WEBVTT - The Nintendo Story: Part Four

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<v Speaker 1>Get in tech with technology with tech Stuff from half

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<v Speaker 1>stuff works dot com. Hey there, and welcome to tech Stuff.

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<v Speaker 1>I'm your host, Jonathan Strickland. I'm an executive producer and

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<v Speaker 1>I love all things tech, and it's time to revisit

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<v Speaker 1>an old favorite topic on tech Stuff. Two years ago,

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<v Speaker 1>back in twos sixteen, I updated a series I've been

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<v Speaker 1>doing about the company Nintendo. Now. In the first two parts,

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<v Speaker 1>I covered Nintendo from its origins up until about two

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<v Speaker 1>thousand and eleven, So two thousand eleven was when we

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<v Speaker 1>recorded those first two episodes. Chris Pallette, my original co host,

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<v Speaker 1>and I recorded those shows. Then in part three, I

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<v Speaker 1>covered two thousand eleven to early two thousand sixteen, but

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<v Speaker 1>at that stage, Nintendo had yet to come out with

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<v Speaker 1>its most recent console, which we now know, of course,

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<v Speaker 1>as the Nintendo Switch. Uh So today I thought it'd

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<v Speaker 1>be a good time to revisit the company yet again

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<v Speaker 1>and catch us up on what it's been doing over

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<v Speaker 1>the last couple of years. But first, I figure we

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<v Speaker 1>can do a really quick summary of where the company

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<v Speaker 1>came from in case you aren't eager to dig up

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<v Speaker 1>those old episodes and listen to them all over again.

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<v Speaker 1>So this is sort of the previously on tech stuff.

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<v Speaker 1>Back in the late nineteenth century, in the late eighteen hundreds,

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<v Speaker 1>and yes, that's how old Nintendo is, there was a

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<v Speaker 1>man named Fusahiro Yamauchi who founded a hanafuda cards company

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<v Speaker 1>and he called it Nintendo Copai. Hanafudo cards are used

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<v Speaker 1>for lots of different games in Japan. They're kind of

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<v Speaker 1>like Western playing cards, like poker cards in that way,

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<v Speaker 1>so we use those cards to play all sorts of

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<v Speaker 1>games like bridge or poker, or hearts or spades, and

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<v Speaker 1>tons of other games. Well back in the eighteen eighties,

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<v Speaker 1>no one could possibly have foreseen the future of this

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<v Speaker 1>playing card company and what it would become in the

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<v Speaker 1>latter half of the twentieth century. For two generations, business

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<v Speaker 1>grew steadily, and by generations, I mean Yamauchi's son would

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<v Speaker 1>take over the business and then his grandson would take

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<v Speaker 1>over the business. It actually followed the family line. By

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<v Speaker 1>the nineteen fifties, Fusahiro's grandson and the third president of Nintendo,

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<v Speaker 1>Hiroshi Yamauchi, was heading a company that was the dominant

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<v Speaker 1>producer of plastic playing cards in Japan. But Hiroshi Yamachi

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<v Speaker 1>recognized that there was a need to diversify the business,

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<v Speaker 1>so he made a licensing deal with Disney to print

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<v Speaker 1>the famous company's cartoon characters on these playing cards. This

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<v Speaker 1>actually opened up a new market for Nintendo, because up

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<v Speaker 1>to that point the cards were largely the realm of gamblers,

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<v Speaker 1>but now with popular Disney characters on cards, there was

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<v Speaker 1>suddenly this huge appeal to a younger audience. Nintendo also

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<v Speaker 1>produced books that laid out rules for new card games

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<v Speaker 1>that were suitable for kids, so that kids just didn't

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<v Speaker 1>become hardened gamblers using classic Disney characters now. While this

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<v Speaker 1>continued on, the company began to launch different businesses and

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<v Speaker 1>lots of different industries in an attempt to diversify, because

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<v Speaker 1>at that point, Yamachi saw that the playing card business

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<v Speaker 1>was very niche oriented. He actually saw other playing card

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<v Speaker 1>factories while he toured the world and realized they were

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<v Speaker 1>all very small operations and that if he stuck with

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<v Speaker 1>that one business, it would limit Nintendo too much. Unfortunately,

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<v Speaker 1>most of these other ventures Nintendo entered into failed miserably

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<v Speaker 1>in the market, so the playing card business was drying up,

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<v Speaker 1>and their various attempts to diversify even going into things

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<v Speaker 1>like hotel els and uh and and vehicles. None of

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<v Speaker 1>that was working out. That's when an engineer named gun

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<v Speaker 1>Pay your KOI helped inject some life back into the business.

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<v Speaker 1>He created an extending arm. He was working in Nintendo

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<v Speaker 1>in a manufacturing plant, and he took various pieces and

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<v Speaker 1>he created essentially kind of a robotic arm or an extender,

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<v Speaker 1>like a grabber sort of thing. And people saw it

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<v Speaker 1>and thought, well, that's kind of neat, you know what,

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<v Speaker 1>I think kids would really like that. So the company

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<v Speaker 1>decided to make a consumer version as a toy, and

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<v Speaker 1>Nintendo entered into the toy making business in earnest and

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<v Speaker 1>really the company still considers itself to be a toy company.

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<v Speaker 1>By the late nineties seventies, Nintendo had returned to a

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<v Speaker 1>more stable place in the industry, as was one of

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<v Speaker 1>the few companies producing toys at that time in Japan.

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<v Speaker 1>As computers and video games started to emerge, Nintendo got

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<v Speaker 1>into those as well, and at first the company acted

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<v Speaker 1>as a distributor for other ducts like the Magna Vox Odyssey.

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<v Speaker 1>Then the company began to produce arcade games like the

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<v Speaker 1>legendary Donkey Kong for actual video game arcades, not for

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<v Speaker 1>home use. Following the arcade game success, they began to

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<v Speaker 1>make video game cartridges for various home systems, like the

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<v Speaker 1>Atari twenty six hundred, and then company executives decided it

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<v Speaker 1>was time for Nintendo to make a console of its

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<v Speaker 1>very own instead of making games for other platforms. But

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<v Speaker 1>it was pretty bad timing all things considered, because Nintendo

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<v Speaker 1>was just getting into developing a console as the market

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<v Speaker 1>in the United States was headed toward a major collapse.

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<v Speaker 1>In the early nineteen eighties, the US market was oversaturated

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<v Speaker 1>with various consoles like you Had the A twenty six hundred,

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<v Speaker 1>the Atari fifty two hundred, the Intellivision, the Colliquo Vision,

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<v Speaker 1>and tons more. Plus there were home computers that were

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<v Speaker 1>coming out around this same time, like the t Lash

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<v Speaker 1>four A, the Commodore sixty four, and the Apple two.

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<v Speaker 1>Low quality controls and companies like Atari meant that there

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<v Speaker 1>was also a flood of substandard games that were rushed

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<v Speaker 1>to market in an effort to make a quick buck.

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<v Speaker 1>The consumer market couldn't sustain this pace, and by three

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<v Speaker 1>the whole thing was caving in on itself as consumers

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<v Speaker 1>got tired of feeling like they were being fleeced. Stores

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<v Speaker 1>were even beginning to refuse to carry games and systems

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<v Speaker 1>because of this bad impression. So this was not the

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<v Speaker 1>best time to debut a console, and yet Nintendo continued.

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<v Speaker 1>They persevered, and they introduced the Fama com which is

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<v Speaker 1>better known in the United States as the Nintendo Entertainment System.

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<v Speaker 1>In the US, the company paired this video game console

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<v Speaker 1>with a robot of questionable utility. This was actually a

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<v Speaker 1>ploy to get toy stores to carry the Nintendo, since

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<v Speaker 1>they were awfully shy about getting back into the home

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<v Speaker 1>video game market after that crash in ninety eight three.

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<v Speaker 1>But the plan worked and Nintendo earned itself a spot

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<v Speaker 1>in video game history, creating some of the most beloved

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<v Speaker 1>franchises in the video game world in the process. You

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<v Speaker 1>can listen to the first two episodes of the Nintendo

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<v Speaker 1>Story UH to hear the full account of what I

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<v Speaker 1>just summarized, plus obviously I go into a lot more detail. However,

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<v Speaker 1>we are going to skip ahead a bit. We're just

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<v Speaker 1>gonna acknowledge that Nintendo produced several consoles. There was the

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<v Speaker 1>Super Nintendo, the Nintendo sixty four, the GameCube, the Wei,

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<v Speaker 1>and the Weiu, not to mention numerous handheld game systems

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<v Speaker 1>since the days of the Nintendo Entertainment System. At the

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<v Speaker 1>time of my last recording, the most recent system on

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<v Speaker 1>the market was the Weiu, which, while innovative, had failed

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<v Speaker 1>to make a real impact on gamers. In fact, we

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<v Speaker 1>Use sales hit somewhere around thirteen and a half million

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<v Speaker 1>towards the end of twenty seventeen. That actually puts it

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<v Speaker 1>at the bottom of Nintendo's consoles in terms of sales.

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<v Speaker 1>Contrasted with the Wei, the predecessor to the We You,

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<v Speaker 1>and that was the best selling home console Nintendo ever produced.

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<v Speaker 1>The we sold more than one hundred one million units.

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<v Speaker 1>The only Nintendo device to out sell the we was

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<v Speaker 1>the handheld Nintendo d S, which sold an astonishing one

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<v Speaker 1>fifty four million units, putting it right behind the PlayStation

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<v Speaker 1>two for best selling video game system of all time.

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<v Speaker 1>It's hard to see that we You as anything other

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<v Speaker 1>than a commercial failure. One other thing I should mention

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<v Speaker 1>that I covered in the third episode of the Nintendo

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<v Speaker 1>Story was the passing of sartorro I Watta. He had

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<v Speaker 1>served as Nintendo's fourth president, the first one not of

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<v Speaker 1>the Amachi line from two thousand twelve to two thousand fifteen.

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<v Speaker 1>A Wata gets a lot of credit for Nintendo's focus

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<v Speaker 1>on creating accessible and innovative methods of playing games rather

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<v Speaker 1>than on raw computing power or graphics, so contrast that

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<v Speaker 1>with like the Xbox or the PlayStation consoles. His death

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<v Speaker 1>and from complications due to bile duct cancer shocked the

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<v Speaker 1>video game industry. And what a successor and the fifth

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<v Speaker 1>president of Nintendo is Tatsumi Kimishima. Kimishima worked at san

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<v Speaker 1>Hua Bank of Japan for more than two decades before

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<v Speaker 1>he transitioned his career in a big way because in

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<v Speaker 1>two thousand he was elected the Chief financial Officer of

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<v Speaker 1>the Pokemon Company. So he went from working in a

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<v Speaker 1>financial institution for twenty seven years to becoming the CFO

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<v Speaker 1>centered around cartoon characters that are forced to fight one

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<v Speaker 1>another for our entertainment. It's quite the leap. In two

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<v Speaker 1>thousand two, the first president of Nintendo of America, Minoru Arakawa,

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<v Speaker 1>he retired, so Hiroshi Yamauchi decided that Kimishima was the

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<v Speaker 1>ideal candidate to head that part of Nintendo's business, and

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<v Speaker 1>Kimishima began the second president of Nintendo of America. In

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<v Speaker 1>two thousand and six, he became the CEO of Nintendo

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<v Speaker 1>of America. Then he changed over to become the managing

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<v Speaker 1>director of Nintendo. When I Wada passed away suddenly in

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<v Speaker 1>two thousand fifteen, he was selected to become the company's

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<v Speaker 1>fifth president. It was Kimmishima who would introduced the next

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<v Speaker 1>Nintendo console to the world. When I recorded part three

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<v Speaker 1>of the series back in we knew there was a

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<v Speaker 1>new Nintendo console on the way, but we didn't really

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<v Speaker 1>have any details other than a code name. In March,

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<v Speaker 1>Nintendo called the new console the n X, that being

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<v Speaker 1>its code name, and earnings call in April sixteen revealed

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<v Speaker 1>that the company planned to have a worldwide rollout of

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<v Speaker 1>this new console by March of seventeen, but there was

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<v Speaker 1>still no mention of a name. This would hold true

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<v Speaker 1>all the way through E three. That's the big Video

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<v Speaker 1>Game trade show that takes place in Los Angeles, California

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<v Speaker 1>each year. Nintendo's booth included a section themed after the

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<v Speaker 1>upcoming legend of Zelda game, Breath of the Wild. Now,

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<v Speaker 1>while Breath of the Wild would become a flagship title,

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<v Speaker 1>a launch title for the Nintendo Switch, the new hardware

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<v Speaker 1>was nowhere to be found on the show floor, at

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<v Speaker 1>least not for the average attendee. Breath of the Wild

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<v Speaker 1>would also get a release on the previous generation of hardware,

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<v Speaker 1>that being the Wii You That was the version that

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<v Speaker 1>attendees got to try out while they were on the

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<v Speaker 1>show floor. This led some in the video game journalism

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<v Speaker 1>world to question Nintendo's strategy. You have a new console

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<v Speaker 1>on the way, so some analysts are saying, why are

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<v Speaker 1>you releasing a game that would be a killer title

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<v Speaker 1>for this new console on your older hardware, which presumably

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<v Speaker 1>would strain the capabilities of this older hardware to the

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<v Speaker 1>limit in order to create a comparable experience to the

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<v Speaker 1>one gamers would have on a brand new system. Now,

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<v Speaker 1>to be fair, Breath of the Wild started out as

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<v Speaker 1>a we U title that was the beginning of the project.

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<v Speaker 1>It was only when Nintendo was starting to develop the

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<v Speaker 1>Switch that they said, let's also develop a version of

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<v Speaker 1>this title for our next generation console. So it wasn't

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<v Speaker 1>like Nintendo set out from the beginning to create a

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<v Speaker 1>splintered experience, but there were a lot of theories that

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<v Speaker 1>were going on around that time. Some people said, well,

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<v Speaker 1>the we use sales numbers are so low that Nintendo's

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<v Speaker 1>just not worried about cannibalizing its own sales because there

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<v Speaker 1>aren't enough we U units out there for it to

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<v Speaker 1>make a huge impact. Other people said, well, maybe this

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<v Speaker 1>was an attempt to sell a few more we U

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<v Speaker 1>consoles before Nintendo stopped producing them entirely. Uh. Either way,

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<v Speaker 1>Breath of the Wild came out both for the we

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<v Speaker 1>U and the Nintendo Switch at the same time, that

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<v Speaker 1>being March of Seen. Effectively, it was the first Nintendo

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<v Speaker 1>game for the Switch and the final Nintendo game for

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<v Speaker 1>the we U. And by Nintendo game, I mean game

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<v Speaker 1>actually developed by the company Nintendo, not through a third

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<v Speaker 1>party that that then published on Nintendo. But I'll chat

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<v Speaker 1>more about Breath of the Wild when we get to Seen.

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<v Speaker 1>Back to E three now. Traditionally, companies take the opportunity

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<v Speaker 1>at E three to host enormous press events and announced

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<v Speaker 1>upcoming hardware and game titles. Nintendo has done this in

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<v Speaker 1>the past, but more recently Nintendo has started to distance

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<v Speaker 1>itself from the media circus that is Press day at

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<v Speaker 1>E three, opting instead to broadcast some live streamed announcements

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<v Speaker 1>over the Internet. This included a lengthy demo of Breath

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<v Speaker 1>of the Wild, in which the company showed off the

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<v Speaker 1>open world style of gameplay, as well as new elements

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<v Speaker 1>never before seen in Zelda games, and the company also

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<v Speaker 1>announced that a new mobile game was on the way

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<v Speaker 1>to Android and iOS phones that summer. That game would

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<v Speaker 1>be Pokemon Go. Now I've done a full episode about

0:13:58.200 --> 0:14:01.280
<v Speaker 1>Pokemon Go, but for those who somehow missed out on

0:14:01.360 --> 0:14:04.200
<v Speaker 1>this game, it encouraged players to venture out into the

0:14:04.200 --> 0:14:08.600
<v Speaker 1>real world to hunt virtual Pokemon monsters. You'd use poke

0:14:08.679 --> 0:14:11.600
<v Speaker 1>balls to attempt to capture these monsters and add them

0:14:11.640 --> 0:14:15.440
<v Speaker 1>to your Poka decks. I'm told these words make sense.

0:14:16.200 --> 0:14:19.480
<v Speaker 1>The game featured several other items and gameplay elements, many

0:14:19.480 --> 0:14:22.240
<v Speaker 1>of which were designed to encourage players to purchase virtual

0:14:22.320 --> 0:14:24.880
<v Speaker 1>tools that they could then use within the game, and

0:14:24.920 --> 0:14:28.080
<v Speaker 1>it linked real world areas of interest, such as public

0:14:28.160 --> 0:14:33.360
<v Speaker 1>art installations, with important in game sites like gyms, where

0:14:33.400 --> 0:14:36.360
<v Speaker 1>the three factions within the game could battle it out

0:14:36.400 --> 0:14:39.960
<v Speaker 1>over which team ran the facility. Pokemon Go would become

0:14:40.040 --> 0:14:43.800
<v Speaker 1>a big hit for about a month, encouraging people to

0:14:43.880 --> 0:14:46.760
<v Speaker 1>wander blindly around while flicking at their screens in an

0:14:46.760 --> 0:14:50.720
<v Speaker 1>effort to capture rare Pokemon critters. I remember being somewhat

0:14:50.760 --> 0:14:53.760
<v Speaker 1>irritated as I tried to walk to or from work

0:14:54.080 --> 0:14:56.320
<v Speaker 1>and having the maneuver around groups of people standing in

0:14:56.360 --> 0:14:58.400
<v Speaker 1>the middle of the sidewalk trying to catch yet another

0:14:58.520 --> 0:15:01.320
<v Speaker 1>Piggy or Boba sor or whatever the heck they were called.

0:15:01.640 --> 0:15:03.400
<v Speaker 1>But all right, this is where I have to admit

0:15:03.440 --> 0:15:06.400
<v Speaker 1>I also played it. I had I had the game too.

0:15:07.480 --> 0:15:10.520
<v Speaker 1>I was one of those jerks. The game still is

0:15:10.560 --> 0:15:12.400
<v Speaker 1>going to this day, and there are a lot of

0:15:12.400 --> 0:15:15.760
<v Speaker 1>people who still play it. Later generations of Pokemon monsters

0:15:15.800 --> 0:15:18.200
<v Speaker 1>have been added to the game over time. I think

0:15:18.200 --> 0:15:20.480
<v Speaker 1>the overall popularity of the game has been in a

0:15:20.560 --> 0:15:24.280
<v Speaker 1>slight decline, but it's left a hardcore group of enthusiasts

0:15:24.520 --> 0:15:28.080
<v Speaker 1>who continue to try and catch them all. Still, this

0:15:28.120 --> 0:15:30.640
<v Speaker 1>game brought a lot of attention to mobile gaming and

0:15:30.680 --> 0:15:34.200
<v Speaker 1>also to augmented reality. I think you could argue that

0:15:34.280 --> 0:15:37.480
<v Speaker 1>the augmented reality aspect of the game was pretty basic

0:15:37.600 --> 0:15:41.000
<v Speaker 1>in its implementation, but it's still required people to merge

0:15:41.200 --> 0:15:45.360
<v Speaker 1>real world experiences within game experiences, so I think it's

0:15:45.360 --> 0:15:48.600
<v Speaker 1>still counts. Breath of the Wild and Pokemon Go were

0:15:48.640 --> 0:15:51.360
<v Speaker 1>the two big announcements at E three, but the world

0:15:51.480 --> 0:15:54.080
<v Speaker 1>was still waiting to find out what the next Nintendo

0:15:54.200 --> 0:15:59.640
<v Speaker 1>console would be called, and Nintendo had another classic trick

0:16:00.040 --> 0:16:03.080
<v Speaker 1>but sleeve to reveal a little later that same summer.

0:16:03.520 --> 0:16:05.360
<v Speaker 1>I'll tell you more about that in just a second,

0:16:05.400 --> 0:16:08.480
<v Speaker 1>but first let's take a quick break to thank our sponsor.

0:16:15.680 --> 0:16:19.720
<v Speaker 1>In July, Nintendo announced it would offer up a limited

0:16:19.800 --> 0:16:24.280
<v Speaker 1>run of a special console, the nes Mini. It looked

0:16:24.280 --> 0:16:27.640
<v Speaker 1>like a manager version of the original Nintendo Entertainment System

0:16:27.680 --> 0:16:30.880
<v Speaker 1>here in America. In other markets that more closely resembled

0:16:30.880 --> 0:16:34.120
<v Speaker 1>the original colors and formed factor of the Famicom system.

0:16:34.160 --> 0:16:37.520
<v Speaker 1>The emulator had thirty games coded onto it and could

0:16:37.520 --> 0:16:40.720
<v Speaker 1>hold saves for those games, which already put it ahead

0:16:40.800 --> 0:16:44.120
<v Speaker 1>of the original system it was copying. The cost of

0:16:44.120 --> 0:16:47.920
<v Speaker 1>the nes Mini was sixty dollars here in America, making

0:16:47.920 --> 0:16:51.040
<v Speaker 1>it about two dollars a game, and those games included

0:16:51.080 --> 0:16:54.760
<v Speaker 1>a lot of classic bestsellers in Nintendo's history, such as

0:16:55.000 --> 0:16:59.479
<v Speaker 1>Super Mario Brothers, The Legend of Zelda, the fiendishly Difficult

0:16:59.600 --> 0:17:03.320
<v Speaker 1>Ghost in Goblins, Donkey Kong, which was the game that

0:17:03.400 --> 0:17:05.760
<v Speaker 1>really gave Nintendo its start in video games in the

0:17:05.800 --> 0:17:09.000
<v Speaker 1>first place, and punch Out, my personal favorite of the

0:17:09.040 --> 0:17:12.560
<v Speaker 1>games from that era. The console shipped with a single

0:17:12.680 --> 0:17:18.040
<v Speaker 1>in NES Classic controller with a notoriously short chord. People

0:17:18.240 --> 0:17:21.679
<v Speaker 1>really complained about how short that controller's chord was. It

0:17:21.720 --> 0:17:24.760
<v Speaker 1>was designed to copy the old rectangular controllers of the

0:17:24.800 --> 0:17:28.000
<v Speaker 1>original in E s. It's also compatible with the WE

0:17:28.320 --> 0:17:31.040
<v Speaker 1>Classic Controller Pro, so if you have one of those,

0:17:31.080 --> 0:17:34.600
<v Speaker 1>you could hook that up to the NES Classic Mini.

0:17:34.840 --> 0:17:38.480
<v Speaker 1>The announcement revealed that the consoles would become available in November.

0:17:40.040 --> 0:17:43.800
<v Speaker 1>A month before that, various retailers began to offer pre

0:17:43.960 --> 0:17:47.960
<v Speaker 1>sale reservations for the system. They sold out practically as

0:17:48.000 --> 0:17:51.680
<v Speaker 1>soon as they became available. The ne NES Classic Mini

0:17:51.760 --> 0:17:54.359
<v Speaker 1>became a sought after item. Now. I was able to

0:17:54.400 --> 0:17:57.000
<v Speaker 1>get one, but only because I happened to get a

0:17:57.040 --> 0:18:00.600
<v Speaker 1>message from the Amazon Treasure truck, which stopped here in

0:18:00.600 --> 0:18:04.560
<v Speaker 1>Atlanta with a few reserved systems at a regular retail price.

0:18:04.840 --> 0:18:07.320
<v Speaker 1>But other people were not so lucky and either had

0:18:07.359 --> 0:18:10.800
<v Speaker 1>to go without or cough up ridiculous amounts of money

0:18:10.880 --> 0:18:15.359
<v Speaker 1>on sites like eBay. Nintendo had only produced about two

0:18:15.400 --> 0:18:19.520
<v Speaker 1>point three million units. That sounds like a lot, but

0:18:19.560 --> 0:18:23.840
<v Speaker 1>it didn't come close to meeting demand. The original nes

0:18:23.840 --> 0:18:27.640
<v Speaker 1>sold more than sixty million units when it was still

0:18:27.680 --> 0:18:31.320
<v Speaker 1>in production. To make matters worse, the company announced on

0:18:31.800 --> 0:18:36.640
<v Speaker 1>well right around April seen that it had discontinued the

0:18:36.800 --> 0:18:41.879
<v Speaker 1>ne NES Classic, which made fans go bonkers because there

0:18:41.880 --> 0:18:43.960
<v Speaker 1>were so many who wanted to get one and didn't

0:18:44.000 --> 0:18:47.040
<v Speaker 1>have the chance. It also drove up the price for

0:18:47.080 --> 0:18:52.160
<v Speaker 1>the remaining units considerably on those resale sites like eBay. Later,

0:18:52.560 --> 0:18:55.640
<v Speaker 1>Nintendo would say that by mid eighteen it would begin

0:18:55.680 --> 0:18:59.399
<v Speaker 1>to produce more in NES Classic editions. This was likely

0:18:59.440 --> 0:19:02.040
<v Speaker 1>in response not just to the fans who felt left

0:19:02.040 --> 0:19:04.560
<v Speaker 1>out because they never had a chance to buy one

0:19:04.600 --> 0:19:08.119
<v Speaker 1>of them, but also to combat the rising market of

0:19:08.240 --> 0:19:12.320
<v Speaker 1>third party clones that were springing up. These cloned systems

0:19:12.359 --> 0:19:16.760
<v Speaker 1>often used emulators that were not optimized to run Nintendo games,

0:19:16.800 --> 0:19:20.760
<v Speaker 1>so they would create an unsatisfactory gaming experience for anyone

0:19:20.760 --> 0:19:23.719
<v Speaker 1>who bought them. As of the recording of this podcast,

0:19:24.000 --> 0:19:27.080
<v Speaker 1>Nintendo has yet to make more of these available, but

0:19:27.160 --> 0:19:29.840
<v Speaker 1>a visit to the product's website says they're coming in

0:19:29.880 --> 0:19:33.920
<v Speaker 1>the summer of One other thing that happened with the

0:19:34.000 --> 0:19:37.240
<v Speaker 1>NES Classic was that hackers learned how to access the

0:19:37.320 --> 0:19:41.120
<v Speaker 1>system's memory and add in new games. There have been

0:19:41.200 --> 0:19:44.199
<v Speaker 1>several hacks that allow a NES Classic Mini owners the

0:19:44.280 --> 0:19:49.360
<v Speaker 1>chance to add their consoles library and increase it dramatically,

0:19:49.400 --> 0:19:52.640
<v Speaker 1>including using titles that were not on the original in Nes.

0:19:53.400 --> 0:19:55.719
<v Speaker 1>This is the point in the podcast where I mentioned

0:19:55.800 --> 0:19:59.840
<v Speaker 1>that while you certainly can hack your in NES Classic

0:19:59.880 --> 0:20:03.040
<v Speaker 1>to do these things, there's always a risk involved with

0:20:03.080 --> 0:20:06.320
<v Speaker 1>such activities. If you break your system, you may find

0:20:06.560 --> 0:20:09.840
<v Speaker 1>that you've got a sixty dollar paper weight and very

0:20:09.840 --> 0:20:12.000
<v Speaker 1>little chance of turning it back into any sort of

0:20:12.080 --> 0:20:15.080
<v Speaker 1>useful piece of hardware. So just be careful and know

0:20:15.119 --> 0:20:18.840
<v Speaker 1>what you're getting into before you start messing about. In October,

0:20:19.960 --> 0:20:23.680
<v Speaker 1>Nintendo finally announced that the n X console would officially

0:20:23.960 --> 0:20:28.720
<v Speaker 1>bear the name Nintendo Switch. The Switch is a hybrid console,

0:20:29.080 --> 0:20:31.840
<v Speaker 1>meaning it can be both a docked console that uses

0:20:31.880 --> 0:20:34.960
<v Speaker 1>a television as the display, or you can undock it

0:20:35.080 --> 0:20:38.560
<v Speaker 1>and use the device as a handheld gaming system. The

0:20:38.600 --> 0:20:41.639
<v Speaker 1>handheld version of the console looks like a video screen

0:20:41.720 --> 0:20:46.160
<v Speaker 1>flanked by two detachable game controllers called joy Con controllers.

0:20:46.640 --> 0:20:50.960
<v Speaker 1>Each controller has a thumbstick and buttons. Nintendo announced that

0:20:51.000 --> 0:20:54.000
<v Speaker 1>the system would also support a more traditional game controller

0:20:54.320 --> 0:20:59.119
<v Speaker 1>similar to Xbox controllers, called a Nintendo Switch Pro controller.

0:20:59.640 --> 0:21:03.080
<v Speaker 1>While Sintendo didn't initially announced the tech specs for the switch,

0:21:03.520 --> 0:21:08.080
<v Speaker 1>those details did later become public. With the joy cons attached,

0:21:08.240 --> 0:21:13.119
<v Speaker 1>the switch measures four inches or ten centimeters tall, nine

0:21:13.160 --> 0:21:17.119
<v Speaker 1>point four inches wide, or about twenty four cimeters and

0:21:17.240 --> 0:21:20.639
<v Speaker 1>half an inch thick or one point to seven centimeters.

0:21:21.200 --> 0:21:24.639
<v Speaker 1>That doesn't take into consideration the height of the thumbstick, however,

0:21:24.720 --> 0:21:28.200
<v Speaker 1>so if you take those into account, the thickness increases

0:21:28.200 --> 0:21:31.600
<v Speaker 1>to one point one two inches or two point eight centimeters.

0:21:31.840 --> 0:21:35.640
<v Speaker 1>It weighs about point eighty eight pounds, so not even

0:21:35.640 --> 0:21:38.600
<v Speaker 1>a full pound. It's about point four kilograms with the

0:21:38.680 --> 0:21:42.600
<v Speaker 1>joy cons attached. The Nintendo Switch has an in Video

0:21:42.720 --> 0:21:45.720
<v Speaker 1>tegra X one s o C as the brains of

0:21:45.760 --> 0:21:49.639
<v Speaker 1>the machine. S o C stands for system on a chip.

0:21:50.240 --> 0:21:53.359
<v Speaker 1>This is an integration of several different pieces you would

0:21:53.359 --> 0:21:57.000
<v Speaker 1>find in your typical computer device, such as a central

0:21:57.040 --> 0:22:00.560
<v Speaker 1>processing unit more on that in a second, a graphics

0:22:00.600 --> 0:22:04.159
<v Speaker 1>processing unit, a memory controller, and some other components, but

0:22:04.200 --> 0:22:07.120
<v Speaker 1>they would all be put on a single chip. This

0:22:07.400 --> 0:22:10.760
<v Speaker 1>saves space and it's great for things like portable devices.

0:22:11.440 --> 0:22:15.440
<v Speaker 1>The CPU powering the Nintendo Switch is an arm cortex,

0:22:15.560 --> 0:22:19.560
<v Speaker 1>a fifty seven with four processing cores, meaning it's a

0:22:19.600 --> 0:22:22.840
<v Speaker 1>quad core processor. And just to remind you guys, that

0:22:22.880 --> 0:22:26.080
<v Speaker 1>means the CPU can break up certain types of computational

0:22:26.119 --> 0:22:30.320
<v Speaker 1>problems into smaller problems that each core can tackle individually.

0:22:30.760 --> 0:22:33.840
<v Speaker 1>Not all computational problems work this way, but many that

0:22:33.880 --> 0:22:37.360
<v Speaker 1>are related to video games fall into that category. One

0:22:37.440 --> 0:22:39.840
<v Speaker 1>day I'll have to do a full episode on ARM

0:22:39.960 --> 0:22:42.880
<v Speaker 1>processors and the company behind them, but as a quick

0:22:42.880 --> 0:22:46.000
<v Speaker 1>and dirty explanation, I'll simplify it to say that ARM

0:22:46.080 --> 0:22:49.920
<v Speaker 1>processors are typically less complex than the type you find

0:22:49.960 --> 0:22:53.399
<v Speaker 1>in desktop computers, such as those that use Intel's X

0:22:53.440 --> 0:22:57.360
<v Speaker 1>eight six architecture. They consume less power and they generate

0:22:57.440 --> 0:23:01.040
<v Speaker 1>less heat than those more complicated CP use, which makes

0:23:01.080 --> 0:23:05.120
<v Speaker 1>them ideal for mobile devices. The graphics processing unit has

0:23:05.160 --> 0:23:08.960
<v Speaker 1>two hundred fifty six cores. It's also KUDA enabled or

0:23:09.000 --> 0:23:11.879
<v Speaker 1>c U D A KUDA as an acronym that stands

0:23:11.880 --> 0:23:16.440
<v Speaker 1>for a Compute Unified Device Architecture, and it's an Application

0:23:16.560 --> 0:23:20.639
<v Speaker 1>Programming interface or a p I from Nvidia. The purpose

0:23:20.680 --> 0:23:23.879
<v Speaker 1>of KUDA is to give developers access to a hardware's

0:23:23.920 --> 0:23:28.639
<v Speaker 1>capabilities so that the software the developers design runs smoothly

0:23:28.880 --> 0:23:32.479
<v Speaker 1>on that hardware. When docked, the switches GPU runs at

0:23:32.480 --> 0:23:35.560
<v Speaker 1>a max clock speed of seven sixty eight mega hurts.

0:23:35.960 --> 0:23:39.119
<v Speaker 1>In handheld mode, it down shifts to three hundred seven

0:23:39.160 --> 0:23:42.080
<v Speaker 1>point to mega hurts. The switch is also home to

0:23:42.160 --> 0:23:45.959
<v Speaker 1>several sensors, such as an accelerometer and a brightness sensor

0:23:46.320 --> 0:23:49.159
<v Speaker 1>that allows not just for dynamic adjustments, but also the

0:23:49.200 --> 0:23:52.639
<v Speaker 1>potential for gameplay mechanics further on, so you might have

0:23:52.680 --> 0:23:55.399
<v Speaker 1>a game that relies on you turning the switch this

0:23:55.480 --> 0:23:58.959
<v Speaker 1>way or that in handheld mode, or going outside into

0:23:58.960 --> 0:24:02.720
<v Speaker 1>bright sunlight in some cases. The display on the handheld

0:24:02.760 --> 0:24:05.800
<v Speaker 1>switch device is six point two inches on the diagonal

0:24:05.960 --> 0:24:09.200
<v Speaker 1>and has a resolution of twelve eighty by seven twenty pixels.

0:24:09.480 --> 0:24:11.840
<v Speaker 1>It also has multi touch support for up to ten

0:24:11.920 --> 0:24:14.960
<v Speaker 1>points of contact. When you dock the switch, it sends

0:24:15.040 --> 0:24:18.400
<v Speaker 1>video out at ten a DP resolution and sixty frames

0:24:18.520 --> 0:24:21.600
<v Speaker 1>a second natively, though many games run at a frame

0:24:21.680 --> 0:24:24.600
<v Speaker 1>rate much lower than sixty. The system has a pair

0:24:24.640 --> 0:24:29.159
<v Speaker 1>of speakers and audio is in stereo. The battery for

0:24:29.240 --> 0:24:32.720
<v Speaker 1>the switch is a lithium ion rechargeable battery that, according

0:24:32.720 --> 0:24:35.119
<v Speaker 1>to Nintendo, will provide between two and a half and

0:24:35.200 --> 0:24:37.760
<v Speaker 1>six and a half hours of battery life, but that

0:24:37.880 --> 0:24:40.639
<v Speaker 1>depends upon the type of game you play, so some

0:24:40.720 --> 0:24:43.240
<v Speaker 1>of them push the system a little harder than others,

0:24:43.240 --> 0:24:46.480
<v Speaker 1>and so the battery life is shorter than others. The

0:24:46.520 --> 0:24:49.800
<v Speaker 1>harder you push the system, the more juice you're burning through,

0:24:50.280 --> 0:24:53.679
<v Speaker 1>So it takes about three hours to charge a switch

0:24:53.760 --> 0:24:56.920
<v Speaker 1>all the way back up to fully charged from fully drained.

0:24:57.320 --> 0:24:59.800
<v Speaker 1>The switch has thirty two gigabytes of storage space on

0:25:00.080 --> 0:25:03.560
<v Speaker 1>or the device, which is important because all save games

0:25:03.560 --> 0:25:07.359
<v Speaker 1>are stored on the hardware. That means if something happens

0:25:07.400 --> 0:25:10.680
<v Speaker 1>to your switch, you lose all of your saves. There's

0:25:10.720 --> 0:25:13.760
<v Speaker 1>no cloud saving feature to keep your progress in a game.

0:25:14.200 --> 0:25:17.479
<v Speaker 1>If your switch is lost, stolen, or damaged, you pretty

0:25:17.560 --> 0:25:22.040
<v Speaker 1>much lose everything. Now, some of that storage space is

0:25:22.080 --> 0:25:25.119
<v Speaker 1>not available to the user because the system reserves it

0:25:25.200 --> 0:25:29.159
<v Speaker 1>for system critical operations. You can purchase memory cards in

0:25:29.240 --> 0:25:32.280
<v Speaker 1>the micro S d h C or micro S d

0:25:32.720 --> 0:25:35.600
<v Speaker 1>x C formats, with each card holding up to two

0:25:35.680 --> 0:25:39.040
<v Speaker 1>terabytes of additional storage if you've got the cash for

0:25:39.119 --> 0:25:42.359
<v Speaker 1>that sort of thing. The Nintendo Switch can connect to

0:25:42.359 --> 0:25:45.960
<v Speaker 1>the Internet via WiFi or a local area network or

0:25:46.080 --> 0:25:49.879
<v Speaker 1>land adapter. It also has Bluetooth four point one and

0:25:49.960 --> 0:25:53.400
<v Speaker 1>yet no support for Bluetooth headphones, much to the consternation

0:25:53.440 --> 0:25:56.880
<v Speaker 1>of some gamers I follow online, such as Ashley Jenkins,

0:25:56.880 --> 0:26:01.000
<v Speaker 1>who has spoken extensively about the switch. This is essentially

0:26:01.119 --> 0:26:03.560
<v Speaker 1>a plug for miss jenkins work on her series The

0:26:03.640 --> 0:26:06.320
<v Speaker 1>No and just in the interest of full disclosure, I

0:26:06.320 --> 0:26:08.320
<v Speaker 1>don't think she has any idea who I am, so

0:26:08.400 --> 0:26:10.440
<v Speaker 1>this is just me as a fan of her work.

0:26:10.560 --> 0:26:13.960
<v Speaker 1>She does good coverage of stuff like this. The switch

0:26:14.080 --> 0:26:16.480
<v Speaker 1>does have a three and a half millimeter headphone jack,

0:26:16.800 --> 0:26:19.280
<v Speaker 1>but it's located in a spot that some gamers just

0:26:19.359 --> 0:26:22.440
<v Speaker 1>feels awkward. Plus a lot of people just don't want

0:26:22.440 --> 0:26:26.080
<v Speaker 1>to have chords and cables anymore. They prefer this bluetooth

0:26:26.119 --> 0:26:31.560
<v Speaker 1>wireless approach. Switch owners can access multiplayer through online services

0:26:31.600 --> 0:26:35.359
<v Speaker 1>that will eventually be locked behind a subscription service similar

0:26:35.359 --> 0:26:38.160
<v Speaker 1>to Xbox Live, but that has not been launched yet.

0:26:38.280 --> 0:26:41.240
<v Speaker 1>There's a sort of a free preview version of what

0:26:41.400 --> 0:26:46.359
<v Speaker 1>is available, but the paid subscription approach hasn't gone into

0:26:46.359 --> 0:26:50.320
<v Speaker 1>effect It's supposed to before the end of Gamers can

0:26:50.359 --> 0:26:53.719
<v Speaker 1>also purchase games online and download them to the switch,

0:26:54.080 --> 0:26:56.440
<v Speaker 1>though the limited storage space presents a bit of a

0:26:56.560 --> 0:26:59.840
<v Speaker 1>challenge in that regard, because while thirty two gigabytes sounds

0:26:59.880 --> 0:27:02.840
<v Speaker 1>like a lot, video games these days can easily dwarf

0:27:02.960 --> 0:27:06.200
<v Speaker 1>that amount of storage space. Games for the Nintendo Switch

0:27:06.320 --> 0:27:10.600
<v Speaker 1>are on game cards, which are essentially cartridges. These small

0:27:10.640 --> 0:27:16.199
<v Speaker 1>cartridges have a special coding called dina tonium benzoit. This

0:27:16.320 --> 0:27:20.960
<v Speaker 1>stuff doesn't help the performance of the cards in any way. Instead,

0:27:21.480 --> 0:27:24.000
<v Speaker 1>it's meant to act as a deterrent for would be

0:27:24.160 --> 0:27:29.760
<v Speaker 1>cartridge choppers. See, Nintendo was worried that some young enthusiasts

0:27:29.880 --> 0:27:32.359
<v Speaker 1>might want to pop one of these cards into his

0:27:32.520 --> 0:27:35.920
<v Speaker 1>or her hungry little mouth, so they use this coding

0:27:36.000 --> 0:27:39.320
<v Speaker 1>to give the cartridges a bitter taste. In fact, this

0:27:39.440 --> 0:27:42.960
<v Speaker 1>chemical has a reputation for being the most bitter chemical

0:27:43.080 --> 0:27:47.600
<v Speaker 1>compound produced. It's an additive used in many toxic compounds

0:27:47.600 --> 0:27:50.720
<v Speaker 1>in an effort to dissuade people from ingesting them. So

0:27:50.920 --> 0:27:54.159
<v Speaker 1>you'll find this stuff and cleaners and automotive supplies and

0:27:54.160 --> 0:27:58.200
<v Speaker 1>things like that. However, the chemical itself is non toxic.

0:27:58.240 --> 0:28:01.960
<v Speaker 1>It just gets added to toxic stuff because it tastes

0:28:02.040 --> 0:28:05.720
<v Speaker 1>really awful and it makes people rethink their decisions. Also,

0:28:05.800 --> 0:28:08.640
<v Speaker 1>it was apparently discovered accidentally when a bunch of chemists

0:28:08.640 --> 0:28:11.600
<v Speaker 1>were working on creating a dental and aesthetic. So you

0:28:11.680 --> 0:28:13.320
<v Speaker 1>gotta wonder what it was like the day they found

0:28:13.359 --> 0:28:16.240
<v Speaker 1>out how bitter that stuff was. Anyway, let's get back

0:28:16.280 --> 0:28:21.320
<v Speaker 1>to the Switch. The announcement got folks excited, but the

0:28:21.359 --> 0:28:24.720
<v Speaker 1>actual launch of the console was half a year away.

0:28:24.960 --> 0:28:27.040
<v Speaker 1>We learned about the name and some of the specs

0:28:27.040 --> 0:28:29.080
<v Speaker 1>by the end of twenty sixteen, but it wouldn't be

0:28:29.160 --> 0:28:32.560
<v Speaker 1>until the spring of when the Switch made its debut.

0:28:32.680 --> 0:28:35.600
<v Speaker 1>And when it did, a few media outlets picked up

0:28:35.640 --> 0:28:40.440
<v Speaker 1>on something unusual first. Like a lot of Nintendo launches,

0:28:40.720 --> 0:28:43.320
<v Speaker 1>the Switch was in very high demand right out of

0:28:43.360 --> 0:28:48.080
<v Speaker 1>the gate. Demand in some markets greatly exceeded supply, which

0:28:48.120 --> 0:28:50.760
<v Speaker 1>resulted in long waits for fans as they checked their

0:28:50.800 --> 0:28:56.800
<v Speaker 1>local stores and online retailers for updated inventories. By April seventeen,

0:28:56.960 --> 0:29:00.320
<v Speaker 1>a month after the system went on sale, and initial

0:29:00.360 --> 0:29:04.160
<v Speaker 1>figure said that nine hundred six thousand Nintendo Switch units

0:29:04.240 --> 0:29:07.160
<v Speaker 1>had been sold, so just under a million. But here's

0:29:07.200 --> 0:29:10.400
<v Speaker 1>the weird part. Those figures also said that nine hundred

0:29:10.440 --> 0:29:14.560
<v Speaker 1>twenty six thousand copies of Zelda Breath of the Wild

0:29:14.680 --> 0:29:18.960
<v Speaker 1>had also been sold. In other words, twenty thousand more

0:29:19.040 --> 0:29:23.080
<v Speaker 1>copies of the game were sold than actual Nintendo switches.

0:29:23.760 --> 0:29:26.080
<v Speaker 1>But you say, wait a minute, Breath of the Wild

0:29:26.120 --> 0:29:28.400
<v Speaker 1>was available not just for the Switch but also the

0:29:28.440 --> 0:29:33.640
<v Speaker 1>Wei U, So surely that nine six thousand number includes both, right,

0:29:33.720 --> 0:29:37.120
<v Speaker 1>that explains the discrepancy. But no, it doesn't, because the

0:29:37.200 --> 0:29:41.360
<v Speaker 1>nine six thousand figure was just for copies of the

0:29:41.400 --> 0:29:44.720
<v Speaker 1>Switch version of Breath of the Wild. The WU version

0:29:45.120 --> 0:29:48.560
<v Speaker 1>sold about four hundred sixty thousand units in that same

0:29:48.600 --> 0:29:51.240
<v Speaker 1>time frame. So what we're left with is a story

0:29:51.280 --> 0:29:55.719
<v Speaker 1>about how a game for a system actually out sold

0:29:55.920 --> 0:29:59.200
<v Speaker 1>the system itself. So what gives? Forbes ran a story

0:29:59.200 --> 0:30:01.880
<v Speaker 1>on this in April when he's seventeen, and the writer

0:30:02.040 --> 0:30:06.600
<v Speaker 1>offered up a few hypotheses to potentially explain this discrepancy.

0:30:06.760 --> 0:30:10.240
<v Speaker 1>One possible explanation was double dippers. There could be some

0:30:10.360 --> 0:30:13.320
<v Speaker 1>enthusiastic gamers who had bought two copies of the game,

0:30:13.480 --> 0:30:16.840
<v Speaker 1>one basic version that they were just going to play,

0:30:16.880 --> 0:30:19.640
<v Speaker 1>and one a collector's version that they wanted to keep.

0:30:20.200 --> 0:30:23.200
<v Speaker 1>That's possible. Maybe some of them just never planned to

0:30:23.280 --> 0:30:25.680
<v Speaker 1>play it at all. They just wanted to buy the

0:30:25.800 --> 0:30:27.959
<v Speaker 1>Zelda game because they love Zelda so much. And it

0:30:28.000 --> 0:30:30.640
<v Speaker 1>was more or less a collectible, though an expensive one.

0:30:31.720 --> 0:30:34.680
<v Speaker 1>Maybe some people thought I'll buy this now and then

0:30:34.720 --> 0:30:37.200
<v Speaker 1>I'm gonna mark it up and sell it online for

0:30:37.240 --> 0:30:39.640
<v Speaker 1>people who can't find a copy in their local stores.

0:30:39.720 --> 0:30:42.880
<v Speaker 1>That's another possibility. Or it could be that they were

0:30:42.920 --> 0:30:46.480
<v Speaker 1>buying the game because they wanted to have a game

0:30:46.880 --> 0:30:49.080
<v Speaker 1>as soon as they got a switch, but the switch

0:30:49.120 --> 0:30:52.239
<v Speaker 1>itself wasn't yet available in their market. Maybe it had

0:30:52.240 --> 0:30:54.840
<v Speaker 1>already sold out and they were waiting for new shipments,

0:30:54.840 --> 0:30:57.440
<v Speaker 1>but meanwhile Zelda was available, and they thought, well, I

0:30:57.480 --> 0:30:59.360
<v Speaker 1>can go ahead and buy the game now, and that way,

0:30:59.400 --> 0:31:02.040
<v Speaker 1>when the Soul gets here, I'll have something to play

0:31:02.040 --> 0:31:05.840
<v Speaker 1>on it right away. That's also a possibility. Whatever the reason,

0:31:06.200 --> 0:31:09.880
<v Speaker 1>it meant that Breath of the Wild enjoyed a attach

0:31:10.080 --> 0:31:14.160
<v Speaker 1>rate that that means that there was a copy of

0:31:14.200 --> 0:31:18.960
<v Speaker 1>the game sold for every single system sold in that time. Technically,

0:31:19.200 --> 0:31:21.920
<v Speaker 1>you could actually say that it had a one percent

0:31:22.080 --> 0:31:25.719
<v Speaker 1>attach rate, because, like I said, they sold more copies

0:31:25.720 --> 0:31:28.760
<v Speaker 1>of the game than they sold of the console, as

0:31:28.760 --> 0:31:32.440
<v Speaker 1>the comparison that we use. Most celebrated title was New

0:31:32.640 --> 0:31:36.480
<v Speaker 1>Super Mario Brothers. You so New Super Mario Brothers, You

0:31:36.720 --> 0:31:40.240
<v Speaker 1>biggest title on the WU and had a sixtent attach

0:31:40.400 --> 0:31:43.640
<v Speaker 1>rate both the system and Breath of the Wild. We're

0:31:43.680 --> 0:31:46.040
<v Speaker 1>doing well right out of the gate. Breath of the

0:31:46.040 --> 0:31:48.959
<v Speaker 1>Wild continues to do well to this day. They passed

0:31:48.960 --> 0:31:53.160
<v Speaker 1>the six point seven million mark in Januar on the Switch,

0:31:53.240 --> 0:31:56.240
<v Speaker 1>and they had another million in sales on the WEIU,

0:31:56.720 --> 0:31:59.520
<v Speaker 1>which put Breath of the Wild just behind Legend of

0:31:59.600 --> 0:32:02.960
<v Speaker 1>Zelda Twilight Princess for the most popular Zelda title of

0:32:03.000 --> 0:32:06.720
<v Speaker 1>all time. By that time, the Nintendo Switch had gained

0:32:06.720 --> 0:32:11.600
<v Speaker 1>this distinction of becoming the fastest selling console in US history,

0:32:11.640 --> 0:32:15.160
<v Speaker 1>at least according to Nintendo. One game that did surpass

0:32:15.280 --> 0:32:17.760
<v Speaker 1>Breath of the Wild in attach rates by the end

0:32:17.800 --> 0:32:22.640
<v Speaker 1>of seventeen, at least in the US, was Super Mario Odyssey,

0:32:22.680 --> 0:32:27.600
<v Speaker 1>a three D platform starring Nintendo's beloved mascot Mario Mario

0:32:27.760 --> 0:32:29.920
<v Speaker 1>because we learned his last name is Mario and the

0:32:30.040 --> 0:32:33.320
<v Speaker 1>presumably his first name is Mario, so there you go.

0:32:33.800 --> 0:32:38.000
<v Speaker 1>Super Mario Odyssey didn't come out until October two thousand, seventeen,

0:32:38.120 --> 0:32:41.840
<v Speaker 1>but it has sold more than nine million copies, so

0:32:41.920 --> 0:32:45.200
<v Speaker 1>it rocketed to first place for all Nintendo Switch titles.

0:32:45.560 --> 0:32:48.920
<v Speaker 1>Other launch titles for the Nintendo Switch included a couple

0:32:48.960 --> 0:32:51.880
<v Speaker 1>of Shovel Night Games. Those are a series of comedic,

0:32:51.960 --> 0:32:57.840
<v Speaker 1>medieval themed side scrolling adventure games. Ubisoft's Just Dance seventeen

0:32:57.960 --> 0:33:02.400
<v Speaker 1>was another launch title. Super ammerman Are from Activision was

0:33:02.440 --> 0:33:06.400
<v Speaker 1>another one, also a game called One to Switch from Nintendo.

0:33:06.760 --> 0:33:09.600
<v Speaker 1>That last one is a party game that pits players

0:33:09.640 --> 0:33:11.840
<v Speaker 1>against each other in a series of mini games, some

0:33:11.880 --> 0:33:14.920
<v Speaker 1>of which are truly bizarre. Now I've got more to

0:33:14.960 --> 0:33:17.840
<v Speaker 1>say about Nintendo and what's been going on over the

0:33:17.920 --> 0:33:20.600
<v Speaker 1>last few months, but before I get into this last section,

0:33:20.720 --> 0:33:30.520
<v Speaker 1>let's take another quick break to thank our sponsor. One

0:33:30.560 --> 0:33:33.960
<v Speaker 1>thing that happened not long after the switch announcement was

0:33:34.000 --> 0:33:38.880
<v Speaker 1>the release of the mobile game Super Mario Run on iOS.

0:33:39.280 --> 0:33:43.400
<v Speaker 1>A version for Android would launch in March. The game

0:33:43.600 --> 0:33:47.120
<v Speaker 1>is a side scroller in which a little Mario runs

0:33:47.160 --> 0:33:50.560
<v Speaker 1>across the screen. Players control when Mario jumps, and they

0:33:50.600 --> 0:33:53.600
<v Speaker 1>collect coins and avoid obstacles and enemies along the way.

0:33:53.760 --> 0:33:55.520
<v Speaker 1>The goal is to get through a level and as

0:33:55.600 --> 0:33:58.720
<v Speaker 1>little time as possible. There are other elements to the game,

0:33:58.760 --> 0:34:00.959
<v Speaker 1>but that's the basic idea. This was a big move

0:34:01.040 --> 0:34:04.360
<v Speaker 1>for Nintendo, which for years had avoided making its ip

0:34:04.480 --> 0:34:07.360
<v Speaker 1>available on any hardware that was not produced by the

0:34:07.360 --> 0:34:10.600
<v Speaker 1>company itself. Ever since, it got into making its own consoles,

0:34:10.600 --> 0:34:13.440
<v Speaker 1>and it kind of stuck to that philosophy. The game

0:34:13.480 --> 0:34:17.120
<v Speaker 1>has received a mixed reaction from critics and fans. Some

0:34:17.200 --> 0:34:20.319
<v Speaker 1>people were critical of the game's price tag, which was

0:34:20.400 --> 0:34:23.160
<v Speaker 1>ten dollars that's considered to be pretty high for some

0:34:23.239 --> 0:34:26.399
<v Speaker 1>mobile games, and there was a lot of criticism as

0:34:26.400 --> 0:34:30.200
<v Speaker 1>well that the game requires a persistent Internet connection in

0:34:30.320 --> 0:34:33.360
<v Speaker 1>order to work. The internet connection makes it tricky to

0:34:33.400 --> 0:34:35.800
<v Speaker 1>play the game in places where many people feel it

0:34:35.800 --> 0:34:39.040
<v Speaker 1>would actually work best, like on a plane. Still, the

0:34:39.120 --> 0:34:42.960
<v Speaker 1>game's sales helped boost Nintendo's financials in a positive way

0:34:43.480 --> 0:34:47.880
<v Speaker 1>last year. In that was a huge year for Nintendo.

0:34:48.200 --> 0:34:50.600
<v Speaker 1>It was enjoying success with the launch of the Switch,

0:34:51.160 --> 0:34:54.040
<v Speaker 1>it was having to dance around supply issues with the

0:34:54.120 --> 0:34:57.440
<v Speaker 1>NES Classic Mini, which was way more popular than the

0:34:57.440 --> 0:35:01.360
<v Speaker 1>company appeared to have anticipated, and then June seventeen, the

0:35:01.400 --> 0:35:05.799
<v Speaker 1>company made another announcement it was making another classic system emulator.

0:35:06.280 --> 0:35:10.440
<v Speaker 1>This time it was the Super Nintendo Entertainment System. Like

0:35:10.560 --> 0:35:13.600
<v Speaker 1>the NES Classic Mini, this system looks like a manta

0:35:13.719 --> 0:35:17.200
<v Speaker 1>version of the original console, and depending on what market

0:35:17.320 --> 0:35:20.520
<v Speaker 1>you live in it would look like the original S

0:35:20.560 --> 0:35:23.919
<v Speaker 1>and E S for that market. The Supernintendo first became

0:35:23.960 --> 0:35:26.960
<v Speaker 1>available in nine here in the US, although it had

0:35:27.000 --> 0:35:29.759
<v Speaker 1>already shown up a little bit earlier in Japan back

0:35:29.800 --> 0:35:33.400
<v Speaker 1>in n While the NES was an eight bit video

0:35:33.440 --> 0:35:36.080
<v Speaker 1>game system, the S and E S up the ANTI

0:35:36.239 --> 0:35:39.360
<v Speaker 1>with a sixteen bit approach. The S and E S

0:35:39.440 --> 0:35:42.880
<v Speaker 1>Classic attempts to cash in on the nostalgia players have

0:35:43.200 --> 0:35:46.880
<v Speaker 1>for that beloved system. Like the NES Classic, it has

0:35:46.920 --> 0:35:50.160
<v Speaker 1>a selection of games that are saved to the system itself.

0:35:50.400 --> 0:35:53.520
<v Speaker 1>In the United States, those titles included things like Contra three,

0:35:53.960 --> 0:35:57.320
<v Speaker 1>Donkey Kong Country, Final, Fantasy Three, The Legend of Zelda,

0:35:57.400 --> 0:36:01.200
<v Speaker 1>A Link to the Past, Street Fighter to Herbo, Hyper Fighting,

0:36:01.760 --> 0:36:06.080
<v Speaker 1>Super Metroid, and Super Mario World, among others. Other regions

0:36:06.120 --> 0:36:09.640
<v Speaker 1>had a slightly different lineup of games. Nintendo made a

0:36:09.680 --> 0:36:13.200
<v Speaker 1>promise that the company would do better with this S

0:36:13.280 --> 0:36:17.320
<v Speaker 1>and E S Classic than it had with the NES Classic.

0:36:17.880 --> 0:36:20.879
<v Speaker 1>It produced more units of the Manager console. Even so,

0:36:21.360 --> 0:36:23.960
<v Speaker 1>the demand for the S and E S Classic was

0:36:24.040 --> 0:36:27.000
<v Speaker 1>crazy high, and finding one became a big challenge for

0:36:27.080 --> 0:36:30.880
<v Speaker 1>many people. Nintendo had originally intended to only offer up

0:36:30.920 --> 0:36:34.000
<v Speaker 1>a limited run of this console, but after having seen

0:36:34.040 --> 0:36:36.759
<v Speaker 1>what happened with the NES Classic, the company committed to

0:36:36.800 --> 0:36:40.440
<v Speaker 1>producing more units throughout two thousand eighteen. This was around

0:36:40.440 --> 0:36:43.640
<v Speaker 1>the same time the Nintendo also committed to producing more

0:36:43.719 --> 0:36:48.359
<v Speaker 1>NE NES Classics. Reporters discovered that the two systems, the

0:36:48.520 --> 0:36:51.680
<v Speaker 1>S and E S and the NES Classics were running

0:36:51.680 --> 0:36:55.280
<v Speaker 1>on exactly the same hardware, which means you could, in theory,

0:36:55.800 --> 0:36:58.879
<v Speaker 1>by one and hack it to run games meant for

0:36:59.040 --> 0:37:02.280
<v Speaker 1>the other. But again I advise against doing that unless

0:37:02.320 --> 0:37:04.879
<v Speaker 1>you are confident you know what you're doing and you're

0:37:04.920 --> 0:37:07.680
<v Speaker 1>cool with accepting the risk that a mistake could turn

0:37:07.760 --> 0:37:11.839
<v Speaker 1>your classic console emulator into a nostalgic piece of otherwise

0:37:11.880 --> 0:37:18.760
<v Speaker 1>inert plastic. In early Nintendo announced a product called Labo.

0:37:19.000 --> 0:37:21.880
<v Speaker 1>Labo is a line of kits that are meant to

0:37:22.040 --> 0:37:26.680
<v Speaker 1>encourage STEM learning, that's science, technology, engineering, and math by

0:37:26.680 --> 0:37:30.160
<v Speaker 1>giving kids a chance to build various devices out of

0:37:30.680 --> 0:37:35.440
<v Speaker 1>pieces of cardboard pre cut pieces of cardboard, and it

0:37:35.600 --> 0:37:39.120
<v Speaker 1>uses the Nintendo Switch as the brains and sensors and

0:37:39.200 --> 0:37:42.800
<v Speaker 1>even the motors for some of these gadgets. Nintendo calls

0:37:42.840 --> 0:37:45.920
<v Speaker 1>these gadgets toy cons. Some of them allow you to

0:37:45.960 --> 0:37:48.480
<v Speaker 1>make a new controller system for the switch, such as

0:37:48.520 --> 0:37:51.680
<v Speaker 1>a cardboard set of handlebars for like a motorcycle game.

0:37:52.280 --> 0:37:55.719
<v Speaker 1>Others let you make music. There's a cardboard piano which

0:37:55.719 --> 0:37:58.560
<v Speaker 1>relies on the infrared sensor on the right joy con

0:37:59.280 --> 0:38:02.320
<v Speaker 1>that dete which key is being pressed at any given time.

0:38:02.719 --> 0:38:06.600
<v Speaker 1>There's even a fully fledged robot suit kit, which lets

0:38:06.600 --> 0:38:09.720
<v Speaker 1>you control a virtual robot character while you wear special

0:38:09.760 --> 0:38:13.160
<v Speaker 1>cuffs on your wrists and ankles, and you use that

0:38:13.239 --> 0:38:16.800
<v Speaker 1>to move this virtual robot around like a digital puppet.

0:38:17.239 --> 0:38:19.840
<v Speaker 1>As of the recording of this podcast, the Labo products

0:38:19.920 --> 0:38:23.160
<v Speaker 1>have not yet officially hit store shelves. That will happen

0:38:23.200 --> 0:38:28.000
<v Speaker 1>on April eighteen. They're pretty expensive. The Variety kit will

0:38:28.000 --> 0:38:31.000
<v Speaker 1>set you back about seventy dollars, while the Robot Kit

0:38:31.080 --> 0:38:34.600
<v Speaker 1>costs a whopping eighty dollars. Now, keep in mind these

0:38:34.680 --> 0:38:38.360
<v Speaker 1>kits are largely cardboard, so some people have criticized this,

0:38:38.480 --> 0:38:42.080
<v Speaker 1>saying Nintendo is charging exorbitant amounts of money for what

0:38:42.200 --> 0:38:45.480
<v Speaker 1>amounts to a cardboard kit. Other people are saying, well,

0:38:46.120 --> 0:38:48.560
<v Speaker 1>you could argue that, but this is also a valuable

0:38:48.560 --> 0:38:50.959
<v Speaker 1>teaching tool for people who want to learn more about

0:38:51.000 --> 0:38:54.399
<v Speaker 1>engineering robotics. That kind of thing and it could lead

0:38:54.440 --> 0:38:57.279
<v Speaker 1>to all sorts of really cool applications. So there are

0:38:57.280 --> 0:38:59.239
<v Speaker 1>people on both sides of the fence on this. But

0:38:59.360 --> 0:39:01.920
<v Speaker 1>that's about it for this update. I could add that

0:39:01.960 --> 0:39:06.360
<v Speaker 1>the Nintendo Switch has featured games made famous on other platforms,

0:39:06.400 --> 0:39:10.880
<v Speaker 1>such as Elder Scrolls five, Skyrim, or the upcoming release

0:39:10.920 --> 0:39:14.319
<v Speaker 1>of Wolfenstein too for the Switch. These games have a

0:39:14.400 --> 0:39:17.400
<v Speaker 1>much more mature tone than what you would typically find

0:39:17.440 --> 0:39:20.480
<v Speaker 1>on Nintendo, but there have been other titles on other

0:39:20.560 --> 0:39:23.920
<v Speaker 1>Nintendo consoles that dealt with dark subject matter in the past,

0:39:23.920 --> 0:39:26.080
<v Speaker 1>so it's not like this is brand new. It's just

0:39:26.200 --> 0:39:33.000
<v Speaker 1>a very, um, let's say, visceral example of that trend.

0:39:33.440 --> 0:39:35.719
<v Speaker 1>And with E three coming up as the recording of

0:39:35.719 --> 0:39:38.640
<v Speaker 1>this podcast, I'm sure there will likely be other announcements

0:39:38.680 --> 0:39:42.799
<v Speaker 1>that will necessitate an update to the series again. You know,

0:39:43.640 --> 0:39:47.480
<v Speaker 1>in a couple of years. Nintendo continues to be an

0:39:47.480 --> 0:39:51.680
<v Speaker 1>important player in the video game industry, and they continue

0:39:52.160 --> 0:39:56.080
<v Speaker 1>to cater to a different kind of audience than the

0:39:56.120 --> 0:39:59.680
<v Speaker 1>audiences that Sony and Microsoft are going after with the

0:40:00.040 --> 0:40:04.160
<v Speaker 1>A Station and Xbox platforms, respectively. That doesn't mean that

0:40:04.320 --> 0:40:08.040
<v Speaker 1>a gamer can't enjoy one or more of those systems.

0:40:08.080 --> 0:40:10.279
<v Speaker 1>They might have all of them, but what it does

0:40:10.360 --> 0:40:13.719
<v Speaker 1>mean is Nintendo does not want to play by the

0:40:13.800 --> 0:40:17.520
<v Speaker 1>rules that Microsoft and Sony are setting, where they're really

0:40:17.560 --> 0:40:22.919
<v Speaker 1>focusing on the technical capabilities of their respective systems and

0:40:22.960 --> 0:40:25.920
<v Speaker 1>how many pixels they can show, whether they can go

0:40:25.960 --> 0:40:30.840
<v Speaker 1>into four K or eight K resolution, uh, how realistic

0:40:30.880 --> 0:40:34.279
<v Speaker 1>the animations are. All of that is stuff that Microsoft

0:40:34.280 --> 0:40:37.560
<v Speaker 1>and Sony have really been concentrating on, while Nintendo says,

0:40:37.600 --> 0:40:39.760
<v Speaker 1>you know what, We're gonna leave that to you because

0:40:39.800 --> 0:40:42.800
<v Speaker 1>that game changes all the time. And if you bank

0:40:43.080 --> 0:40:46.680
<v Speaker 1>on making your console the state of the art in

0:40:46.800 --> 0:40:51.680
<v Speaker 1>graphics and sound of today, next year, you're already behind

0:40:51.719 --> 0:40:55.160
<v Speaker 1>again because those continue to get better and better, but

0:40:55.239 --> 0:40:58.480
<v Speaker 1>your console is going to remain the same. If instead

0:40:58.520 --> 0:41:01.440
<v Speaker 1>of that, you try and come up with innovative ways

0:41:01.480 --> 0:41:07.360
<v Speaker 1>to play games, whether it's creating more group based games

0:41:07.400 --> 0:41:09.359
<v Speaker 1>so that you get lots of people over at your

0:41:09.360 --> 0:41:13.920
<v Speaker 1>house to experience something together, or different control schemes so

0:41:13.960 --> 0:41:16.800
<v Speaker 1>that you control your game in a completely different way,

0:41:17.640 --> 0:41:21.160
<v Speaker 1>it means that you've differentiated your console from these other

0:41:21.160 --> 0:41:25.160
<v Speaker 1>two powerhouses, and it's worked more or less for Nintendo

0:41:25.280 --> 0:41:27.960
<v Speaker 1>over the past few generations. It worked great for the

0:41:28.040 --> 0:41:30.960
<v Speaker 1>we did not work so great for the WEIU, and

0:41:31.000 --> 0:41:33.360
<v Speaker 1>it seems to be working great for the Switch, which,

0:41:34.040 --> 0:41:39.040
<v Speaker 1>if it stays on its current trajectory, stands to become

0:41:39.080 --> 0:41:42.480
<v Speaker 1>one of the best selling game consoles of all time,

0:41:43.160 --> 0:41:47.560
<v Speaker 1>assuming that can sustain that level of growth. In the meantime,

0:41:48.080 --> 0:41:50.759
<v Speaker 1>I look forward to seeing what else Nintendo comes out

0:41:50.960 --> 0:41:54.160
<v Speaker 1>with over the next few months. I do not currently

0:41:54.200 --> 0:41:58.600
<v Speaker 1>own an Nintendo Switch. The last Nintendo console I purchased

0:41:58.719 --> 0:42:02.160
<v Speaker 1>was the first Nintendo we But I've seen enough of

0:42:02.200 --> 0:42:06.440
<v Speaker 1>the Switch to make me curious and perhaps I might

0:42:06.480 --> 0:42:09.440
<v Speaker 1>even explore purchasing one. I definitely want to play with one.

0:42:09.480 --> 0:42:11.399
<v Speaker 1>I haven't even really had the chance to do that,

0:42:11.440 --> 0:42:14.640
<v Speaker 1>but then I don't get out much. I hope to

0:42:14.680 --> 0:42:17.480
<v Speaker 1>get a chance to play with one and maybe purchase

0:42:17.560 --> 0:42:20.560
<v Speaker 1>one for myself at some point if I really like it.

0:42:20.760 --> 0:42:22.920
<v Speaker 1>What I really need to do is hook ond that

0:42:23.000 --> 0:42:27.640
<v Speaker 1>Nintendo Entertainment System Classic many that I have. Because here's

0:42:27.680 --> 0:42:30.359
<v Speaker 1>where I admit something that I'm not proud of. It's

0:42:30.360 --> 0:42:32.960
<v Speaker 1>still in the shrink wrap because while I bought it

0:42:32.960 --> 0:42:35.360
<v Speaker 1>two years ago, I have not had a chance to

0:42:35.400 --> 0:42:39.120
<v Speaker 1>play it yet. That's my life, guys. I'm still playing

0:42:39.160 --> 0:42:43.520
<v Speaker 1>through Skyrim on the PC. But I hope to be

0:42:43.560 --> 0:42:45.759
<v Speaker 1>able to play more of these games, and I hope

0:42:45.760 --> 0:42:49.520
<v Speaker 1>to do more episodes about big, big companies in tech,

0:42:49.920 --> 0:42:52.879
<v Speaker 1>as well as the products they work on, the innovations

0:42:52.920 --> 0:42:55.319
<v Speaker 1>they've created, the way that they've shaped our world. If

0:42:55.320 --> 0:42:58.879
<v Speaker 1>you have suggestions for any sort of tech topic, whether

0:42:58.880 --> 0:43:02.759
<v Speaker 1>it's a company, a specific technology, somewhat important in the

0:43:02.800 --> 0:43:06.680
<v Speaker 1>technological world, anything along those lines, let me know. Send

0:43:06.680 --> 0:43:09.520
<v Speaker 1>me an email. The address is tech Stuff at how

0:43:09.600 --> 0:43:11.880
<v Speaker 1>stuff works dot com, or you can drop me a

0:43:11.920 --> 0:43:14.759
<v Speaker 1>line on Facebook or Twitter. The handle for both of

0:43:14.800 --> 0:43:18.239
<v Speaker 1>those is text stuff h s W. Follow us on

0:43:18.280 --> 0:43:21.680
<v Speaker 1>Instagram and make sure you dropped by twitch dot tv

0:43:21.840 --> 0:43:25.040
<v Speaker 1>slash tech Stuff. I record these shows live. You can

0:43:25.080 --> 0:43:28.880
<v Speaker 1>watch me as I live stream and make mistakes and

0:43:29.000 --> 0:43:32.120
<v Speaker 1>yell at my producer for not having seen movies that

0:43:32.160 --> 0:43:35.279
<v Speaker 1>I think are important but probably aren't important, but you know,

0:43:35.440 --> 0:43:38.040
<v Speaker 1>I still maintain that they are important. You'll get to

0:43:38.080 --> 0:43:40.920
<v Speaker 1>see all of this amazing content if you go to

0:43:40.960 --> 0:43:43.279
<v Speaker 1>twitch dot tv slash tech stuff. Plus, you can join

0:43:43.360 --> 0:43:45.719
<v Speaker 1>in on the chat room and you can tell me

0:43:45.800 --> 0:43:49.359
<v Speaker 1>that I'm being a mini head, because sometimes I am.

0:43:49.440 --> 0:43:51.600
<v Speaker 1>I look forward to seeing you and I'll talk to

0:43:51.640 --> 0:44:00.520
<v Speaker 1>you again really soon. For more on this and thousands

0:44:00.520 --> 0:44:12.640
<v Speaker 1>of other topics. Is that how stuff works? Dot com

0:44:12.239 --> 0:44:12.279
<v Speaker 1>m