WEBVTT - Profile on Midway Games

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<v Speaker 1>Brought to you by the reinvented two thousand twelve Cammeray,

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<v Speaker 1>It's ready. Are you get in touch with technology? With

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<v Speaker 1>text style from how stuff works dot com. Hello, everyone,

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<v Speaker 1>welcome to tech stuff. My name is Chris Pellette and

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<v Speaker 1>I am an editor at how stuff works dot com.

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<v Speaker 1>Sitting across from me, as he always does, is senior

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<v Speaker 1>writer Jonathan Strickland flawless victory. Nice. Yeah, we just said

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<v Speaker 1>that we were going to do a profile not on

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<v Speaker 1>a person, but on a company, a company that has

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<v Speaker 1>ceased to be and is sort of rung up the

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<v Speaker 1>curtain and joined the choir invisible well, ceased to be

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<v Speaker 1>as an independent company. Yeah, we're talking about Midway Games,

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<v Speaker 1>and Midway Games has a special place in my heart

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<v Speaker 1>because they actually published one of my favorite video games

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<v Speaker 1>of all time. Gee, which one would that be? You? Well,

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<v Speaker 1>I mean you might two are three titles going through

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<v Speaker 1>your head? Yeah, but considering your quote, no, it is

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<v Speaker 1>not that one. It's not Moral Kombat. Really, that's probably

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<v Speaker 1>probably the most famous title that that Midway published, but

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<v Speaker 1>it is not the title that's my favorite. Okay, which

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<v Speaker 1>one is your favorite? Spy Hunter? That's mine too? Now

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<v Speaker 1>you got the you got the Peter Gun theme, and

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<v Speaker 1>you've got the cool spy car with guns and stuff.

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<v Speaker 1>And I mean, I like the old old classic Spy

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<v Speaker 1>Hunter game. We're we're talking the one that that you

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<v Speaker 1>look down on top of the car, not the remake

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<v Speaker 1>where you're in the car. That was kind of fun too, Yeah,

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<v Speaker 1>but it was the the overhead view and especially the

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<v Speaker 1>ones that had the cockpit style console, so you were

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<v Speaker 1>sitting down and you were you know, completely enveloped, and

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<v Speaker 1>you just had that Peter Gun theme playing and glorious,

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<v Speaker 1>glorious low fidelity. So um. But yes, the Midway Games

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<v Speaker 1>has sadly fallen on hard times to the point where

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<v Speaker 1>the company is no more than just a name really

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<v Speaker 1>at this point. Rum But let's let's kind of set

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<v Speaker 1>the whole story here. So, going way back into the sixties,

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<v Speaker 1>Midway was a company that was developing and producing equipment

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<v Speaker 1>for amusement parks and fair grounds. So the name made sense,

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<v Speaker 1>the Midway. That was the area of a carnival where

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<v Speaker 1>you would find all the games, right so that that

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<v Speaker 1>you know, and rides as well, that's the Midway. So

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<v Speaker 1>Midway starts off developing various games for amusement parks. And

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<v Speaker 1>in nineteen sixty nine, uh, they were purchased by another

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<v Speaker 1>company that became known for producing lots of games and amusements, Bally. Now,

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<v Speaker 1>for those of you who have listened to our pinball podcast,

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<v Speaker 1>you may have heard us talk about Bally actually Midway

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<v Speaker 1>as well, because both companies did produce pinball machines, and

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<v Speaker 1>so that back then that's pretty much what the coin

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<v Speaker 1>operated divisions of these companies were concentrating on producing pinball machines. Well,

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<v Speaker 1>they didn't have video games at that point. Yes, this

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<v Speaker 1>credates video games really not. That didn't exist on an

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<v Speaker 1>oscillator in a lab, right, So eventually video games do

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<v Speaker 1>start to emerge. People begin to play with this idea,

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<v Speaker 1>and Midway published a couple but the first one of

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<v Speaker 1>any real note that they published was in nineteen seventy

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<v Speaker 1>eight and it was a Biggie UM. Now, before before

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<v Speaker 1>this they had made one of their probably one of

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<v Speaker 1>the earliest and biggest blenders. They turned down the opportunity

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<v Speaker 1>to publish a certain video game that became synonymous with

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<v Speaker 1>the early early early days of video games. It was

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<v Speaker 1>a creation of a Mr Nolan Bushnell. You know what

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<v Speaker 1>I'm talking about Chuck E Cheese Pong Oh that the

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<v Speaker 1>earlier creation, yes Pong So Pong was. They had the

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<v Speaker 1>opportunity to publish Pong Y they they turned it down,

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<v Speaker 1>but they did not turn down the opportunity to publish

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<v Speaker 1>a video game from a Japanese company called Tito called

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<v Speaker 1>Space Invaders. Bom Bom Bom Bom bom. You this is

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<v Speaker 1>our sad attempt at recreating the space and I'll improve

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<v Speaker 1>my fully technique. Maybe we can get Liz to throw

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<v Speaker 1>in like a a just an electronic beap here and

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<v Speaker 1>there for this podcast. So Space Invaders comes out in

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<v Speaker 1>ninety eight. Now, for those of you younger listeners who

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<v Speaker 1>never played or saw Space Invaders, or maybe you've only

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<v Speaker 1>seen it in one of those are acades where they

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<v Speaker 1>have like the Classic console where it has five or

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<v Speaker 1>six different games and then Space Invaders is one of them,

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<v Speaker 1>you may not realize that this was an enormous hit

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<v Speaker 1>in the video game world. I mean, you can't really

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<v Speaker 1>understate how big this was. Yeah, I mean seven years old,

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<v Speaker 1>and you know, I remember Space Invaders machines being at

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<v Speaker 1>skating rinks and people used to roller skate in the

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<v Speaker 1>seventies and pizza part owners. This was before inline skating. Yeah,

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<v Speaker 1>people still quad skate, but it wasn't you know at

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<v Speaker 1>that time, that was a big thing to do. And

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<v Speaker 1>there were you know, any place where you might find

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<v Speaker 1>a video game, because they really didn't have video or kids.

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<v Speaker 1>I never really saw one until the eighties. Yeah, I

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<v Speaker 1>remember seeing them in bars because that's where my dad

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<v Speaker 1>would leave me. You go next door to right, Just

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<v Speaker 1>tell the people on side, look after look after this kid,

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<v Speaker 1>will you. I'm just kidding. My dad never ever left

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<v Speaker 1>me in a bar. Mom, that's a different story. But anyway,

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<v Speaker 1>so no, no, my parents are fantastic. Did they they are?

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<v Speaker 1>But did they listen to the podcast? I don't know

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<v Speaker 1>from them. I'll find out, um So at any rate,

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<v Speaker 1>the yeah, The Space Invaders was in lots of these

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<v Speaker 1>different little locations. One of the reasons why it was

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<v Speaker 1>such a huge hit was introduced a new concept into

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<v Speaker 1>video games that did not exist at that point. There

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<v Speaker 1>was no way to win Space Invaders, right, There was

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<v Speaker 1>no ending. You would just keep playing. You would get

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<v Speaker 1>a new wave of enemies and you would fight them off,

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<v Speaker 1>and then you get another wave, and it would keep

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<v Speaker 1>going until you were finally lost your last life. What

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<v Speaker 1>it did have was a high score. Yes, so you

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<v Speaker 1>could put your initials in and have the high score

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<v Speaker 1>on that console. And this was a new concept back

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<v Speaker 1>in so people began to compete with each other to

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<v Speaker 1>try and get that high score. And it meant that

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<v Speaker 1>people are spending more money playing these games. I mean

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<v Speaker 1>the games really sticky, right, because you would you would

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<v Speaker 1>establish your score and then you would have to defend

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<v Speaker 1>it because if someone else beat your score, well, then

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<v Speaker 1>you'd have to go back and try and beat their

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<v Speaker 1>score so you could get it again. Um and yeah,

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<v Speaker 1>that that ended up being a huge hit. Uh. The

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<v Speaker 1>next three big games that Midway released back in the

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<v Speaker 1>early early eighties were Defender, where you would shoot aliens

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<v Speaker 1>and try to defend your human colony against them. There

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<v Speaker 1>was Robotron eighty four. So Robotron introduced a new control

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<v Speaker 1>system and had two joysticks. The left one you would

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<v Speaker 1>use to move your character with right when you would

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<v Speaker 1>use to control your guns. Actually there were eight way joysticks.

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<v Speaker 1>Right you would direct your your laser fire using the

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<v Speaker 1>right joystick. And this this setup actually served as a

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<v Speaker 1>model that ended up being used in other games in

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<v Speaker 1>the future, including Smash TV and Total Carnage. Yes, um,

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<v Speaker 1>that'll come into play a little bit later. The third

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<v Speaker 1>game is probably the most famous video game of all time,

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<v Speaker 1>arguably the most famous video game of all time. And

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<v Speaker 1>you could maybe make a case for Pond or Space Invaders,

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<v Speaker 1>but it would be pac Man. Yes. I don't think

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<v Speaker 1>any of the others spawned a whole album of music,

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<v Speaker 1>a dance and a cartoon an Yeah. Yeah, so Pacman was.

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<v Speaker 1>There's just really no way of saying how big it was.

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<v Speaker 1>It was enormous. If you were growing up in the eighties,

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<v Speaker 1>you knew what pac Man was. Yes, and of course

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<v Speaker 1>pac Man in it was a licensed from Namco, who

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<v Speaker 1>stole owns the right right to it. Yeah, But Midway

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<v Speaker 1>didn't necessarily develop these games. Midway was the American and

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<v Speaker 1>European carrier the publisher of these games, so that's an

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<v Speaker 1>important distinction. Now, Midway has of course developed and published

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<v Speaker 1>its own games as well, but these early successes are

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<v Speaker 1>are mainly Midway licensing the titles from other companies and

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<v Speaker 1>then publishing them under the Midway name. Uh, which still

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<v Speaker 1>makes it quite a bit of money. Oh yes, yes, yes.

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<v Speaker 1>So then in the pinball divisions, of Bally and Midway

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<v Speaker 1>officially merged becomes Bally Midway Manufacturing Company, and five years

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<v Speaker 1>later they were published by another Midway was published by

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<v Speaker 1>another big electronics company, one that also had its name

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<v Speaker 1>on several pinball machines, Williams Williams Electronics. We talked about

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<v Speaker 1>them quite a bit in our So, yeah, Bally, Williams, Midway.

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<v Speaker 1>These names have always been big, and you know, you

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<v Speaker 1>start to see how they kind of mesh and merge

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<v Speaker 1>throughout the years. So in eight that's when Williams Electronics

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<v Speaker 1>purchases Midway, and in one Williams starts to incorporate its

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<v Speaker 1>own gaming division with Midways Gaming Division, so they're not

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<v Speaker 1>just you know, it's not just a subsidiary company. They're

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<v Speaker 1>actually merging together. The first game that they produce is

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<v Speaker 1>Total Carnage, which I mentioned earlier. Okay, that's a sequel

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<v Speaker 1>to Smash TV, which came out under the Williams name.

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<v Speaker 1>Total Carnage was the product of both Williams and Midway

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<v Speaker 1>working together, and there were two developers who worked on

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<v Speaker 1>Total Carnage who also became famous later on for the

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<v Speaker 1>Mortal Kombat games. That's Ed Boone and John Tobias noob cibot.

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<v Speaker 1>That only makes sense if you've played some of the

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<v Speaker 1>Mortal Kombay games. But yeah, they both worked on Total

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<v Speaker 1>Carnage Ed Boone actually did a voice for it and

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<v Speaker 1>Tobias did some of the art for it. And uh

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<v Speaker 1>then in that's when Mortal Kombat actually launches, and you

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<v Speaker 1>could say that this game was also a hit, maybe

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<v Speaker 1>just slightly. Yeah, another big, big hit, huge controversy on

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<v Speaker 1>this game because it was very very gory, very violent,

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<v Speaker 1>lots of blood. I mean, you have a you have

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<v Speaker 1>a game where after you finished defeating your opponent, you can,

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<v Speaker 1>if you know the right sequence of joystick and button moves, uh,

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<v Speaker 1>finish him with a fatality. And the fatalities although really,

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<v Speaker 1>when you look back at those early fatalities and really

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<v Speaker 1>all the fatalities in the Mortal Kombat franchise, they're over

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<v Speaker 1>the top and to the point where I think of

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<v Speaker 1>them as silly. The first time you see it, you

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<v Speaker 1>might be like, Wow, that's cool that guy grabbed the

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<v Speaker 1>other guy by the head and ripped out his entire spine.

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<v Speaker 1>But really, when you watch it, like for the fourth

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<v Speaker 1>or fifth time, you're like, yeah, that's kind of stupid,

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<v Speaker 1>but I mean it was cool at the time, and

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<v Speaker 1>it was and it was a neat idea, and it

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<v Speaker 1>also made that game very sticky because everyone wanted to

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<v Speaker 1>learn not just how to play each character, because each

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<v Speaker 1>character's moves were different and the combinations you had to

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<v Speaker 1>use were different. They need to learn each character's fatality,

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<v Speaker 1>and as the game series goes on, they introduced more

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<v Speaker 1>fatalities so that each character had more than one um

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<v Speaker 1>and they had different flavors, not just the fatalities, but

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<v Speaker 1>things like the bability where you would turn into a

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<v Speaker 1>little baby, or the friendship where you would, instead of

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<v Speaker 1>killing your opponent, make them feel better by perhaps presenting

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<v Speaker 1>them with some flowers. Um, but they had, you know,

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<v Speaker 1>or animality or yeah, I guess it had to be

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<v Speaker 1>animal itty because the other alternative would have been really

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<v Speaker 1>unfortunate um animality, where you would turn into an animal

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<v Speaker 1>and then disable your opponent that way. I think Chris

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<v Speaker 1>just got my joke. I am I'm pretending not to listen, okay,

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<v Speaker 1>Um so yes. Several sequels follow the Mortal Kombat series.

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<v Speaker 1>Right around that same time, Midway released one of the

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<v Speaker 1>biggest arcade games ever in terms of earnings NBA Jam. No,

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<v Speaker 1>NBA Jam, I actually enjoyed playing NBA JAM. I don't

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<v Speaker 1>typically like playing sports games. NBA Jam, of course, being

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<v Speaker 1>a basketball game, it's a two on two basketball games.

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<v Speaker 1>I'm not big on sports games in general. I'm not

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<v Speaker 1>a big sports fan. I'm not particularly good at sports games.

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<v Speaker 1>But NBA Jam was an arcade ish sports game, and

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<v Speaker 1>that the the the emphasis was not on accuracy by

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<v Speaker 1>any means. It was on outlandishness and and fun gameplay,

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<v Speaker 1>fun being of course of a subjective term. Okay, if

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<v Speaker 1>I get what you're saying here, what you're saying is

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<v Speaker 1>it wasn't necessarily realistic, not at all. It was intended

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<v Speaker 1>to be amusing. I mean, something that amuses you and

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<v Speaker 1>keep keeps you going and you're enjoying yourself. But it's

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<v Speaker 1>not necessarily the physics are necessarily exactly accurate, like, for example,

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<v Speaker 1>the difference in uh, you know, something like Grand Turismo

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<v Speaker 1>being a realistic car game, which is not midway, you

0:13:11.280 --> 0:13:14.880
<v Speaker 1>know it's not. But I'm saying burnout, burnout exactly where

0:13:15.200 --> 0:13:17.920
<v Speaker 1>the point is justiculous run into things, and you know,

0:13:18.559 --> 0:13:20.520
<v Speaker 1>ridiculous in a good way. By the way, so don't

0:13:20.800 --> 0:13:23.360
<v Speaker 1>don't yell at Both are good games, but they're different

0:13:23.440 --> 0:13:25.920
<v Speaker 1>because the point is not burnout is not to be

0:13:26.160 --> 0:13:29.720
<v Speaker 1>hyper realistic, it's to just you know, it's it's a

0:13:29.720 --> 0:13:31.840
<v Speaker 1>simplified version of the game that's just there for you

0:13:31.880 --> 0:13:34.440
<v Speaker 1>to have fun with. Right. So NBAHM was sort of

0:13:34.480 --> 0:13:36.840
<v Speaker 1>like that. Yeah, And and it was a four player game.

0:13:36.960 --> 0:13:39.600
<v Speaker 1>Up to four people could play, so one per character

0:13:39.960 --> 0:13:42.480
<v Speaker 1>often did arcades that I would go to. It was

0:13:42.600 --> 0:13:46.440
<v Speaker 1>always very, very popular and and that's how these machines

0:13:46.520 --> 0:13:49.640
<v Speaker 1>earned so much money so quickly because it was usually

0:13:49.640 --> 0:13:52.360
<v Speaker 1>an expensible one to play, and you had four people

0:13:52.400 --> 0:13:54.760
<v Speaker 1>playing it once, so you're earning a realm maybe like

0:13:54.840 --> 0:13:58.160
<v Speaker 1>up to four dollars of play, and everyone's eager to

0:13:58.160 --> 0:14:00.559
<v Speaker 1>play it. So Yeah, that one was a huge hit

0:14:00.600 --> 0:14:03.680
<v Speaker 1>for Midway financially, um, and also served the basis of

0:14:03.760 --> 0:14:06.200
<v Speaker 1>other sports games that they released later on that had

0:14:06.280 --> 0:14:08.520
<v Speaker 1>kind of followed kind of a similar philosophy, things like

0:14:08.600 --> 0:14:12.680
<v Speaker 1>a NHL two on two and NBA Ballers and NFL Blitz,

0:14:13.440 --> 0:14:18.120
<v Speaker 1>which are more arcades style sports games. Um. The next

0:14:18.320 --> 0:14:20.640
<v Speaker 1>thing I want to talk about was that Midway in

0:14:20.680 --> 0:14:25.040
<v Speaker 1>the in the early mid nineties purchased another big big

0:14:25.160 --> 0:14:31.440
<v Speaker 1>name in gaming. I s Atari Games. Yeah, Atari has

0:14:31.520 --> 0:14:32.760
<v Speaker 1>We need to do it. We need to do a

0:14:32.800 --> 0:14:36.320
<v Speaker 1>podcast on Attariya because if tari has had several lives, Yes,

0:14:36.360 --> 0:14:40.040
<v Speaker 1>Atari has split and reformed and split and died and

0:14:40.640 --> 0:14:45.880
<v Speaker 1>been reborn, purchased and stuff. It's actually a very complex

0:14:46.160 --> 0:14:48.560
<v Speaker 1>thing to talk about. So Midway purchased one of the

0:14:48.600 --> 0:14:52.000
<v Speaker 1>companies called Atari Games. I think, I think, um, if

0:14:52.040 --> 0:14:55.840
<v Speaker 1>I'm not mistaken, they're we're talking about the arcade version. Yeah, yeah,

0:14:55.840 --> 0:14:59.280
<v Speaker 1>because has Ro Interactive owned the other Atari. In fact,

0:14:59.640 --> 0:15:03.200
<v Speaker 1>Midway not just didn't just purchase Atari Games, but they

0:15:03.240 --> 0:15:07.720
<v Speaker 1>renamed it. They eventually renamed it Midway Games West because

0:15:07.760 --> 0:15:11.000
<v Speaker 1>they wanted to avoid the confusion of the other Atari Games,

0:15:11.040 --> 0:15:15.360
<v Speaker 1>which was owned by by Hasbro. Uh. And then they

0:15:15.400 --> 0:15:19.000
<v Speaker 1>produced some games through their like a WrestleMania the arcade

0:15:19.040 --> 0:15:23.320
<v Speaker 1>game WrestleMania Killer Instinct, which that was huge when I

0:15:23.360 --> 0:15:25.280
<v Speaker 1>was in college, and that was that was an older

0:15:25.320 --> 0:15:27.160
<v Speaker 1>game when I was in college. It wasn't then just

0:15:27.240 --> 0:15:30.320
<v Speaker 1>come out. But um, well some of these things are timeless.

0:15:30.520 --> 0:15:33.760
<v Speaker 1>You know, there's still new versions of pac Man being introduced,

0:15:33.760 --> 0:15:36.440
<v Speaker 1>and yeah, you know, people still love playing it. This

0:15:36.480 --> 0:15:39.840
<v Speaker 1>is true Rampage World Tour. That was another game. Used

0:15:39.880 --> 0:15:42.520
<v Speaker 1>to love Rampage. Yeah, this one was one of the sequels,

0:15:43.080 --> 0:15:49.280
<v Speaker 1>not not the original Rampage. Um. And then the Midway

0:15:49.320 --> 0:15:53.520
<v Speaker 1>decided to branch out, not just making arcade and console games.

0:15:53.720 --> 0:15:57.000
<v Speaker 1>Really they were still focused on arcade games at this time. UM,

0:15:57.040 --> 0:16:03.280
<v Speaker 1>So they tried something new. They financed and released a

0:16:03.560 --> 0:16:07.080
<v Speaker 1>film of one of their properties. It was not Pac Man,

0:16:07.640 --> 0:16:10.720
<v Speaker 1>it was not. It was Mortal Kombat. Yes it was.

0:16:11.000 --> 0:16:15.760
<v Speaker 1>And Paul W. S Anderson, not Paul wes Anderson, which

0:16:15.800 --> 0:16:20.320
<v Speaker 1>is confusing enough, was the director. And the film ended

0:16:20.400 --> 0:16:23.640
<v Speaker 1>up meeting with some success. Yeah, quite a bit. Actually

0:16:23.680 --> 0:16:27.080
<v Speaker 1>I've never seen it. I know that shocktiondn't see Mortal Kombat.

0:16:27.240 --> 0:16:28.720
<v Speaker 1>I was never a fan of the game. I've never

0:16:28.880 --> 0:16:33.000
<v Speaker 1>enjoyed really the fighting games like Street Fighter and uh,

0:16:33.120 --> 0:16:35.080
<v Speaker 1>which is not Midway. As a matter of fact, Mortal

0:16:35.120 --> 0:16:38.520
<v Speaker 1>Kombat was supposed to be the competitor to the Street Fighter.

0:16:38.640 --> 0:16:40.800
<v Speaker 1>But just as Teken is in a way an answer

0:16:40.840 --> 0:16:44.000
<v Speaker 1>to Street Fighter would say, um but yeah, I mean

0:16:44.040 --> 0:16:46.400
<v Speaker 1>I've never been so I wasn't really interested in that.

0:16:46.440 --> 0:16:49.120
<v Speaker 1>But yeah, I do remember meeting with some success, although

0:16:49.280 --> 0:16:51.200
<v Speaker 1>I remember people saying that it was sort of a

0:16:51.200 --> 0:16:56.560
<v Speaker 1>silly movie. Um, okay, Mortal Kombat was awesome. Uh and

0:16:56.760 --> 0:17:01.120
<v Speaker 1>it once again helped to cast us for Lambert and

0:17:01.440 --> 0:17:04.800
<v Speaker 1>a character whose nationality is totally not the same as

0:17:04.800 --> 0:17:08.760
<v Speaker 1>the actors. Yeah, which was awesome. I mean we're talking

0:17:08.800 --> 0:17:11.440
<v Speaker 1>about the same actor who was We've got We've got

0:17:11.440 --> 0:17:14.640
<v Speaker 1>a is Lambert French or Belgian? I can't remember. He's

0:17:14.680 --> 0:17:17.720
<v Speaker 1>French and um and he was cast, of course as

0:17:17.760 --> 0:17:21.439
<v Speaker 1>the Scottish Highlander in the Highlander movies, when you had

0:17:21.520 --> 0:17:26.640
<v Speaker 1>the real Scott being an Egyptian character which going under

0:17:26.640 --> 0:17:29.199
<v Speaker 1>a Spanish name that's neither here nor there. Obviously I'm

0:17:29.200 --> 0:17:32.200
<v Speaker 1>getting off track with Highlander. But yeah, and it's okay.

0:17:32.920 --> 0:17:35.160
<v Speaker 1>Keep so you're looking up to see if he's French

0:17:35.200 --> 0:17:38.120
<v Speaker 1>or Belgian. Um So in Mortal Kombat he played Raid

0:17:38.200 --> 0:17:41.399
<v Speaker 1>in the the Japanese Storm. God, you're not going to

0:17:41.480 --> 0:17:48.160
<v Speaker 1>enjoy this. He's American. Lambert is wow. Interesting morning, great

0:17:48.200 --> 0:17:51.360
<v Speaker 1>Neck Long Island, New York, USA. According to IMDb, well,

0:17:51.440 --> 0:17:55.120
<v Speaker 1>I was just trying to deport him. Um but anyway,

0:17:55.240 --> 0:17:57.800
<v Speaker 1>here he is here. He is playing various roles like you, Oh,

0:17:57.880 --> 0:18:00.919
<v Speaker 1>I see what you're saying. Because his hiscording again. According

0:18:00.960 --> 0:18:03.960
<v Speaker 1>to IMDb, he uh he was. He left the United

0:18:03.960 --> 0:18:06.520
<v Speaker 1>States when he was two years old. His dad was

0:18:06.560 --> 0:18:09.159
<v Speaker 1>a U N diplomat and so he uh he went

0:18:09.200 --> 0:18:13.640
<v Speaker 1>to school in Switzerland. Switzerland. See now that explains the accent. Yes, yes,

0:18:13.800 --> 0:18:15.920
<v Speaker 1>that would be the French. And it might be why

0:18:16.000 --> 0:18:18.280
<v Speaker 1>he's uh, you know, he's so neutral when it comes

0:18:18.280 --> 0:18:20.920
<v Speaker 1>to being. That must be why they can cast him

0:18:20.920 --> 0:18:24.000
<v Speaker 1>as any any nationality at any rate. So he played

0:18:24.080 --> 0:18:27.640
<v Speaker 1>rate and yeah. The movie met with some success and

0:18:27.800 --> 0:18:29.800
<v Speaker 1>in fact got to the point where Midway was kind

0:18:29.840 --> 0:18:32.800
<v Speaker 1>of getting a little confident about their their abilities to

0:18:32.920 --> 0:18:36.080
<v Speaker 1>enter various forms of entertainment, including the movies. So they

0:18:36.080 --> 0:18:39.760
<v Speaker 1>made a sequel, Moral Kombat Annihiliation, which did not meet

0:18:39.760 --> 0:18:45.000
<v Speaker 1>with success. Uh thirty five million dollar box office worldwide,

0:18:45.280 --> 0:18:48.320
<v Speaker 1>not good. So that was a that was kind of

0:18:48.480 --> 0:18:51.760
<v Speaker 1>a flop. They decided to get out of that. There

0:18:51.800 --> 0:18:54.560
<v Speaker 1>there's been talk of another Mortal Kombat movie, and in fact,

0:18:54.840 --> 0:18:57.080
<v Speaker 1>you know, if you've been on YouTube in the last

0:18:57.200 --> 0:19:00.440
<v Speaker 1>year or so, actually the last couple of months, um,

0:19:00.440 --> 0:19:04.200
<v Speaker 1>you may have seen the the promo kind of uh

0:19:04.440 --> 0:19:08.000
<v Speaker 1>sort of a test for another Mortal Kombat movie. But

0:19:08.040 --> 0:19:10.400
<v Speaker 1>in this case, it's it's really it's not even a preview.

0:19:10.920 --> 0:19:14.720
<v Speaker 1>It's just kind of a a a real to show

0:19:15.320 --> 0:19:17.439
<v Speaker 1>investors to see if you can get money to actually

0:19:17.440 --> 0:19:20.560
<v Speaker 1>film a full feature length movie. So we may eventually

0:19:20.560 --> 0:19:23.159
<v Speaker 1>see another Mortal Kombat movie, even though Midway itself is

0:19:23.680 --> 0:19:27.000
<v Speaker 1>not really uh its name is probably not going to

0:19:27.080 --> 0:19:31.320
<v Speaker 1>be on that anymore. Well, I think we haven't gotten

0:19:31.320 --> 0:19:33.119
<v Speaker 1>to the very end of this, but I had the

0:19:33.160 --> 0:19:38.719
<v Speaker 1>feeling that Midway's current owner will be able to do

0:19:38.800 --> 0:19:41.760
<v Speaker 1>something with that, probably if they wanting there, considering there

0:19:42.400 --> 0:19:49.120
<v Speaker 1>right their pockets. So Midway becomes a fully independent company.

0:19:49.320 --> 0:19:51.359
<v Speaker 1>It splits off from w m S, which was the

0:19:51.400 --> 0:19:56.520
<v Speaker 1>Williams Williams Electronics. Yeah, Williams Midway Company, So Midway becomes

0:19:56.560 --> 0:20:00.560
<v Speaker 1>its own company again in um and release is that

0:20:00.640 --> 0:20:02.920
<v Speaker 1>same year releases Moral Come at Four. So, like the

0:20:03.760 --> 0:20:05.880
<v Speaker 1>various games have been coming up, Moral Come at Four

0:20:05.960 --> 0:20:09.720
<v Speaker 1>does not get a huge amount of positive reviews. It

0:20:09.840 --> 0:20:11.280
<v Speaker 1>was the first one that kind of made it a

0:20:11.359 --> 0:20:13.080
<v Speaker 1>three D game as opposed to a two D game,

0:20:13.080 --> 0:20:15.359
<v Speaker 1>and that's when we discovered that people kind of like

0:20:15.520 --> 0:20:18.720
<v Speaker 1>things to be the way they always were. Funny that

0:20:18.960 --> 0:20:24.919
<v Speaker 1>so in John Tobias leaves Midway. Um again, he was

0:20:24.960 --> 0:20:27.600
<v Speaker 1>one of the two guys who brought the Mortal Kombat

0:20:27.680 --> 0:20:30.479
<v Speaker 1>series to Midway. Um and he uh, he goes off

0:20:30.520 --> 0:20:36.520
<v Speaker 1>to found his own studio, studio Gigante or Hunt. I'm

0:20:36.520 --> 0:20:40.520
<v Speaker 1>gonna get blister mail for that. I'm so sorry. Anyway,

0:20:41.320 --> 0:20:43.439
<v Speaker 1>his studio creates a Tao fing in a couple of

0:20:43.440 --> 0:20:45.840
<v Speaker 1>other games, but it does not last. It closes in

0:20:45.880 --> 0:20:48.560
<v Speaker 1>two thousand five. So sad story for Tobias there, and

0:20:48.600 --> 0:20:53.960
<v Speaker 1>that his his efforts ultimately fail. In two thousand that's

0:20:53.960 --> 0:20:58.240
<v Speaker 1>when they Midway renames Atari Games to to Midway Games West. Um.

0:20:58.359 --> 0:21:03.040
<v Speaker 1>Two thousand one, they have a lawsuit begins between Midway

0:21:03.040 --> 0:21:05.840
<v Speaker 1>and Pandemic Studios, which have been developing games for Midway

0:21:05.840 --> 0:21:09.400
<v Speaker 1>at that point. Um, that was not pretty. And two

0:21:09.400 --> 0:21:16.560
<v Speaker 1>thousand three, Uh, that's when Midway closes Midway Games West. Yes,

0:21:17.080 --> 0:21:21.040
<v Speaker 1>and I have information that suggests that, um, the coin

0:21:21.119 --> 0:21:26.200
<v Speaker 1>operated video game business was sold off in two thousand one, Yeah,

0:21:26.280 --> 0:21:30.480
<v Speaker 1>to to have Controls Incorporated. Yeah that yes, so they

0:21:30.800 --> 0:21:35.040
<v Speaker 1>at that point the arcade business is really pretty much gone.

0:21:35.200 --> 0:21:37.760
<v Speaker 1>By two thousand one, you don't have that many arcades anymore.

0:21:37.760 --> 0:21:39.639
<v Speaker 1>You've got a few places like David Busters. You've got

0:21:39.640 --> 0:21:42.520
<v Speaker 1>a few independent arcades, and you've got some student centers

0:21:42.520 --> 0:21:45.640
<v Speaker 1>at various universities, but really the days of the old

0:21:45.720 --> 0:21:48.120
<v Speaker 1>arcade in the in the mall are pretty much over.

0:21:49.040 --> 0:21:53.800
<v Speaker 1>Kind of ironic considering the home console bust in the eighties,

0:21:54.160 --> 0:21:58.360
<v Speaker 1>right that it recovered so significantly that it is essentially

0:21:58.359 --> 0:22:02.360
<v Speaker 1>replaced going out to them. All home consoles playing game

0:22:02.480 --> 0:22:06.439
<v Speaker 1>eventually cannibalized the arcade industry, just as they were threatening

0:22:06.480 --> 0:22:09.000
<v Speaker 1>to do when they first appeared in the early early eighties,

0:22:09.080 --> 0:22:13.320
<v Speaker 1>late seventies, early eighties. Massive come back there. Yeah, so

0:22:13.359 --> 0:22:16.400
<v Speaker 1>it's kind of interesting to see that cycle. So two

0:22:16.400 --> 0:22:20.119
<v Speaker 1>thousand three, Midway closes Midway Games West and opens a

0:22:20.160 --> 0:22:22.919
<v Speaker 1>San Diego studio. But don't get too attached to it.

0:22:23.359 --> 0:22:28.240
<v Speaker 1>Uh So, as they purchased, they start they start purchasing

0:22:28.240 --> 0:22:32.720
<v Speaker 1>other companies, including one called Surreal Software, which released some

0:22:32.800 --> 0:22:35.920
<v Speaker 1>games like The Suffering. I've actually played The Suffering, which

0:22:36.000 --> 0:22:40.600
<v Speaker 1>is a pretty intense game for the Xbox. Um it

0:22:40.640 --> 0:22:42.600
<v Speaker 1>maybe for other platforms as well, but I played it

0:22:42.640 --> 0:22:46.480
<v Speaker 1>on the Xbox. Then in two thousand five they sign

0:22:46.520 --> 0:22:49.879
<v Speaker 1>a deal with Cartoon Network to create some games based

0:22:49.920 --> 0:22:55.400
<v Speaker 1>on the adult Swim lineup of programs, and then uh,

0:22:56.200 --> 0:22:59.359
<v Speaker 1>in late two thousand five, Midway shuts down the Australia

0:22:59.480 --> 0:23:02.880
<v Speaker 1>studio and the San Diego studio. So yeah, two thousand

0:23:02.960 --> 0:23:05.240
<v Speaker 1>three they opened the San Diego studio. Two thousand five

0:23:05.280 --> 0:23:08.320
<v Speaker 1>they close it. Uh. They also in two thousand five

0:23:08.440 --> 0:23:13.360
<v Speaker 1>by another studio called rat Bag Games, which makes a

0:23:13.359 --> 0:23:18.639
<v Speaker 1>phenomenal title based on the Dukes of Hazzard movie, which

0:23:19.320 --> 0:23:24.639
<v Speaker 1>is about as good as you expect. I heard uh

0:23:25.040 --> 0:23:28.479
<v Speaker 1>not so positive things from the fans around the rat Bag. Here.

0:23:28.600 --> 0:23:31.480
<v Speaker 1>Here's a position. Here's a rule of thumb. Rule of

0:23:31.480 --> 0:23:37.159
<v Speaker 1>thumb is that video games based upon television shows, movies,

0:23:38.040 --> 0:23:44.720
<v Speaker 1>comic books, and cartoons tend to not be very good. Well,

0:23:44.760 --> 0:23:50.440
<v Speaker 1>there are notable exceptions. Midway had had released other games

0:23:50.480 --> 0:23:53.199
<v Speaker 1>related to the movies and TV shows, such as Tron

0:23:53.280 --> 0:23:56.639
<v Speaker 1>and Discs of Tron, which were awesome. I enjoyed them

0:23:56.760 --> 0:23:59.280
<v Speaker 1>very much, both of them. Like I said, there are

0:23:59.359 --> 0:24:02.000
<v Speaker 1>notable options. There are certain games that are based on

0:24:02.040 --> 0:24:04.800
<v Speaker 1>these properties, these kind of properties that are amazing. But

0:24:04.880 --> 0:24:08.320
<v Speaker 1>for every amazing game you get, you get ten E

0:24:08.480 --> 0:24:13.320
<v Speaker 1>t s or Superman in sixty four. No, frankly, I

0:24:13.359 --> 0:24:18.200
<v Speaker 1>think there's only one that we should be thankful. So

0:24:18.640 --> 0:24:24.320
<v Speaker 1>that is particularly awful. So two thousand and eight, we're

0:24:24.680 --> 0:24:27.680
<v Speaker 1>jumping ahead a bit here. But Midway. Midway has been suffering, Okay,

0:24:27.720 --> 0:24:30.720
<v Speaker 1>they've they've not been breaking in the revenue to be

0:24:30.760 --> 0:24:32.840
<v Speaker 1>able to pay off the loans that the company has

0:24:33.040 --> 0:24:36.280
<v Speaker 1>taken in order to stay in business. And those loans

0:24:36.280 --> 0:24:40.120
<v Speaker 1>have started to really accumulate. Um. By two thousand and eight,

0:24:40.119 --> 0:24:42.720
<v Speaker 1>they start to They shut down a Los Angeles office,

0:24:42.800 --> 0:24:46.120
<v Speaker 1>they move the operations back to San Diego. They shut

0:24:46.160 --> 0:24:49.280
<v Speaker 1>down the Austin office, which was developing some pretty cool

0:24:49.320 --> 0:24:51.159
<v Speaker 1>games at the time. I remember I had friends in

0:24:51.200 --> 0:24:54.960
<v Speaker 1>Texas at the time and they were very upset. Um

0:24:55.000 --> 0:24:57.880
<v Speaker 1>I no longer have those friends. In December of two

0:24:57.880 --> 0:25:02.240
<v Speaker 1>thousand eight, uh, the holding eight seven interest in the

0:25:02.240 --> 0:25:05.840
<v Speaker 1>company sells it off. Sumner Redstone. You may be familiar

0:25:05.880 --> 0:25:10.280
<v Speaker 1>with that name. Yes I am, Yeah, are you Redstone?

0:25:10.359 --> 0:25:13.320
<v Speaker 1>That's a pretty famous name. If you're if you pay

0:25:13.359 --> 0:25:16.399
<v Speaker 1>attention to media at all, you're probably familiar with some

0:25:16.480 --> 0:25:21.480
<v Speaker 1>your Redstone huge many many, many, many many media property

0:25:21.520 --> 0:25:26.200
<v Speaker 1>things like CBS. Um So, Redstone sells his controlling interest.

0:25:26.240 --> 0:25:30.119
<v Speaker 1>He had eight seven percent of the ownership of that company,

0:25:30.200 --> 0:25:32.440
<v Speaker 1>and he sells it to an investor named Mark Thomas,

0:25:33.040 --> 0:25:37.479
<v Speaker 1>and he sells it for one hundred thousand dollars. And

0:25:37.560 --> 0:25:39.359
<v Speaker 1>think about this for a minute. Guys. This is the

0:25:39.400 --> 0:25:44.359
<v Speaker 1>company that brought Pacman to America and it's essentially being

0:25:44.600 --> 0:25:47.680
<v Speaker 1>the ownership of this company more or less is being

0:25:47.720 --> 0:25:51.400
<v Speaker 1>sold for a hundred grand. That that makes a statement. Yeah,

0:25:51.440 --> 0:25:55.440
<v Speaker 1>that's how the mighty have fallen, is might be that statement. Now,

0:25:55.640 --> 0:25:58.040
<v Speaker 1>he didn't have much confidence it was going to improve,

0:25:58.200 --> 0:26:00.639
<v Speaker 1>and only that, but also we should also point out

0:26:00.720 --> 0:26:02.719
<v Speaker 1>or I'll point out that, um, well, the company at

0:26:02.720 --> 0:26:05.800
<v Speaker 1>that point had over two million dollars in debt. Okay,

0:26:05.840 --> 0:26:08.520
<v Speaker 1>so just Midway alone had two hundred million dollars in debt.

0:26:08.560 --> 0:26:13.200
<v Speaker 1>But Sumner Redstone had bigger problems to worry about because

0:26:13.400 --> 0:26:16.439
<v Speaker 1>the parent company that owned Midway at the time was

0:26:16.760 --> 0:26:19.840
<v Speaker 1>or the parent company that Sumner worked through in order

0:26:19.880 --> 0:26:23.760
<v Speaker 1>to own this an ownership. This is really complicated when

0:26:23.760 --> 0:26:25.879
<v Speaker 1>we get into this. We need we need this working.

0:26:26.640 --> 0:26:30.800
<v Speaker 1>Um But the parent company was called National Amusements. It

0:26:30.960 --> 0:26:34.680
<v Speaker 1>had one point six billion with a B dollars in debt.

0:26:35.160 --> 0:26:37.959
<v Speaker 1>So Redstone had some big problems to worry about, and

0:26:38.040 --> 0:26:41.600
<v Speaker 1>so getting this other debt filled property off his hands

0:26:41.600 --> 0:26:45.200
<v Speaker 1>was probably seen as a quite the boone, so to speak,

0:26:45.280 --> 0:26:49.600
<v Speaker 1>not the ed boon, but the boon. So he sells

0:26:49.640 --> 0:26:52.520
<v Speaker 1>it to Mark Thomas. Now and two thousand nine February

0:26:52.560 --> 0:26:59.160
<v Speaker 1>of two thousand nine, Midway declares bankruptcy. Um. And then

0:26:59.520 --> 0:27:03.040
<v Speaker 1>later on that year is purchased by Warner Brothers for

0:27:03.080 --> 0:27:07.879
<v Speaker 1>a thirty three million dollars. Yes so, and and Warner

0:27:07.880 --> 0:27:11.600
<v Speaker 1>Brothers closes the the corporate headquarters of Midway, which was

0:27:11.640 --> 0:27:16.600
<v Speaker 1>located in Chicago. Um, that office closes. Uh. That was

0:27:16.680 --> 0:27:18.400
<v Speaker 1>kind of like the end of an era because that

0:27:18.480 --> 0:27:22.800
<v Speaker 1>was really the heart of Midway. Uh. The company really

0:27:22.880 --> 0:27:25.919
<v Speaker 1>kind of doesn't exist anymore. Has been folded into the

0:27:25.920 --> 0:27:30.600
<v Speaker 1>Warner Brothers Interactive Division for video games. Right. The people

0:27:30.600 --> 0:27:35.320
<v Speaker 1>who were developing properties for it are basically doing so

0:27:35.400 --> 0:27:38.320
<v Speaker 1>now under Warner Brothers name. And we we should be specific.

0:27:38.760 --> 0:27:44.200
<v Speaker 1>Warner Brothers only purchased certain intellectual property from Midway. Other

0:27:44.240 --> 0:27:47.159
<v Speaker 1>parts of Midway were sold off to other companies, and

0:27:47.240 --> 0:27:50.879
<v Speaker 1>some of them just shut down because no one bought them. Uh.

0:27:50.960 --> 0:27:55.240
<v Speaker 1>The San Diego one shut down, Newcastle shut down. Um,

0:27:55.440 --> 0:27:59.840
<v Speaker 1>so it's not it's not that Midway now belongs to

0:28:00.080 --> 0:28:03.800
<v Speaker 1>Ner Brothers. It's certain properties of Midway belonged to Warner Brothers,

0:28:03.880 --> 0:28:08.639
<v Speaker 1>most notably the Mortal Kombat franchise. UM. But like NBA

0:28:08.720 --> 0:28:11.520
<v Speaker 1>Jam went to a different company, and I don't remember

0:28:11.560 --> 0:28:13.880
<v Speaker 1>who it was, but I know it was not Warner Brothers,

0:28:14.359 --> 0:28:16.080
<v Speaker 1>Um e A. I think it went to e A.

0:28:16.280 --> 0:28:20.320
<v Speaker 1>I think they're producing NBA Jam for the week. So

0:28:20.520 --> 0:28:22.760
<v Speaker 1>I had no idea. Yeah, I saw that E three.

0:28:22.880 --> 0:28:24.560
<v Speaker 1>I was trying to remember as like, wait, it was

0:28:24.600 --> 0:28:26.920
<v Speaker 1>the really big loud booth, which one was that it

0:28:27.000 --> 0:28:31.600
<v Speaker 1>was e A. So yeah, the the company is pretty

0:28:31.680 --> 0:28:34.199
<v Speaker 1>much no more. It what remains of the company. The

0:28:34.200 --> 0:28:36.520
<v Speaker 1>people who worked for the company are either working for

0:28:36.600 --> 0:28:41.520
<v Speaker 1>Warner Brothers or some other uh studio, or they're sadly

0:28:41.680 --> 0:28:45.040
<v Speaker 1>looking for work. Um. It's really kind of a tragic

0:28:45.080 --> 0:28:47.880
<v Speaker 1>tale because you think about some of the games they released,

0:28:47.960 --> 0:28:51.000
<v Speaker 1>like the you know, like pac Man, Defenders, Spy Hunter,

0:28:51.080 --> 0:28:53.400
<v Speaker 1>the Moral Kombat series, NBA Jam. You think about these

0:28:53.400 --> 0:28:55.720
<v Speaker 1>games and you're like, Wow, this company really made some

0:28:55.760 --> 0:28:59.800
<v Speaker 1>blockbuster games. But it just shows that that, you know,

0:28:59.840 --> 0:29:02.600
<v Speaker 1>the the hard times when they hit the video game

0:29:02.640 --> 0:29:05.440
<v Speaker 1>industry really hit Midway hard. It did not make the

0:29:05.440 --> 0:29:09.440
<v Speaker 1>transition to console games fast enough or effectively enough, and

0:29:09.600 --> 0:29:14.240
<v Speaker 1>I would say the combination of some poorly timed purchases

0:29:14.840 --> 0:29:19.040
<v Speaker 1>and some less than stellar games really did the men.

0:29:19.200 --> 0:29:23.520
<v Speaker 1>And plus backing movies like Mortal Kombat Annihilation probably didn't help.

0:29:25.880 --> 0:29:27.920
<v Speaker 1>So you told us what your favorite is. Do you

0:29:27.960 --> 0:29:30.520
<v Speaker 1>have a sleeper favorite one that wasn't a big hit

0:29:30.560 --> 0:29:32.200
<v Speaker 1>that you really enjoyed. I'd have to look at the

0:29:32.440 --> 0:29:34.400
<v Speaker 1>entire you know what. I'd have to look at the

0:29:34.560 --> 0:29:36.640
<v Speaker 1>entire library of Midway games to tell you, and I

0:29:36.680 --> 0:29:38.880
<v Speaker 1>did not do that, so I can't really well, I

0:29:39.160 --> 0:29:42.000
<v Speaker 1>you know, there are lists out there, and you know,

0:29:42.040 --> 0:29:44.640
<v Speaker 1>I'm not sure how authentic they are. I'm pretty sure

0:29:44.640 --> 0:29:48.120
<v Speaker 1>they're fairly accurate. But I do have a couple because

0:29:48.120 --> 0:29:50.120
<v Speaker 1>I was I didn't realize that Tron was a Midway game.

0:29:50.520 --> 0:29:52.720
<v Speaker 1>Tron's way up there. That was always a great game,

0:29:53.120 --> 0:29:56.720
<v Speaker 1>but I always enjoyed UM. Actually discovered this one in college, Trog,

0:29:57.280 --> 0:30:00.760
<v Speaker 1>which was really fun and very cartoony, pack An esque

0:30:00.800 --> 0:30:05.400
<v Speaker 1>game where you played a caveman. I vaguely remember Trog. Actually, no,

0:30:05.480 --> 0:30:08.600
<v Speaker 1>you played it a dinosaur running from a caveman. Which

0:30:08.640 --> 0:30:11.880
<v Speaker 1>is very, very funny game. I underst enjoyed it and

0:30:12.200 --> 0:30:17.000
<v Speaker 1>Tapper root Beer Tapper, you know, for the different you know,

0:30:17.040 --> 0:30:19.040
<v Speaker 1>I may not be in the the bar. I had

0:30:19.160 --> 0:30:22.640
<v Speaker 1>root Beer Tapper for the Apple to E. I really

0:30:22.720 --> 0:30:24.800
<v Speaker 1>enjoyed that that. As far as I can tell now,

0:30:24.800 --> 0:30:26.960
<v Speaker 1>I haven't done any any research on this at all,

0:30:26.960 --> 0:30:29.360
<v Speaker 1>but I'm pretty sure that that game may have launched

0:30:29.360 --> 0:30:31.400
<v Speaker 1>the whole time management thing which is so big and

0:30:31.440 --> 0:30:34.040
<v Speaker 1>casual games with the diner dash and all the other

0:30:34.120 --> 0:30:37.440
<v Speaker 1>dashes and you know, move stuff over here. You better

0:30:37.480 --> 0:30:40.200
<v Speaker 1>hurry or you're gonna get you know, your customers are

0:30:40.200 --> 0:30:42.680
<v Speaker 1>gonna leave or whatever. That was the first time management

0:30:42.720 --> 0:30:44.400
<v Speaker 1>game I saw, and I played that in you know

0:30:44.600 --> 0:30:49.120
<v Speaker 1>high school, actually junior high school, well midway games, we

0:30:49.280 --> 0:30:54.400
<v Speaker 1>hardly knew ye rest in peace, Uh, your games shall

0:30:54.440 --> 0:30:57.800
<v Speaker 1>live on. And there are these companies are going to continue,

0:30:57.880 --> 0:31:00.400
<v Speaker 1>Various companies are going to come to the franchises. There's

0:31:00.440 --> 0:31:02.280
<v Speaker 1>going to be a new moral combat game coming out

0:31:02.360 --> 0:31:03.960
<v Speaker 1>very soon. I actually got to see a demo of

0:31:04.000 --> 0:31:06.160
<v Speaker 1>that at the three and it was it was just

0:31:06.440 --> 0:31:10.400
<v Speaker 1>as gloriously violent, over the top ridiculous as all the

0:31:10.440 --> 0:31:12.920
<v Speaker 1>other Moral combat Once it actually goes back to the

0:31:12.920 --> 0:31:15.280
<v Speaker 1>philosophy of the original moral combat game. So I think

0:31:15.320 --> 0:31:18.360
<v Speaker 1>fans will be pleased. And uh, well, that'll wrap this

0:31:18.520 --> 0:31:20.960
<v Speaker 1>discussion of Midway Games up. We'll probably do profiles and

0:31:21.080 --> 0:31:24.400
<v Speaker 1>other companies in the future, and not just video game companies,

0:31:24.400 --> 0:31:28.000
<v Speaker 1>but other electronics companies sure, um and and computer companies,

0:31:28.400 --> 0:31:30.480
<v Speaker 1>and so we're gonna wrap this up. If you have

0:31:30.560 --> 0:31:33.320
<v Speaker 1>any topic suggestions that there's a particular company you would

0:31:33.320 --> 0:31:36.240
<v Speaker 1>like us to talk about, write us. Our email address

0:31:36.360 --> 0:31:39.160
<v Speaker 1>is tech stuff at how stuff works dot com and

0:31:39.240 --> 0:31:41.360
<v Speaker 1>Chris and I will talk to you again really soon.

0:31:45.480 --> 0:31:47.280
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0:31:47.360 --> 0:31:51.200
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0:31:51.200 --> 0:31:53.800
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0:31:53.880 --> 0:31:58.160
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0:31:58.240 --> 0:32:00.960
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0:32:01.000 --> 0:32:03.080
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0:32:03.120 --> 0:32:09.640
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0:32:10.720 --> 0:32:13.280
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0:32:13.600 --> 0:32:14.760
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