atari Games, but they 257 00:15:03,240 --> 00:15:07,720 Speaker 1: renamed it. They eventually renamed it Midway Games West because 258 00:15:07,760 --> 00:15:11,000 Speaker 1: they wanted to avoid the confusion of the other Atari Games, 259 00:15:11,040 --> 00:15:15,360 Speaker 1: which was owned by by Hasbro. Uh. And then they 260 00:15:15,400 --> 00:15:19,000 Speaker 1: produced some games through their like a WrestleMania the arcade 261 00:15:19,040 --> 00:15:23,320 Speaker 1: game WrestleMania Killer Instinct, which that was huge when I 262 00:15:23,360 --> 00:15:25,280 Speaker 1: was in college, and that was that was an older 263 00:15:25,320 --> 00:15:27,160 Speaker 1: game when I was in college. It wasn't then just 264 00:15:27,240 --> 00:15:30,320 Speaker 1: come out. But um, well some of these things are timeless. 265 00:15:30,520 --> 00:15:33,760 Speaker 1: You know, there's still new versions of pac Man being introduced, 266 00:15:33,760 --> 00:15:36,440 Speaker 1: and yeah, you know, people still love playing it. This 267 00:15:36,480 --> 00:15:39,840 Speaker 1: is true Rampage World Tour. That was another game. Used 268 00:15:39,880 --> 00:15:42,520 Speaker 1: to love Rampage. Yeah, this one was one of the sequels, 269 00:15:43,080 --> 00:15:49,280 Speaker 1: not not the original Rampage. Um. And then the Midway 270 00:15:49,320 --> 00:15:53,520 Speaker 1: decided to branch out, not just making arcade and console games. 271 00:15:53,720 --> 00:15:57,000 Speaker 1: Really they were still focused on arcade games at this time. UM, 272 00:15:57,040 --> 00:16:03,280 Speaker 1: So they tried something new. They financed and released a 273 00:16:03,560 --> 00:16:07,080 Speaker 1: film of one of their properties. It was not Pac Man, 274 00:16:07,640 --> 00:16:10,720 Speaker 1: it was not. It was Mortal Kombat. Yes it was. 275 00:16:11,000 --> 00:16:15,760 Speaker 1: And Paul W. S Anderson, not Paul wes Anderson, which 276 00:16:15,800 --> 00:16:20,320 Speaker 1: is confusing enough, was the director. And the film ended 277 00:16:20,400 --> 00:16:23,640 Speaker 1: up meeting with some success. Yeah, quite a bit. Actually 278 00:16:23,680 --> 00:16:27,080 Speaker 1: I've never seen it. I know that shocktiondn't see Mortal Kombat. 279 00:16:27,240 --> 00:16:28,720 Speaker 1: I was never a fan of the game. I've never 280 00:16:28,880 --> 00:16:33,000 Speaker 1: enjoyed really the fighting games like Street Fighter and uh, 281 00:16:33,120 --> 00:16:35,080 Speaker 1: which is not Midway. As a matter of fact, Mortal 282 00:16:35,120 --> 00:16:38,520 Speaker 1: Kombat was supposed to be the competitor to the Street Fighter. 283 00:16:38,640 --> 00:16:40,800 Speaker 1: But just as Teken is in a way an answer 284 00:16:40,840 --> 00:16:44,000 Speaker 1: to Street Fighter would say, um but yeah, I mean 285 00:16:44,040 --> 00:16:46,400 Speaker 1: I've never been so I wasn't really interested in that. 286 00:16:46,440 --> 00:16:49,120 Speaker 1: But yeah, I do remember meeting with some success, although 287 00:16:49,280 --> 00:16:51,200 Speaker 1: I remember people saying that it was sort of a 288 00:16:51,200 --> 00:16:56,560 Speaker 1: silly movie. Um, okay, Mortal Kombat was awesome. Uh and 289 00:16:56,760 --> 00:17:01,120 Speaker 1: it once again helped to cast us for Lambert and 290 00:17:01,440 --> 00:17:04,800 Speaker 1: a character whose nationality is totally not the same as 291 00:17:04,800 --> 00:17:08,760 Speaker 1: the actors. Yeah, which was awesome. I mean we're talking 292 00:17:08,800 --> 00:17:11,440 Speaker 1: about the same actor who was We've got We've got 293 00:17:11,440 --> 00:17:14,640 Speaker 1: a is Lambert French or Belgian? I can't remember. He's 294 00:17:14,680 --> 00:17:17,720 Speaker 1: French and um and he was cast, of course as 295 00:17:17,760 --> 00:17:21,439 Speaker 1: the Scottish Highlander in the Highlander movies, when you had 296 00:17:21,520 --> 00:17:26,640 Speaker 1: the real Scott being an Egyptian character which going under 297 00:17:26,640 --> 00:17:29,199 Speaker 1: a Spanish name that's neither here nor there. Obviously I'm 298 00:17:29,200 --> 00:17:32,200 Speaker 1: getting off track with Highlander. But yeah, and it's okay. 299 00:17:32,920 --> 00:17:35,160 Speaker 1: Keep so you're looking up to see if he's French 300 00:17:35,200 --> 00:17:38,120 Speaker 1: or Belgian. Um So in Mortal Kombat he played Raid 301 00:17:38,200 --> 00:17:41,399 Speaker 1: in the the Japanese Storm. God, you're not going to 302 00:17:41,480 --> 00:17:48,160 Speaker 1: enjoy this. He's American. Lambert is wow. Interesting morning, great 303 00:17:48,200 --> 00:17:51,360 Speaker 1: Neck Long Island, New York, USA. According to IMDb, well, 304 00:17:51,440 --> 00:17:55,120 Speaker 1: I was just trying to deport him. Um but anyway, 305 00:17:55,240 --> 00:17:57,800 Speaker 1: here he is here. He is playing various roles like you, Oh, 306 00:17:57,880 --> 00:18:00,919 Speaker 1: I see what you're saying. Because his hiscording again. According 307 00:18:00,960 --> 00:18:03,960 Speaker 1: to IMDb, he uh he was. He left the United 308 00:18:03,960 --> 00:18:06,520 Speaker 1: States when he was two years old. His dad was 309 00:18:06,560 --> 00:18:09,159 Speaker 1: a U N diplomat and so he uh he went 310 00:18:09,200 --> 00:18:13,640 Speaker 1: to school in Switzerland. Switzerland. See now that explains the accent. Yes, yes, 311 00:18:13,800 --> 00:18:15,920 Speaker 1: that would be the French. And it might be why 312 00:18:16,000 --> 00:18:18,280 Speaker 1: he's uh, you know, he's so neutral when it comes 313 00:18:18,280 --> 00:18:20,920 Speaker 1: to being. That must be why they can cast him 314 00:18:20,920 --> 00:18:24,000 Speaker 1: as any any nationality at any rate. So he played 315 00:18:24,080 --> 00:18:27,640 Speaker 1: rate and yeah. The movie met with some success and 316 00:18:27,800 --> 00:18:29,800 Speaker 1: in fact got to the point where Midway was kind 317 00:18:29,840 --> 00:18:32,800 Speaker 1: of getting a little confident about their their abilities to 318 00:18:32,920 --> 00:18:36,080 Speaker 1: enter various forms of entertainment, including the movies. So they 319 00:18:36,080 --> 00:18:39,760 Speaker 1: made a sequel, Moral Kombat Annihiliation, which did not meet 320 00:18:39,760 --> 00:18:45,000 Speaker 1: with success. Uh thirty five million dollar box office worldwide, 321 00:18:45,280 --> 00:18:48,320 Speaker 1: not good. So that was a that was kind of 322 00:18:48,480 --> 00:18:51,760 Speaker 1: a flop. They decided to get out of that. There 323 00:18:51,800 --> 00:18:54,560 Speaker 1: there's been talk of another Mortal Kombat movie, and in fact, 324 00:18:54,840 --> 00:18:57,080 Speaker 1: you know, if you've been on YouTube in the last 325 00:18:57,200 --> 00:19:00,440 Speaker 1: year or so, actually the last couple of months, um, 326 00:19:00,440 --> 00:19:04,200 Speaker 1: you may have seen the the promo kind of uh 327 00:19:04,440 --> 00:19:08,000 Speaker 1: sort of a test for another Mortal Kombat movie. But 328 00:19:08,040 --> 00:19:10,400 Speaker 1: in this case, it's it's really it's not even a preview. 329 00:19:10,920 --> 00:19:14,720 Speaker 1: It's just kind of a a a real to show 330 00:19:15,320 --> 00:19:17,439 Speaker 1: investors to see if you can get money to actually 331 00:19:17,440 --> 00:19:20,560 Speaker 1: film a full feature length movie. So we may eventually 332 00:19:20,560 --> 00:19:23,159 Speaker 1: see another Mortal Kombat movie, even though Midway itself is 333 00:19:23,680 --> 00:19:27,000 Speaker 1: not really uh its name is probably not going to 334 00:19:27,080 --> 00:19:31,320 Speaker 1: be on that anymore. Well, I think we haven't gotten 335 00:19:31,320 --> 00:19:33,119 Speaker 1: to the very end of this, but I had the 336 00:19:33,160 --> 00:19:38,719 Speaker 1: feeling that Midway's current owner will be able to do 337 00:19:38,800 --> 00:19:41,760 Speaker 1: something with that, probably if they wanting there, considering there 338 00:19:42,400 --> 00:19:49,120 Speaker 1: right their pockets. So Midway becomes a fully independent company. 339 00:19:49,320 --> 00:19:51,359 Speaker 1: It splits off from w m S, which was the 340 00:19:51,400 --> 00:19:56,520 Speaker 1: Williams Williams Electronics. Yeah, Williams Midway Company, So Midway becomes 341 00:19:56,560 --> 00:20:00,560 Speaker 1: its own company again in um and release is that 342 00:20:00,640 --> 00:20:02,920 Speaker 1: same year releases Moral Come at Four. So, like the 343 00:20:03,760 --> 00:20:05,880 Speaker 1: various games have been coming up, Moral Come at Four 344 00:20:05,960 --> 00:20:09,720 Speaker 1: does not get a huge amount of positive reviews. It 345 00:20:09,840 --> 00:20:11,280 Speaker 1: was the first one that kind of made it a 346 00:20:11,359 --> 00:20:13,080 Speaker 1: three D game as opposed to a two D game, 347 00:20:13,080 --> 00:20:15,359 Speaker 1: and that's when we discovered that people kind of like 348 00:20:15,520 --> 00:20:18,720 Speaker 1: things to be the way they always were. Funny that 349 00:20:18,960 --> 00:20:24,919 Speaker 1: so in John Tobias leaves Midway. Um again, he was 350 00:20:24,960 --> 00:20:27,600 Speaker 1: one of the two guys who brought the Mortal Kombat 351 00:20:27,680 --> 00:20:30,479 Speaker 1: series to Midway. Um and he uh, he goes off 352 00:20:30,520 --> 00:20:36,520 Speaker 1: to found his own studio, studio Gigante or Hunt. I'm 353 00:20:36,520 --> 00:20:40,520 Speaker 1: gonna get blister mail for that. I'm so sorry. Anyway, 354 00:20:41,320 --> 00:20:43,439 Speaker 1: his studio creates a Tao fing in a couple of 355 00:20:43,440 --> 00:20:45,840 Speaker 1: other games, but it does not last. It closes in 356 00:20:45,880 --> 00:20:48,560 Speaker 1: two thousand five. So sad story for Tobias there, and 357 00:20:48,600 --> 00:20:53,960 Speaker 1: that his his efforts ultimately fail. In two thousand that's 358 00:20:53,960 --> 00:20:58,240 Speaker 1: when they Midway renames Atari Games to to Midway Games West. Um. 359 00:20:58,359 --> 00:21:03,040 Speaker 1: Two thousand one, they have a lawsuit begins between Midway 360 00:21:03,040 --> 00:21:05,840 Speaker 1: and Pandemic Studios, which have been developing games for Midway 361 00:21:05,840 --> 00:21:09,400 Speaker 1: at that point. Um, that was not pretty. And two 362 00:21:09,400 --> 00:21:16,560 Speaker 1: thousand three, Uh, that's when Midway closes Midway Games West. Yes, 363 00:21:17,080 --> 00:21:21,040 Speaker 1: and I have information that suggests that, um, the coin 364 00:21:21,119 --> 00:21:26,200 Speaker 1: operated video game business was sold off in two thousand one, Yeah, 365 00:21:26,280 --> 00:21:30,480 Speaker 1: to to have Controls Incorporated. Yeah that yes, so they 366 00:21:30,800 --> 00:21:35,040 Speaker 1: at that point the arcade business is really pretty much gone. 367 00:21:35,200 --> 00:21:37,760 Speaker 1: By two thousand one, you don't have that many arcades anymore. 368 00:21:37,760 --> 00:21:39,639 Speaker 1: You've got a few places like David Busters. You've got 369 00:21:39,640 --> 00:21:42,520 Speaker 1: a few independent arcades, and you've got some student centers 370 00:21:42,520 --> 00:21:45,640 Speaker 1: at various universities, but really the days of the old 371 00:21:45,720 --> 00:21:48,120 Speaker 1: arcade in the in the mall are pretty much over. 372 00:21:49,040 --> 00:21:53,800 Speaker 1: Kind of ironic considering the home console bust in the eighties, 373 00:21:54,160 --> 00:21:58,360 Speaker 1: right that it recovered so significantly that it is essentially 374 00:21:58,359 --> 00:22:02,360 Speaker 1: replaced going out to them. All home consoles playing game 375 00:22:02,480 --> 00:22:06,439 Speaker 1: eventually cannibalized the arcade industry, just as they were threatening 376 00:22:06,480 --> 00:22:09,000 Speaker 1: to do when they first appeared in the early early eighties, 377 00:22:09,080 --> 00:22:13,320 Speaker 1: late seventies, early eighties. Massive come back there. Yeah, so 378 00:22:13,359 --> 00:22:16,400 Speaker 1: it's kind of interesting to see that cycle. So two 379 00:22:16,400 --> 00:22:20,119 Speaker 1: thousand three, Midway closes Midway Games West and opens a 380 00:22:20,160 --> 00:22:22,919 Speaker 1: San Diego studio. But don't get too attached to it. 381 00:22:23,359 --> 00:22:28,240 Speaker 1: Uh So, as they purchased, they start they start purchasing 382 00:22:28,240 --> 00:22:32,720 Speaker 1: other companies, including one called Surreal Software, which released some 383 00:22:32,800 --> 00:22:35,920 Speaker 1: games like The Suffering. I've actually played The Suffering, which 384 00:22:36,000 --> 00:22:40,600 Speaker 1: is a pretty intense game for the Xbox. Um it 385 00:22:40,640 --> 00:22:42,600 Speaker 1: maybe for other platforms as well, but I played it 386 00:22:42,640 --> 00:22:46,480 Speaker 1: on the Xbox. Then in two thousand five they sign 387 00:22:46,520 --> 00:22:49,879 Speaker 1: a deal with Cartoon Network to create some games based 388 00:22:49,920 --> 00:22:55,400 Speaker 1: on the adult Swim lineup of programs, and then uh, 389 00:22:56,200 --> 00:22:59,359 Speaker 1: in late two thousand five, Midway shuts down the Australia 390 00:22:59,480 --> 00:23:02,880 Speaker 1: studio and the San Diego studio. So yeah, two thousand 391 00:23:02,960 --> 00:23:05,240 Speaker 1: three they opened the San Diego studio. Two thousand five 392 00:23:05,280 --> 00:23:08,320 Speaker 1: they close it. Uh. They also in two thousand five 393 00:23:08,440 --> 00:23:13,360 Speaker 1: by another studio called rat Bag Games, which makes a 394 00:23:13,359 --> 00:23:18,639 Speaker 1: phenomenal title based on the Dukes of Hazzard movie, which 395 00:23:19,320 --> 00:23:24,639 Speaker 1: is about as good as you expect. I heard uh 396 00:23:25,040 --> 00:23:28,479 Speaker 1: not so positive things from the fans around the rat Bag. Here. 397 00:23:28,600 --> 00:23:31,480 Speaker 1: Here's a position. Here's a rule of thumb. Rule of 398 00:23:31,480 --> 00:23:37,159 Speaker 1: thumb is that video games based upon television shows, movies, 399 00:23:38,040 --> 00:23:44,720 Speaker 1: comic books, and cartoons tend to not be very good. Well, 400 00:23:44,760 --> 00:23:50,440 Speaker 1: there are notable exceptions. Midway had had released other games 401 00:23:50,480 --> 00:23:53,199 Speaker 1: related to the movies and TV shows, such as Tron 402 00:23:53,280 --> 00:23:56,639 Speaker 1: and Discs of Tron, which were awesome. I enjoyed them 403 00:23:56,760 --> 00:23:59,280 Speaker 1: very much, both of them. Like I said, there are 404 00:23:59,359 --> 00:24:02,000 Speaker 1: notable options. There are certain games that are based on 405 00:24:02,040 --> 00:24:04,800 Speaker 1: these properties, these kind of properties that are amazing. But 406 00:24:04,880 --> 00:24:08,320 Speaker 1: for every amazing game you get, you get ten E 407 00:24:08,480 --> 00:24:13,320 Speaker 1: t s or Superman in sixty four. No, frankly, I 408 00:24:13,359 --> 00:24:18,200 Speaker 1: think there's only one that we should be thankful. So 409 00:24:18,640 --> 00:24:24,320 Speaker 1: that is particularly awful. So two thousand and eight, we're 410 00:24:24,680 --> 00:24:27,680 Speaker 1: jumping ahead a bit here. But Midway. Midway has been suffering, Okay, 411 00:24:27,720 --> 00:24:30,720 Speaker 1: they've they've not been breaking in the revenue to be 412 00:24:30,760 --> 00:24:32,840 Speaker 1: able to pay off the loans that the company has 413 00:24:33,040 --> 00:24:36,280 Speaker 1: taken in order to stay in business. And those loans 414 00:24:36,280 --> 00:24:40,120 Speaker 1: have started to really accumulate. Um. By two thousand and eight, 415 00:24:40,119 --> 00:24:42,720 Speaker 1: they start to They shut down a Los Angeles office, 416 00:24:42,800 --> 00:24:46,120 Speaker 1: they move the operations back to San Diego. They shut 417 00:24:46,160 --> 00:24:49,280 Speaker 1: down the Austin office, which was developing some pretty cool 418 00:24:49,320 --> 00:24:51,159 Speaker 1: games at the time. I remember I had friends in 419 00:24:51,200 --> 00:24:54,960 Speaker 1: Texas at the time and they were very upset. Um 420 00:24:55,000 --> 00:24:57,880 Speaker 1: I no longer have those friends. In December of two 421 00:24:57,880 --> 00:25:02,240 Speaker 1: thousand eight, uh, the holding eight seven interest in the 422 00:25:02,240 --> 00:25:05,840 Speaker 1: company sells it off. Sumner Redstone. You may be familiar 423 00:25:05,880 --> 00:25:10,280 Speaker 1: with that name. Yes I am, Yeah, are you Redstone? 424 00:25:10,359 --> 00:25:13,320 Speaker 1: That's a pretty famous name. If you're if you pay 425 00:25:13,359 --> 00:25:16,399 Speaker 1: attention to media at all, you're probably familiar with some 426 00:25:16,480 --> 00:25:21,480 Speaker 1: your Redstone huge many many, many, many many media property 427 00:25:21,520 --> 00:25:26,200 Speaker 1: things like CBS. Um So, Redstone sells his controlling interest. 428 00:25:26,240 --> 00:25:30,119 Speaker 1: He had eight seven percent of the ownership of that company, 429 00:25:30,200 --> 00:25:32,440 Speaker 1: and he sells it to an investor named Mark Thomas, 430 00:25:33,040 --> 00:25:37,479 Speaker 1: and he sells it for one hundred thousand dollars. And 431 00:25:37,560 --> 00:25:39,359 Speaker 1: think about this for a minute. Guys. This is the 432 00:25:39,400 --> 00:25:44,359 Speaker 1: company that brought Pacman to America and it's essentially being 433 00:25:44,600 --> 00:25:47,680 Speaker 1: the ownership of this company more or less is being 434 00:25:47,720 --> 00:25:51,400 Speaker 1: sold for a hundred grand. That that makes a statement. Yeah, 435 00:25:51,440 --> 00:25:55,440 Speaker 1: that's how the mighty have fallen, is might be that statement. Now, 436 00:25:55,640 --> 00:25:58,040 Speaker 1: he didn't have much confidence it was going to improve, 437 00:25:58,200 --> 00:26:00,639 Speaker 1: and only that, but also we should also point out 438 00:26:00,720 --> 00:26:02,719 Speaker 1: or I'll point out that, um, well, the company at 439 00:26:02,720 --> 00:26:05,800 Speaker 1: that point had over two million dollars in debt. Okay, 440 00:26:05,840 --> 00:26:08,520 Speaker 1: so just Midway alone had two hundred million dollars in debt. 441 00:26:08,560 --> 00:26:13,200 Speaker 1: But Sumner Redstone had bigger problems to worry about because 442 00:26:13,400 --> 00:26:16,439 Speaker 1: the parent company that owned Midway at the time was 443 00:26:16,760 --> 00:26:19,840 Speaker 1: or the parent company that Sumner worked through in order 444 00:26:19,880 --> 00:26:23,760 Speaker 1: to own this an ownership. This is really complicated when 445 00:26:23,760 --> 00:26:25,879 Speaker 1: we get into this. We need we need this working. 446 00:26:26,640 --> 00:26:30,800 Speaker 1: Um But the parent company was called National Amusements. It 447 00:26:30,960 --> 00:26:34,680 Speaker 1: had one point six billion with a B dollars in debt. 448 00:26:35,160 --> 00:26:37,959 Speaker 1: So Redstone had some big problems to worry about, and 449 00:26:38,040 --> 00:26:41,600 Speaker 1: so getting this other debt filled property off his hands 450 00:26:41,600 --> 00:26:45,200 Speaker 1: was probably seen as a quite the boone, so to speak, 451 00:26:45,280 --> 00:26:49,600 Speaker 1: not the ed boon, but the boon. So he sells 452 00:26:49,640 --> 00:26:52,520 Speaker 1: it to Mark Thomas. Now and two thousand nine February 453 00:26:52,560 --> 00:26:59,160 Speaker 1: of two thousand nine, Midway declares bankruptcy. Um. And then 454 00:26:59,520 --> 00:27:03,040 Speaker 1: later on that year is purchased by Warner Brothers for 455 00:27:03,080 --> 00:27:07,879 Speaker 1: a thirty three million dollars. Yes so, and and Warner 456 00:27:07,880 --> 00:27:11,600 Speaker 1: Brothers closes the the corporate headquarters of Midway, which was 457 00:27:11,640 --> 00:27:16,600 Speaker 1: located in Chicago. Um, that office closes. Uh. That was 458 00:27:16,680 --> 00:27:18,400 Speaker 1: kind of like the end of an era because that 459 00:27:18,480 --> 00:27:22,800 Speaker 1: was really the heart of Midway. Uh. The company really 460 00:27:22,880 --> 00:27:25,919 Speaker 1: kind of doesn't exist anymore. Has been folded into the 461 00:27:25,920 --> 00:27:30,600 Speaker 1: Warner Brothers Interactive Division for video games. Right. The people 462 00:27:30,600 --> 00:27:35,320 Speaker 1: who were developing properties for it are basically doing so 463 00:27:35,400 --> 00:27:38,320 Speaker 1: now under Warner Brothers name. And we we should be specific. 464 00:27:38,760 --> 00:27:44,200 Speaker 1: Warner Brothers only purchased certain intellectual property from Midway. Other 465 00:27:44,240 --> 00:27:47,159 Speaker 1: parts of Midway were sold off to other companies, and 466 00:27:47,240 --> 00:27:50,879 Speaker 1: some of them just shut down because no one bought them. Uh. 467 00:27:50,960 --> 00:27:55,240 Speaker 1: The San Diego one shut down, Newcastle shut down. Um, 468 00:27:55,440 --> 00:27:59,840 Speaker 1: so it's not it's not that Midway now belongs to 469 00:28:00,080 --> 00:28:03,800 Speaker 1: Ner Brothers. It's certain properties of Midway belonged to Warner Brothers, 470 00:28:03,880 --> 00:28:08,639 Speaker 1: most notably the Mortal Kombat franchise. UM. But like NBA 471 00:28:08,720 --> 00:28:11,520 Speaker 1: Jam went to a different company, and I don't remember 472 00:28:11,560 --> 00:28:13,880 Speaker 1: who it was, but I know it was not Warner Brothers, 473 00:28:14,359 --> 00:28:16,080 Speaker 1: Um e A. I think it went to e A. 474 00:28:16,280 --> 00:28:20,320 Speaker 1: I think they're producing NBA Jam for the week. So 475 00:28:20,520 --> 00:28:22,760 Speaker 1: I had no idea. Yeah, I saw that E three. 476 00:28:22,880 --> 00:28:24,560 Speaker 1: I was trying to remember as like, wait, it was 477 00:28:24,600 --> 00:28:26,920 Speaker 1: the really big loud booth, which one was that it 478 00:28:27,000 --> 00:28:31,600 Speaker 1: was e A. So yeah, the the company is pretty 479 00:28:31,680 --> 00:28:34,199 Speaker 1: much no more. It what remains of the company. The 480 00:28:34,200 --> 00:28:36,520 Speaker 1: people who worked for the company are either working for 481 00:28:36,600 --> 00:28:41,520 Speaker 1: Warner Brothers or some other uh studio, or they're sadly 482 00:28:41,680 --> 00:28:45,040 Speaker 1: looking for work. Um. It's really kind of a tragic 483 00:28:45,080 --> 00:28:47,880 Speaker 1: tale because you think about some of the games they released, 484 00:28:47,960 --> 00:28:51,000 Speaker 1: like the you know, like pac Man, Defenders, Spy Hunter, 485 00:28:51,080 --> 00:28:53,400 Speaker 1: the Moral Kombat series, NBA Jam. You think about these 486 00:28:53,400 --> 00:28:55,720 Speaker 1: games and you're like, Wow, this company really made some 487 00:28:55,760 --> 00:28:59,800 Speaker 1: blockbuster games. But it just shows that that, you know, 488 00:28:59,840 --> 00:29:02,600 Speaker 1: the the hard times when they hit the video game 489 00:29:02,640 --> 00:29:05,440 Speaker 1: industry really hit Midway hard. It did not make the 490 00:29:05,440 --> 00:29:09,440 Speaker 1: transition to console games fast enough or effectively enough, and 491 00:29:09,600 --> 00:29:14,240 Speaker 1: I would say the combination of some poorly timed purchases 492 00:29:14,840 --> 00:29:19,040 Speaker 1: and some less than stellar games really did the men. 493 00:29:19,200 --> 00:29:23,520 Speaker 1: And plus backing movies like Mortal Kombat Annihilation probably didn't help. 494 00:29:25,880 --> 00:29:27,920 Speaker 1: So you told us what your favorite is. Do you 495 00:29:27,960 --> 00:29:30,520 Speaker 1: have a sleeper favorite one that wasn't a big hit 496 00:29:30,560 --> 00:29:32,200 Speaker 1: that you really enjoyed. I'd have to look at the 497 00:29:32,440 --> 00:29:34,400 Speaker 1: entire you know what. I'd have to look at the 498 00:29:34,560 --> 00:29:36,640 Speaker 1: entire library of Midway games to tell you, and I 499 00:29:36,680 --> 00:29:38,880 Speaker 1: did not do that, so I can't really well, I 500 00:29:39,160 --> 00:29:42,000 Speaker 1: you know, there are lists out there, and you know, 501 00:29:42,040 --> 00:29:44,640 Speaker 1: I'm not sure how authentic they are. I'm pretty sure 502 00:29:44,640 --> 00:29:48,120 Speaker 1: they're fairly accurate. But I do have a couple because 503 00:29:48,120 --> 00:29:50,120 Speaker 1: I was I didn't realize that Tron was a Midway game. 504 00:29:50,520 --> 00:29:52,720 Speaker 1: Tron's way up there. That was always a great game, 505 00:29:53,120 --> 00:29:56,720 Speaker 1: but I always enjoyed UM. Actually discovered this one in college, Trog, 506 00:29:57,280 --> 00:30:00,760 Speaker 1: which was really fun and very cartoony, pack An esque 507 00:30:00,800 --> 00:30:05,400 Speaker 1: game where you played a caveman. I vaguely remember Trog. Actually, no, 508 00:30:05,480 --> 00:30:08,600 Speaker 1: you played it a dinosaur running from a caveman. Which 509 00:30:08,640 --> 00:30:11,880 Speaker 1: is very, very funny game. I underst enjoyed it and 510 00:30:12,200 --> 00:30:17,000 Speaker 1: Tapper root Beer Tapper, you know, for the different you know, 511 00:30:17,040 --> 00:30:19,040 Speaker 1: I may not be in the the bar. I had 512 00:30:19,160 --> 00:30:22,640 Speaker 1: root Beer Tapper for the Apple to E. I really 513 00:30:22,720 --> 00:30:24,800 Speaker 1: enjoyed that that. As far as I can tell now, 514 00:30:24,800 --> 00:30:26,960 Speaker 1: I haven't done any any research on this at all, 515 00:30:26,960 --> 00:30:29,360 Speaker 1: but I'm pretty sure that that game may have launched 516 00:30:29,360 --> 00:30:31,400 Speaker 1: the whole time management thing which is so big and 517 00:30:31,440 --> 00:30:34,040 Speaker 1: casual games with the diner dash and all the other 518 00:30:34,120 --> 00:30:37,440 Speaker 1: dashes and you know, move stuff over here. You better 519 00:30:37,480 --> 00:30:40,200 Speaker 1: hurry or you're gonna get you know, your customers are 520 00:30:40,200 --> 00:30:42,680 Speaker 1: gonna leave or whatever. That was the first time management 521 00:30:42,720 --> 00:30:44,400 Speaker 1: game I saw, and I played that in you know 522 00:30:44,600 --> 00:30:49,120 Speaker 1: high school, actually junior high school, well midway games, we 523 00:30:49,280 --> 00:30:54,400 Speaker 1: hardly knew ye rest in peace, Uh, your games shall 524 00:30:54,440 --> 00:30:57,800 Speaker 1: live on. And there are these companies are going to continue, 525 00:30:57,880 --> 00:31:00,400 Speaker 1: Various companies are going to come to the franchises. There's 526 00:31:00,440 --> 00:31:02,280 Speaker 1: going to be a new moral combat game coming out 527 00:31:02,360 --> 00:31:03,960 Speaker 1: very soon. I actually got to see a demo of 528 00:31:04,000 --> 00:31:06,160 Speaker 1: that at the three and it was it was just 529 00:31:06,440 --> 00:31:10,400 Speaker 1: as gloriously violent, over the top ridiculous as all the 530 00:31:10,440 --> 00:31:12,920 Speaker 1: other Moral combat Once it actually goes back to the 531 00:31:12,920 --> 00:31:15,280 Speaker 1: philosophy of the original moral combat game. So I think 532 00:31:15,320 --> 00:31:18,360 Speaker 1: fans will be pleased. And uh, well, that'll wrap this 533 00:31:18,520 --> 00:31:20,960 Speaker 1: discussion of Midway Games up. We'll probably do profiles and 534 00:31:21,080 --> 00:31:24,400 Speaker 1: other companies in the future, and not just video game companies, 535 00:31:24,400 --> 00:31:28,000 Speaker 1: but other electronics companies sure, um and and computer companies, 536 00:31:28,400 --> 00:31:30,480 Speaker 1: and so we're gonna wrap this up. 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