WEBVTT - Classic TechStuff: The Nintendo Story: Part Two

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<v Speaker 1>Technic Technology with tech Stuff from stuff Y everyone, and

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<v Speaker 1>welcome to tech Stuff. This week we're going to continue

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<v Speaker 1>our story of Nintendo. These are episodes that Chris Bilette

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<v Speaker 1>and I recorded back in two thousand eleven. Last week

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<v Speaker 1>we talked about the story Nintendo Part one, where we

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<v Speaker 1>look at the origin of the company and how it

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<v Speaker 1>got started. In Part two, we talked more about video

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<v Speaker 1>game consoles and what the company did to really set

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<v Speaker 1>itself apart from other competitors in the space. So I

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<v Speaker 1>hope you enjoyed this episode, and remember we're gonna have

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<v Speaker 1>a part three coming up, a brand new episode that

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<v Speaker 1>I am going to record very very soon. It'll be

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<v Speaker 1>the next episode to Aero. Talk more about that after

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<v Speaker 1>this class episode, So see in a bit. Okay, so

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<v Speaker 1>we're going to do the the whole catch you up,

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<v Speaker 1>um if you're just tuning in previously on Tech Stuff.

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<v Speaker 1>Nintendo started out as a playing card company in nine

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<v Speaker 1>gradually diversified then got out of several other businesses, including

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<v Speaker 1>the toy market, but that did give them the idea

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<v Speaker 1>that possibly this whole video game thing might be an idea,

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<v Speaker 1>and they started creating video game consoles that were only

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<v Speaker 1>able to play a game or maybe sit up to

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<v Speaker 1>six games, but you know, kind of like the old

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<v Speaker 1>Odyssey system and that it was very limited. It was

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<v Speaker 1>all hardwired into the system. You could not put a

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<v Speaker 1>cartridge in there was it was not cartridge cartridge based.

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<v Speaker 1>At that point, also created the game and Watch, which

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<v Speaker 1>was the portable variation of that, but again, single game,

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<v Speaker 1>that's all was on that system. Meanwhile, the arcade craze

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<v Speaker 1>is taken off all over the world and Nintendo finds

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<v Speaker 1>itself with a complete bomb and asks a young designer, Miyamoto,

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<v Speaker 1>Shigeru Miyamoto, to give it a shot. Can you come

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<v Speaker 1>up with something that we can use in the video

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<v Speaker 1>game market? And he thinks a storyline would sell games,

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<v Speaker 1>so he creates a simple story about a giant gorilla

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<v Speaker 1>who hauls off a a woman named Pauline to the

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<v Speaker 1>top of a skyscraper and challenges a young plumber well

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<v Speaker 1>actually he was just a guy with a big mustache

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<v Speaker 1>and overalls named Jumpman to come get her. And it

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<v Speaker 1>defies just about everybody in the company's expectations by becoming

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<v Speaker 1>a huge hit, inspiring several uh several follow up titles

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<v Speaker 1>and licensing agreements. With these different console manufacturers to bring

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<v Speaker 1>them into homes. Because home video games are becoming popular

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<v Speaker 1>in the early nineteen eighties, late seventies and early Nintendo

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<v Speaker 1>decides to get into that market. While the getting is good,

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<v Speaker 1>I want me some of that action. They and they

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<v Speaker 1>introduce the Nintendo Family Computer and they launch it in

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<v Speaker 1>Japan on July fifteenth. Yeah, it's a great name for

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<v Speaker 1>a console. Uh yeah, great name for the console, the Famicom.

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<v Speaker 1>So if you're not familiar with the Famicom, that is

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<v Speaker 1>what in America we referred to as the Nintendo Entertainment System.

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<v Speaker 1>It's gonna if you're not familiar with it, yes you are.

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<v Speaker 1>It didn't immediately come over to America because at the

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<v Speaker 1>same time as it was launching in Japan America, in

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<v Speaker 1>North America there was the video game Crash. We talked

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<v Speaker 1>about that. If you haven't heard it, go back and

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<v Speaker 1>listen to it. There's an entire podcast about it. But

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<v Speaker 1>to give you the short form of that, what happened

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<v Speaker 1>was the video game market was doing really well. Uh

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<v Speaker 1>so many players got into the system. Not not so

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<v Speaker 1>many players. So many companies got into creating video game

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<v Speaker 1>systems and video game titles that the market became saturated,

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<v Speaker 1>and there were there were there were several really really

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<v Speaker 1>good games, but there were way more crappy games and

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<v Speaker 1>some of those, Yeah, we talked about some of those

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<v Speaker 1>in our Worst Video Games of All Time podcast. There

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<v Speaker 1>were some of the two big ones that leap to

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<v Speaker 1>mind were the licensed version of pac Man for the

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<v Speaker 1>AY and of course the number one game on everybody's

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<v Speaker 1>list e T. The Extraterrestrial almost everybody's, but no, a

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<v Speaker 1>lot of that. That was the thing. A lot of

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<v Speaker 1>the game The idea was these games are a hit

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<v Speaker 1>in the arcade, let's bring him to the home console.

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<v Speaker 1>So you had games like pac Man and Donkey Kong,

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<v Speaker 1>um stuff like Amadar Burger Time Reactor, and they tried

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<v Speaker 1>so hard to make them work on home consoles immediately

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<v Speaker 1>that they ended up being complete and under dogs. Yeah,

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<v Speaker 1>they were just a was such a rush to get

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<v Speaker 1>to the market with that quality. Was was really sacrificed

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<v Speaker 1>in order to get sacrificed in favor of speed. Well,

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<v Speaker 1>Nintendo ended up not launching in America right away because again,

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<v Speaker 1>this video game crash was taking place mostly through and

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<v Speaker 1>so it wasn't until October eighth five that the fam

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<v Speaker 1>Con made its debut in the United States, and of

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<v Speaker 1>course then it was known as the Nintendo Entertainment System.

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<v Speaker 1>And originally Nintendo took a very very controlled approach to

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<v Speaker 1>introducing its system. It wasn't it wasn't like a a

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<v Speaker 1>nationwide launch. In fact, you could originally only get an

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<v Speaker 1>inn e ES if you were willing to go to

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<v Speaker 1>New York City to get it. That was the limited

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<v Speaker 1>market they introduced it to and it was something like

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<v Speaker 1>a hundred thousand units and they sold out of ninety

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<v Speaker 1>thousand of them in a heartbeat. Um in a New

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<v Speaker 1>York minute, Yeah, in a New York minute. And the

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<v Speaker 1>original in as when it first came out in New York,

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<v Speaker 1>was loaded with extras in order to tempt people to

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<v Speaker 1>buy it, because you gotta remember, at this point, the

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<v Speaker 1>home video game market in the United States is toast.

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<v Speaker 1>People are starting to move to personal computers. Video game

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<v Speaker 1>consoles are looked at his things for kids, and it's

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<v Speaker 1>and there's just no insistency and quality. So Nintendo had

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<v Speaker 1>an uphill battle here. So when they launched it in

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<v Speaker 1>New York, here's what he came with. This is a

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<v Speaker 1>huge difference to the way you buy a video game

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<v Speaker 1>console today. You got the console, you've got two games,

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<v Speaker 1>you've got two game pads, you've got the Zapper light gun,

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<v Speaker 1>and you got the Robotic Operating Buddy or rob one

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<v Speaker 1>hundred and twenty five dollars. Wow, that would be about

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<v Speaker 1>two fifty dollars in today's money. So it's still sort

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<v Speaker 1>of affordable in terms. I mean, you think about the

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<v Speaker 1>PlayStation three debuting it what six United States? Yeah, so

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<v Speaker 1>it's it's you know, it was a pretty amazing deal

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<v Speaker 1>at the time, and uh, it does very well, and

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<v Speaker 1>then Nintendo starts to open up in other test markets

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<v Speaker 1>places like Chicago and Los Angeles. Um, still very gradual

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<v Speaker 1>until it goes nationwide pretty much in six uh and

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<v Speaker 1>at that point, the h the price had moved up

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<v Speaker 1>to a hundred and ninety nine dollars, so the d

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<v Speaker 1>was kind of the introductory price to kind of get

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<v Speaker 1>that word of mouth campaign going. And and once it

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<v Speaker 1>went nationwide, they figured they could price it at one

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<v Speaker 1>and that would be the right market value for then

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<v Speaker 1>Intoo Entertainment System. I don't know, it might hot cakes, yeah, sure,

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<v Speaker 1>dead And in eighty six that was also when in Japan,

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<v Speaker 1>Nintendo introduced a special disc system accessory in the Famicom,

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<v Speaker 1>because I could remember in Japan it was it was

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<v Speaker 1>built as a family computer system, not just a video

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<v Speaker 1>game console, so it would allow you to actually use

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<v Speaker 1>discs to uh play games on the Famicom. Back in Japan,

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<v Speaker 1>you could even go and have you know, a disc

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<v Speaker 1>made of a game or whatever at special vendors in Japan.

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<v Speaker 1>Now and in the United States, we were not so

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<v Speaker 1>fortunate as to get access to this, although I'm sure

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<v Speaker 1>there are plenty of collectors out there who have the

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<v Speaker 1>Japanese version of it. In America, that's always been a

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<v Speaker 1>hot like underground market in the United States. Yeah. Now,

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<v Speaker 1>keeping in mind too that in the late seventies, when

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<v Speaker 1>or the mid seventies, when consoles were starting to come

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<v Speaker 1>into the homes, all this stuff was hardwired into the

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<v Speaker 1>console itself, as as Jonathan was just saying a minute ago,

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<v Speaker 1>and they figured out that it was possible to make

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<v Speaker 1>a connector slot so that all the ROMs would be

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<v Speaker 1>actually in the cartridge itself and it would make a

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<v Speaker 1>connection with that cartridge when you plugged it. You had

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<v Speaker 1>to give it a firm push to get it snapped

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<v Speaker 1>into the slot the right way. Also, you had to

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<v Speaker 1>you had to breathe into the cartridge. That was that

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<v Speaker 1>was required before you. That's what we always did, ye

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<v Speaker 1>before you. Well, it's good to get the dust out

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<v Speaker 1>of it. Of course, some of the Atari cartridges had

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<v Speaker 1>a little flap they protected the guts. Not all of them,

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<v Speaker 1>some of them, but yeah, they the Nintendo Entertainment System

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<v Speaker 1>used similar cartridges too. They were they were wider than

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<v Speaker 1>the the Atari cartridges of course, and and bigger. But yeah,

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<v Speaker 1>they were using the same types of programmable rum chips

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<v Speaker 1>that you would just snap into the game slot. Didn't

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<v Speaker 1>have a disk like the game systems do now. So

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<v Speaker 1>in eight six they also introduced some titles that became big.

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<v Speaker 1>Commando huge in e S game, I think I heard

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<v Speaker 1>of that. Yeah, fun one too, Ghosts and Goblins one

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<v Speaker 1>of the most difficult games ever. Also fun but hard.

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<v Speaker 1>And then um there was came out in six If

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<v Speaker 1>that's not confusing, that's a little weird. Uh. And in

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<v Speaker 1>eight seven, two other big names in Nintendo franchises debuted, Castlevania,

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<v Speaker 1>Yes and Metroid Yeah. So a lot of the games

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<v Speaker 1>that would become sort of emblematic of Nintendo Entertainment System

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<v Speaker 1>started to launch right around this time, and uh, the

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<v Speaker 1>NES does incredibly well. Now, I never owned an in NES.

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<v Speaker 1>I had a friend who lived down the street from

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<v Speaker 1>me who did own an NES, and I used to

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<v Speaker 1>go over to his house all the time and play.

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<v Speaker 1>And in fact, I played one of the games that

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<v Speaker 1>won the best Video Game of the Year for Nintendo

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<v Speaker 1>now that that happened back in. That game was punch Out,

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<v Speaker 1>and we're talking about the arcade game at that point,

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<v Speaker 1>but man oh, the arcade game was a huge hit.

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<v Speaker 1>I loved punch Out so much. That's one of those

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<v Speaker 1>arcade consoles. Like you know, you always have that fantasy

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<v Speaker 1>of some of us anyway of owning certain video game consoles,

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<v Speaker 1>like having a special room that would just have video

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<v Speaker 1>game consoles in it. Punch Out would be one of

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<v Speaker 1>the consoles I would own punch Out. There there are

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<v Speaker 1>two other titles I can think of right off the

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<v Speaker 1>top of my head that I would have to own

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<v Speaker 1>for that and on the one one would be the

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<v Speaker 1>original Star Wars arcade game use the Forest Luke and

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<v Speaker 1>also the Spy Hunter. Those are the so those would

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<v Speaker 1>be the three Elevator Action maybe yeah, if I had room,

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<v Speaker 1>but if I only had room for three, it'd be

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<v Speaker 1>Spy Hunter, it would be Star Wars, and it would

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<v Speaker 1>be punch Out. Forget those of you keeping scored home.

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<v Speaker 1>Punch Out is the only one that's a Nintendo game anyway. Yes,

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<v Speaker 1>but there you go, that one of the three games

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<v Speaker 1>would be a Nintendo game, because when most of us

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<v Speaker 1>think of Nintendo, we don't necessarily think of the arcade

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<v Speaker 1>games that much because they made such a huge name

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<v Speaker 1>in the home console market. Now, Donkey Kong of course

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<v Speaker 1>being like the big exception. Yeah, well that's how I

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<v Speaker 1>think that's how Nintendo was able to sell the Nintendo

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<v Speaker 1>Entertainment System was that they could say, hey, we were

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<v Speaker 1>the guys behind Donkey Kong and Donkey Kong Jr. And

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<v Speaker 1>Super Mario Brothers. Yeah, you don't have to worry about

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<v Speaker 1>us taking some sort of u uh well, especially when

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<v Speaker 1>they were reporting games from the arcade to the console,

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<v Speaker 1>you know, since it was the same company that was

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<v Speaker 1>producing these hit games, so much more faithful. Yeah, and

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<v Speaker 1>and so they you know, that could be a message

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<v Speaker 1>they send out to the market, is like, you don't

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<v Speaker 1>have to worry about some terrible port of our game,

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<v Speaker 1>because we're the ones who made the Arcade game, We're

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<v Speaker 1>the ones who made the console. You know that the

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<v Speaker 1>console is gonna reflect the gameplay that you are familiar

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<v Speaker 1>with in the Arcade. Well. One of the things that

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<v Speaker 1>Jonathan touched on in the first episode, and again, if

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<v Speaker 1>you haven't listened to it, will wait for you to

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<v Speaker 1>come back and listen to that first. But one of

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<v Speaker 1>the things he touched on was that the the CEO,

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<v Speaker 1>the CEO at that time of Nintendo, insisted that everything

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<v Speaker 1>go through him for approval. And that was important in

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<v Speaker 1>a way because it ensured that there was going to

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<v Speaker 1>be some quality in the stuff. They weren't just throwing

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<v Speaker 1>it out the door like certain other companies that I

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<v Speaker 1>can mention, I didn't mention. Well, that was part of

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<v Speaker 1>the problem of Video game crash. Yes, So Nintendo had

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<v Speaker 1>had taken the certification process, yes, and that that was

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<v Speaker 1>a selling point from the Nintendo Entertainment system that the

0:12:45.160 --> 0:12:47.599
<v Speaker 1>other consoles didn't have at that point. Because if a

0:12:47.679 --> 0:12:49.720
<v Speaker 1>title was going to be on the NES, it had

0:12:49.760 --> 0:12:53.160
<v Speaker 1>to meet certain criteria, it had to had to pass certification.

0:12:53.520 --> 0:12:56.640
<v Speaker 1>It's frustrating for developers because the developer might have a

0:12:56.679 --> 0:12:59.240
<v Speaker 1>great idea, but for some reason they run up against

0:12:59.280 --> 0:13:03.280
<v Speaker 1>a barrier that to the developer seems arbitrary and then, uh,

0:13:03.400 --> 0:13:06.240
<v Speaker 1>you know, we see this today with developers who developed

0:13:06.240 --> 0:13:09.520
<v Speaker 1>for Apple, for example, for for apps on the iPhone

0:13:09.520 --> 0:13:12.640
<v Speaker 1>and the iPad. They're developers who say, I submitted this,

0:13:12.760 --> 0:13:14.800
<v Speaker 1>I thought it was a great idea, and then I'm

0:13:14.840 --> 0:13:17.880
<v Speaker 1>hitting a wall. And in some cases it may seem

0:13:17.960 --> 0:13:21.600
<v Speaker 1>arbitrary to an outside observer, but to Apple it may

0:13:21.640 --> 0:13:24.880
<v Speaker 1>seem like, no, this is not following our rules, and

0:13:24.880 --> 0:13:26.920
<v Speaker 1>this the rules are there in order for us to

0:13:27.080 --> 0:13:31.480
<v Speaker 1>ensure that the user has a good quality experience. At

0:13:31.480 --> 0:13:33.640
<v Speaker 1>the end of the day, that was a Nintendo's approach

0:13:33.720 --> 0:13:35.360
<v Speaker 1>to with the video games, and said they did not

0:13:35.520 --> 0:13:37.559
<v Speaker 1>want to fall into the same trap that Attari and

0:13:37.600 --> 0:13:40.680
<v Speaker 1>Collico had fallen into, where they started to put out

0:13:40.720 --> 0:13:44.079
<v Speaker 1>and publish games that or they allowed third party publishers

0:13:44.080 --> 0:13:46.880
<v Speaker 1>to publish games that just did not measure up. Now,

0:13:46.920 --> 0:13:50.720
<v Speaker 1>that did not mean that Nintendo was free of bad games,

0:13:51.120 --> 0:13:54.600
<v Speaker 1>but they weren't glutted with them like the Atari was

0:13:54.640 --> 0:13:57.120
<v Speaker 1>towards the end of its days. Yeah, it killed both

0:13:57.120 --> 0:13:59.800
<v Speaker 1>at and Calico. Yeah, and if you say yes, but

0:13:59.840 --> 0:14:03.360
<v Speaker 1>it are still around it a different company. They purchased

0:14:03.360 --> 0:14:06.880
<v Speaker 1>the name anyway. Anyway, Um, yeah, that was that was

0:14:06.920 --> 0:14:10.240
<v Speaker 1>one of the selling points. Um. And the other was,

0:14:10.800 --> 0:14:13.640
<v Speaker 1>in addition to good marketing, they had something that they

0:14:13.679 --> 0:14:18.600
<v Speaker 1>could market around, and that was Miamoto's characters. Um. Donkey

0:14:18.640 --> 0:14:22.040
<v Speaker 1>Kong had made a name, well not literally because his

0:14:22.120 --> 0:14:24.600
<v Speaker 1>name wasn't his name at that point, but had a

0:14:24.720 --> 0:14:28.040
<v Speaker 1>name character and Mario and they were able to use

0:14:28.080 --> 0:14:33.760
<v Speaker 1>those characters in successive games and so uh, they basically

0:14:33.760 --> 0:14:38.040
<v Speaker 1>had exclusivity. You didn't see Mario on games that weren't

0:14:38.080 --> 0:14:42.480
<v Speaker 1>licensed by Nintendo. Nintendo was was uh, basically ensuring a

0:14:42.520 --> 0:14:45.720
<v Speaker 1>future for itself by creating a storyline in its games

0:14:45.720 --> 0:14:48.000
<v Speaker 1>that could be carried from game to game. Yah. They

0:14:48.200 --> 0:14:51.080
<v Speaker 1>really started to protect their intellectual property. They were very

0:14:51.120 --> 0:14:54.320
<v Speaker 1>protective of it. So still still are. Yeah, you still

0:14:54.360 --> 0:14:57.440
<v Speaker 1>are not going to find Mario pop up on say

0:14:57.480 --> 0:15:00.640
<v Speaker 1>an iPhone game, which that'll come into playing at the

0:15:00.720 --> 0:15:03.800
<v Speaker 1>end of our conversation today. So Nintendo has taken this

0:15:03.840 --> 0:15:06.520
<v Speaker 1>approach and it's working well for them now. In n

0:15:09.360 --> 0:15:12.440
<v Speaker 1>uh So this is ninety nine years into the company's history.

0:15:12.480 --> 0:15:15.240
<v Speaker 1>For those scores, ninety nine years in the company's history.

0:15:15.280 --> 0:15:20.640
<v Speaker 1>Nintendo makes an agreement with another company called Sony. I

0:15:20.640 --> 0:15:22.680
<v Speaker 1>think I've heard of them too. Yeah, they were going

0:15:22.720 --> 0:15:25.600
<v Speaker 1>to work together and put out a new video game

0:15:25.640 --> 0:15:29.520
<v Speaker 1>console system that would use optical disks instead of cartridges

0:15:29.720 --> 0:15:32.240
<v Speaker 1>to store games. Hey, that seems like a great idea

0:15:32.280 --> 0:15:34.880
<v Speaker 1>because Sony is really good with this electronics stuff here,

0:15:35.840 --> 0:15:39.640
<v Speaker 1>as Nintendo doesn't take them off. Unfortunately, that's exactly what happened.

0:15:40.160 --> 0:15:42.920
<v Speaker 1>Nintendo and Sony could not see eye to eye on

0:15:43.000 --> 0:15:46.200
<v Speaker 1>many aspects of the deal, and ultimately the deal fell apart.

0:15:46.280 --> 0:15:51.400
<v Speaker 1>Now this this collapse. Yeah, the collapse of this deal

0:15:51.440 --> 0:15:54.200
<v Speaker 1>would later lead Sony to develop its own video game

0:15:54.240 --> 0:15:56.920
<v Speaker 1>console system called the PlayStation. I think I've heard of

0:15:56.960 --> 0:15:58.720
<v Speaker 1>that too. You may very well have heard of that.

0:15:58.920 --> 0:16:02.080
<v Speaker 1>Nintendo wishes it had. Yeah, PlayStation ended up causing a

0:16:02.120 --> 0:16:05.280
<v Speaker 1>big headache for Nintendo, particularly in Japan in a couple

0:16:05.360 --> 0:16:08.680
<v Speaker 1>more years. But we'll get into that in so on

0:16:08.760 --> 0:16:13.360
<v Speaker 1>the company's centennial, which is so hard to think up. Like,

0:16:13.400 --> 0:16:15.320
<v Speaker 1>there's so many companies out there, and you're like, how

0:16:15.360 --> 0:16:18.960
<v Speaker 1>many of them are a century old or older? Not many?

0:16:19.160 --> 0:16:21.840
<v Speaker 1>Not many are still around. Nintendo is one of them. Uh.

0:16:21.880 --> 0:16:25.800
<v Speaker 1>In nine the company introduces the game Boy. Now, the

0:16:25.840 --> 0:16:29.240
<v Speaker 1>game Boy sold for eighty nine dollars in the United States,

0:16:29.280 --> 0:16:31.440
<v Speaker 1>which is about a hundred and fifty dollars a hundred

0:16:31.480 --> 0:16:35.520
<v Speaker 1>fifty six dollars today. Uh, and the game Boy sold

0:16:35.640 --> 0:16:40.080
<v Speaker 1>very well, partially because it was marketed not just kids,

0:16:40.200 --> 0:16:43.240
<v Speaker 1>but to adults who would spend time doing things like

0:16:43.280 --> 0:16:46.040
<v Speaker 1>writing the train or the bus. If you were one

0:16:46.040 --> 0:16:48.600
<v Speaker 1>of those people who are commuting on a system like that,

0:16:48.680 --> 0:16:53.880
<v Speaker 1>then you would want something to occupy your time. And uh, yeah,

0:16:53.960 --> 0:16:56.440
<v Speaker 1>Chris is humming the theme song to the game that

0:16:56.560 --> 0:17:00.560
<v Speaker 1>was packaged with the game Boy that became like it was.

0:17:00.680 --> 0:17:02.520
<v Speaker 1>If you want to call about talk about a killer

0:17:02.560 --> 0:17:05.840
<v Speaker 1>app or a killer title, this is like one of

0:17:05.880 --> 0:17:09.560
<v Speaker 1>the top killer titles of all time. We're talking about Tetris,

0:17:10.280 --> 0:17:13.280
<v Speaker 1>which was not a video game developed specifically by Nintendo.

0:17:13.600 --> 0:17:18.520
<v Speaker 1>Actually came from a Russian developer. But Tetris was such

0:17:18.560 --> 0:17:23.320
<v Speaker 1>a compelling puzzle game and still is today that it

0:17:23.320 --> 0:17:27.640
<v Speaker 1>it was probably responsible for selling more Game Boy units

0:17:27.640 --> 0:17:31.480
<v Speaker 1>than just about anything else. I played Tetris for so

0:17:31.560 --> 0:17:34.520
<v Speaker 1>long on my game Boy that I could see when

0:17:34.520 --> 0:17:36.600
<v Speaker 1>I turned off, you could tell this this is a

0:17:36.600 --> 0:17:39.520
<v Speaker 1>good game. When you turn off the game and you

0:17:39.560 --> 0:17:41.880
<v Speaker 1>close your eyes to go to sleep, and you're still

0:17:42.000 --> 0:17:44.719
<v Speaker 1>seeing those little shapes drift into place. Or when you

0:17:44.760 --> 0:17:47.679
<v Speaker 1>are moving and you're packing up the moving van and

0:17:47.720 --> 0:17:50.080
<v Speaker 1>at the time you're going do do do do do

0:17:49.480 --> 0:17:52.760
<v Speaker 1>do do crooked space piece, I don't I needed an

0:17:52.960 --> 0:17:58.520
<v Speaker 1>L shape? Uh yeah, So why did I get that sectional? Um? Yeah?

0:17:58.000 --> 0:18:02.480
<v Speaker 1>I spent many many hours with my game Boy. Yeah,

0:18:02.480 --> 0:18:05.760
<v Speaker 1>it was a very popular device, and that was my

0:18:05.840 --> 0:18:09.359
<v Speaker 1>first Nintendo system. And game Boy also was developed by

0:18:09.400 --> 0:18:12.480
<v Speaker 1>It was designed by gum Pay Yakoi, who we talked

0:18:12.480 --> 0:18:14.320
<v Speaker 1>about in the last podcast. He was the fellow who

0:18:14.359 --> 0:18:17.600
<v Speaker 1>was hired and had had turned Nintendo's fortunes around by

0:18:17.680 --> 0:18:21.879
<v Speaker 1>introducing a toy that became the Ultra Hand, basically an

0:18:21.880 --> 0:18:25.439
<v Speaker 1>extendable claw that would grip uh toy balls or you know,

0:18:25.600 --> 0:18:27.000
<v Speaker 1>that was what came with it. But you could use

0:18:27.000 --> 0:18:29.159
<v Speaker 1>it for all kinds of other games like harassing the

0:18:29.240 --> 0:18:34.720
<v Speaker 1>family cat. But yeah, the often than not probably. Yeah.

0:18:34.760 --> 0:18:36.960
<v Speaker 1>So he was the fellow who designed the game Boy.

0:18:37.040 --> 0:18:39.960
<v Speaker 1>So yeah, very popular design, very simple design, you know,

0:18:40.440 --> 0:18:44.239
<v Speaker 1>unlike his first portable uh for a this was this

0:18:44.320 --> 0:18:48.800
<v Speaker 1>was basically the hundred of portable games, because before that

0:18:48.840 --> 0:18:51.920
<v Speaker 1>they were all hardwired, like the Mentel games with the

0:18:51.960 --> 0:18:55.320
<v Speaker 1>little led s that would go you know yeah, and

0:18:55.359 --> 0:19:00.160
<v Speaker 1>even even Nintendo's UH game games were all hard fed

0:19:00.200 --> 0:19:02.359
<v Speaker 1>at that point. So this was the first cartridge based

0:19:02.359 --> 0:19:06.080
<v Speaker 1>one that really started to take off. So in nineteen nineteen,

0:19:06.119 --> 0:19:10.440
<v Speaker 1>into No introduces the Super Famicom, which in the United

0:19:10.480 --> 0:19:13.399
<v Speaker 1>States a year later in ninety one was known as

0:19:13.400 --> 0:19:16.600
<v Speaker 1>the Super Nintendo Entertainment System. Yeah, the NES was starting

0:19:16.640 --> 0:19:18.840
<v Speaker 1>to near the end of its life cycle, though it

0:19:18.880 --> 0:19:21.560
<v Speaker 1>was still supported for a few years after this. UM

0:19:21.560 --> 0:19:24.399
<v Speaker 1>and the NES was an eight bit video game system,

0:19:24.480 --> 0:19:27.560
<v Speaker 1>the S and E S the Supernintendo was a sixteen

0:19:27.600 --> 0:19:32.040
<v Speaker 1>bit game system, twice the bits, and at that time

0:19:32.720 --> 0:19:37.080
<v Speaker 1>Nintendo boasted an ownership a market share of about eighty

0:19:37.200 --> 0:19:40.840
<v Speaker 1>percent of the United States game industry and nine percent

0:19:41.040 --> 0:19:45.840
<v Speaker 1>of the worldwide game industry, so truly a dominant company

0:19:45.880 --> 0:19:49.480
<v Speaker 1>at this point. Also, this is a good time to

0:19:49.520 --> 0:19:54.399
<v Speaker 1>mention the character designs that Miyamoto came up with. The

0:19:54.480 --> 0:19:56.720
<v Speaker 1>reason why the characters look the way they do is

0:19:56.760 --> 0:20:01.080
<v Speaker 1>because the eight bit gaming era was so low resolution

0:20:01.160 --> 0:20:04.800
<v Speaker 1>that you had to pick a very simple yet iconic

0:20:04.880 --> 0:20:07.879
<v Speaker 1>design to be able to show people what your character

0:20:07.920 --> 0:20:10.480
<v Speaker 1>look like. So he has Mario has a giant nose,

0:20:10.840 --> 0:20:12.720
<v Speaker 1>so you could see that he had a nose at all.

0:20:12.880 --> 0:20:15.240
<v Speaker 1>Mario has a mustache because it was easier to see

0:20:15.240 --> 0:20:19.480
<v Speaker 1>than a mouth. His his his overalls, his hat, all

0:20:19.520 --> 0:20:22.760
<v Speaker 1>of that was designed because in order for him to

0:20:22.800 --> 0:20:25.320
<v Speaker 1>show up well against multiple backgrounds, he had to have

0:20:25.359 --> 0:20:27.400
<v Speaker 1>a very simple design. And we're done all the way

0:20:27.400 --> 0:20:30.480
<v Speaker 1>back to the Donkey Kong days. So um yeah. Even

0:20:30.520 --> 0:20:33.040
<v Speaker 1>in the sixteen BET the designs get updated, of course

0:20:33.040 --> 0:20:36.320
<v Speaker 1>because now you've got higher resolution, but they're still based

0:20:36.359 --> 0:20:39.080
<v Speaker 1>on that very simple premise and it was something that

0:20:39.160 --> 0:20:45.800
<v Speaker 1>guided Miyamoto's design for for many years. Uh yeah. So now,

0:20:46.080 --> 0:20:48.679
<v Speaker 1>right around the same time in Japan, Nintendo starts to

0:20:48.720 --> 0:20:52.600
<v Speaker 1>face down lawsuits brought against it by competitors who are

0:20:52.600 --> 0:20:57.960
<v Speaker 1>accusing Nintendo of fixing prices with retailers, so that essentially

0:20:58.000 --> 0:21:00.760
<v Speaker 1>the Nintendo products would stay on store shell and and

0:21:00.760 --> 0:21:03.800
<v Speaker 1>and keep selling, while the competitor peditors would end up

0:21:03.800 --> 0:21:08.119
<v Speaker 1>getting pushed. Aside um, Nintendo was is no stranger to

0:21:08.200 --> 0:21:11.520
<v Speaker 1>lawsuits century which makes sense. I mean, you know, if

0:21:11.520 --> 0:21:14.120
<v Speaker 1>you're the dominant player, then the antitrust lawsuits are gonna

0:21:14.160 --> 0:21:17.800
<v Speaker 1>start popping up, because really, for a while, Nintendo was,

0:21:17.920 --> 0:21:21.159
<v Speaker 1>and no pun intended, the only game in town, or

0:21:21.200 --> 0:21:24.640
<v Speaker 1>so it seemed. Now we're gonna I'm gonna skip ahead

0:21:24.640 --> 0:21:26.960
<v Speaker 1>a little bit. So SNDS is really popular. A lot

0:21:26.960 --> 0:21:29.280
<v Speaker 1>of really popular titles come out on the SNS. But

0:21:29.320 --> 0:21:32.280
<v Speaker 1>I don't think I need to go into all of those. Um,

0:21:32.440 --> 0:21:36.600
<v Speaker 1>let's let's talk about one of Nintendo's major missteps, not

0:21:36.680 --> 0:21:41.760
<v Speaker 1>the power Glove, which was its own problem. Nintendo hasn't

0:21:41.760 --> 0:21:44.960
<v Speaker 1>always succeeded when it's come up with some innovative products,

0:21:45.000 --> 0:21:48.120
<v Speaker 1>and one of those innovative products that really bombed by

0:21:49.640 --> 0:21:53.040
<v Speaker 1>Virtual Boy. But what could be wrong with that Virtual

0:21:53.119 --> 0:21:55.760
<v Speaker 1>reality was the wave of the future. We're all going

0:21:55.800 --> 0:21:57.680
<v Speaker 1>to be walking around with these things on our heads

0:21:57.680 --> 0:22:02.680
<v Speaker 1>that would show us these amaze immersed in a computer

0:22:02.800 --> 0:22:06.840
<v Speaker 1>world that would be uh indistinguishable from our real world

0:22:06.840 --> 0:22:08.560
<v Speaker 1>all around us, as long as our real world all

0:22:08.600 --> 0:22:13.320
<v Speaker 1>around us is a monochromatic vector graphic. As it turns out,

0:22:13.320 --> 0:22:16.240
<v Speaker 1>there's a glitch in the matrix. Yeah, so the Virtual

0:22:16.280 --> 0:22:20.040
<v Speaker 1>Boy comes out. It's a head node display. It's actually

0:22:20.040 --> 0:22:22.080
<v Speaker 1>on a little stand and you lean forward, it's almost

0:22:22.119 --> 0:22:24.240
<v Speaker 1>like a pair of binoculars. You you lean your head

0:22:24.240 --> 0:22:27.680
<v Speaker 1>forward and you have a screen for each eye, and

0:22:27.840 --> 0:22:30.040
<v Speaker 1>it if only it didn't have to be hardwired into

0:22:30.040 --> 0:22:34.680
<v Speaker 1>your neural network. It relied on something that we call parallax.

0:22:34.920 --> 0:22:37.639
<v Speaker 1>And parallax we've talked about on this podcast before, but

0:22:37.680 --> 0:22:41.440
<v Speaker 1>in general, parallax is the phenomena we experience because our

0:22:41.480 --> 0:22:44.520
<v Speaker 1>eyes are not located in the exact same spot in

0:22:44.520 --> 0:22:47.439
<v Speaker 1>our head, or else we'd all be cyclops. Uh we

0:22:47.520 --> 0:22:51.959
<v Speaker 1>have vision, Yeah, yeah, there's a there's a difference between, uh,

0:22:52.119 --> 0:22:55.240
<v Speaker 1>the way an object appears in your left eye and

0:22:55.320 --> 0:22:57.160
<v Speaker 1>the way it appears in your right eye, and your

0:22:57.160 --> 0:23:00.480
<v Speaker 1>brain assimilates the information from these two images, and that

0:23:00.560 --> 0:23:03.359
<v Speaker 1>helps you judge things like depth. It's not the only

0:23:03.359 --> 0:23:05.280
<v Speaker 1>thing that lets you judge depth. And there are people

0:23:05.280 --> 0:23:09.200
<v Speaker 1>who have trouble with parallax who can still tell generally

0:23:09.200 --> 0:23:11.560
<v Speaker 1>how far something is away. And of course the further

0:23:11.640 --> 0:23:15.000
<v Speaker 1>away something is, the less parallax matters, because the the

0:23:16.000 --> 0:23:19.919
<v Speaker 1>converging points become closer and closer to being parallel instead

0:23:19.920 --> 0:23:22.919
<v Speaker 1>of converging on a single point. Um. But anyway, it

0:23:23.080 --> 0:23:27.400
<v Speaker 1>used these two screens, one for each I to give

0:23:27.440 --> 0:23:30.560
<v Speaker 1>the illusion of depth. And it was monochromatic and used

0:23:30.680 --> 0:23:34.160
<v Speaker 1>red graphics, which mean you know, you were staring at

0:23:34.160 --> 0:23:36.680
<v Speaker 1>a at a black screen with red graphics on it.

0:23:36.960 --> 0:23:39.960
<v Speaker 1>I remember Warrio showed up in UH in Virtual Boy,

0:23:40.000 --> 0:23:43.560
<v Speaker 1>and at first I thought Warrio was introduced in Virtual Boy,

0:23:43.560 --> 0:23:47.160
<v Speaker 1>but that's not true. Warrior Warrio actually predates Virtual Boy

0:23:47.200 --> 0:23:48.960
<v Speaker 1>by a few years, and he first appeared on a

0:23:49.000 --> 0:23:52.199
<v Speaker 1>Game Boy title. But I remember there was a Warrior

0:23:52.359 --> 0:23:56.080
<v Speaker 1>title on Virtual Boy and a friend of mine, um,

0:23:56.280 --> 0:23:58.000
<v Speaker 1>no one, actually, I guess none of my friends actually

0:23:58.000 --> 0:24:00.119
<v Speaker 1>owned a Virtual Boy. I remember testing it out in

0:24:00.119 --> 0:24:04.600
<v Speaker 1>in various toy stores, toy stores, not toy stories. Um

0:24:04.640 --> 0:24:07.000
<v Speaker 1>you got a friend in me, thank you? And it

0:24:07.080 --> 0:24:09.520
<v Speaker 1>launched and around a hundred and eighty bucks when it

0:24:09.520 --> 0:24:13.120
<v Speaker 1>came out in UH. It did not do well. People

0:24:13.160 --> 0:24:16.440
<v Speaker 1>were disappointed in the graphics quality, They did not feel

0:24:16.520 --> 0:24:19.199
<v Speaker 1>that it was particularly compelling, and there were a lot

0:24:19.240 --> 0:24:22.240
<v Speaker 1>of reports of people suffering massive headaches while trying to

0:24:22.240 --> 0:24:25.080
<v Speaker 1>play this thing. I can't imagine why, and there and

0:24:25.160 --> 0:24:28.440
<v Speaker 1>there just weren't that many compelling titles either. It was

0:24:28.520 --> 0:24:31.040
<v Speaker 1>kind of like a triple threat. Really, you had a

0:24:32.280 --> 0:24:34.520
<v Speaker 1>system that just didn't feel like it was fully baked,

0:24:34.760 --> 0:24:36.639
<v Speaker 1>You didn't have a lot of really great titles, and

0:24:36.680 --> 0:24:41.240
<v Speaker 1>you had reports of people having headaches while playing it. So, uh, yeah,

0:24:41.240 --> 0:24:44.560
<v Speaker 1>the Virtual Boy ended up being a bomb, a non

0:24:44.680 --> 0:24:48.359
<v Speaker 1>virtual bomb. Yeah. Um. And apparently I think eight hundred

0:24:48.400 --> 0:24:51.960
<v Speaker 1>thousand of them were produced, so they're now collector's items.

0:24:52.520 --> 0:24:55.000
<v Speaker 1>There aren't that many that ever hit the wild. At

0:24:55.080 --> 0:24:56.679
<v Speaker 1>least they didn't bury them in the desert. No, they

0:24:56.680 --> 0:24:59.000
<v Speaker 1>didn't grind them up and bury them under the desert

0:24:59.080 --> 0:25:04.000
<v Speaker 1>like a certain video game titles where so they didn't

0:25:04.000 --> 0:25:05.440
<v Speaker 1>put them on top and I want to put them

0:25:05.480 --> 0:25:09.320
<v Speaker 1>next to e t um Yes, So, how how do

0:25:09.359 --> 0:25:11.479
<v Speaker 1>you recover from a flop like that? Well, they weren't.

0:25:11.800 --> 0:25:15.200
<v Speaker 1>I would argue that that the company's name wasn't damaged

0:25:15.960 --> 0:25:19.320
<v Speaker 1>to the point where Nintendo was hurting. But that was certainly,

0:25:19.520 --> 0:25:22.159
<v Speaker 1>uh a thorn in its side. It wasn't like the

0:25:22.280 --> 0:25:25.320
<v Speaker 1>Virtual Boy ruined their reputation entirely. It was just that

0:25:25.400 --> 0:25:28.760
<v Speaker 1>it was not a success. But in nineties six they

0:25:28.760 --> 0:25:32.359
<v Speaker 1>did bounce back quite a bit. They introduced their next

0:25:32.560 --> 0:25:36.679
<v Speaker 1>video game console. Now this was during the you know,

0:25:36.760 --> 0:25:38.560
<v Speaker 1>we we had the eight bit systems, we had the

0:25:38.560 --> 0:25:41.760
<v Speaker 1>sixteen bit systems, a few thirty two bit systems came out,

0:25:41.800 --> 0:25:45.840
<v Speaker 1>but Nintendo did not jump on that bandwagon. Instead, Nintendo

0:25:46.000 --> 0:25:48.960
<v Speaker 1>bided its time for a sixty four bit system and

0:25:49.040 --> 0:25:51.920
<v Speaker 1>surprise the world when the Nintendo sixty four came out,

0:25:52.480 --> 0:25:55.439
<v Speaker 1>And I say surprised because they decided to stick with

0:25:55.560 --> 0:25:58.399
<v Speaker 1>the cartridge based games as opposed to moving to an

0:25:58.440 --> 0:26:01.760
<v Speaker 1>optical disc system. Yeah. So let's see who who were

0:26:01.760 --> 0:26:05.040
<v Speaker 1>their competitors. Atari had basically uh, you know, they had

0:26:05.080 --> 0:26:07.359
<v Speaker 1>come out with the links. Yeah, we had, it was

0:26:07.880 --> 0:26:10.800
<v Speaker 1>not doing well. You had Sega, which we if you've

0:26:10.800 --> 0:26:13.320
<v Speaker 1>listened to our podcast about Sega, you realized that Sega,

0:26:13.400 --> 0:26:16.280
<v Speaker 1>although it was always an also ran when it came

0:26:16.359 --> 0:26:21.520
<v Speaker 1>up against Nintendo, except Nintendo really kind of rebuilt the

0:26:21.600 --> 0:26:26.720
<v Speaker 1>home digital video game market and uh and Sega came

0:26:26.760 --> 0:26:29.800
<v Speaker 1>along about that time, and they gave they they were

0:26:29.840 --> 0:26:34.520
<v Speaker 1>the the Apple to Nintendo's Microsoft in this world because

0:26:34.560 --> 0:26:39.040
<v Speaker 1>they pushed Nintendo harder and we're a good competitor. And

0:26:39.080 --> 0:26:42.680
<v Speaker 1>in fact, their marketing slogan was Sega does what Nintendo

0:26:42.720 --> 0:26:47.240
<v Speaker 1>don't because they had Sonic. Sonic was designed to show

0:26:47.320 --> 0:26:52.160
<v Speaker 1>off the speed of the Genesis UH system at home,

0:26:52.240 --> 0:26:54.680
<v Speaker 1>and it did a great job of showing that off

0:26:54.720 --> 0:26:58.000
<v Speaker 1>because he moved very quickly. The graphics sixteen bit system

0:26:58.119 --> 0:27:03.800
<v Speaker 1>looked very nice. Um, and then you had Sony. Yeah,

0:27:03.840 --> 0:27:07.800
<v Speaker 1>the PlayStation. Really In Japan, the Nintendo sixty four did

0:27:07.800 --> 0:27:10.920
<v Speaker 1>not do so well, and it's because its main competitor

0:27:11.000 --> 0:27:14.040
<v Speaker 1>was the Sony PlayStation, which just seemed much more compelling.

0:27:14.080 --> 0:27:16.639
<v Speaker 1>The graphics seemed better, um, and they were using an

0:27:16.640 --> 0:27:18.720
<v Speaker 1>optical disc system, which meant that the games could be

0:27:18.760 --> 0:27:22.760
<v Speaker 1>far more complex. Cartridge had a limited amount of space

0:27:22.800 --> 0:27:26.720
<v Speaker 1>that you could hardwire a game onto, and also it

0:27:26.800 --> 0:27:29.800
<v Speaker 1>meant that there were limitations with a cartridge based game

0:27:29.840 --> 0:27:32.879
<v Speaker 1>that you didn't necessarily have with an optical system game. However,

0:27:33.400 --> 0:27:36.399
<v Speaker 1>there were also positive sides to go with cartridge based

0:27:36.840 --> 0:27:38.480
<v Speaker 1>the big one being that you didn't have to worry

0:27:38.480 --> 0:27:41.000
<v Speaker 1>about loading times. Yes, and you also don't have to

0:27:41.000 --> 0:27:43.960
<v Speaker 1>worry nearly as much about ruining the cartridge as you

0:27:43.960 --> 0:27:46.360
<v Speaker 1>did about scratching it, and it's much more robust than

0:27:46.400 --> 0:27:49.160
<v Speaker 1>the disc was. But yeah, the big one being loading times,

0:27:49.200 --> 0:27:51.560
<v Speaker 1>because you know, with an optical based one, the laser

0:27:51.640 --> 0:27:53.679
<v Speaker 1>had to find the right track on the CD in

0:27:53.800 --> 0:27:56.320
<v Speaker 1>ordered for it to start playing the right information and

0:27:56.359 --> 0:28:00.080
<v Speaker 1>then load that information into the the console's memory so

0:28:00.160 --> 0:28:03.080
<v Speaker 1>that you could start playing, whereas with a cartridge bass system,

0:28:03.200 --> 0:28:06.560
<v Speaker 1>it just because everything's hardwired, it's never changing. It goes

0:28:06.560 --> 0:28:08.520
<v Speaker 1>straight to where it needs to go, and you didn't

0:28:08.520 --> 0:28:11.560
<v Speaker 1>have to have these loading screens. And Nintendo thought that

0:28:11.720 --> 0:28:14.639
<v Speaker 1>was an advantage. And uh, in the United States, it

0:28:14.720 --> 0:28:17.240
<v Speaker 1>did quite well. In fact, some of the best games,

0:28:17.440 --> 0:28:20.280
<v Speaker 1>some people would argue of all time came out during

0:28:20.320 --> 0:28:23.919
<v Speaker 1>the Nintendo sixty four era. But that controller. I liked

0:28:23.960 --> 0:28:26.760
<v Speaker 1>the controller. I actually enjoyed that controller. Uh. And it

0:28:26.800 --> 0:28:30.199
<v Speaker 1>was the first one to have a thumbstick in Nintendo's history. Uh,

0:28:30.280 --> 0:28:32.840
<v Speaker 1>not the first, not the first one to have a

0:28:32.840 --> 0:28:35.679
<v Speaker 1>thumbstick ever, but the first one for Nintendo before they

0:28:35.680 --> 0:28:38.520
<v Speaker 1>were using the D pad. Yeah. So yeah, that, like

0:28:38.600 --> 0:28:40.960
<v Speaker 1>Gold and I, came out for the Nintendo sixty four

0:28:41.000 --> 0:28:43.040
<v Speaker 1>and that was a big hit. That was a big hit,

0:28:43.240 --> 0:28:46.120
<v Speaker 1>one of the one of the games that people still

0:28:46.240 --> 0:28:47.920
<v Speaker 1>will refer to as one of the best video games

0:28:47.960 --> 0:28:50.960
<v Speaker 1>of all time. Um. Oddly enough, I think it's probably

0:28:51.680 --> 0:28:56.200
<v Speaker 1>arguably more favorite of people, uh than the actual movie. Yeah,

0:28:56.440 --> 0:28:59.320
<v Speaker 1>and that's just personal observation, not based on anything other

0:28:59.360 --> 0:29:02.760
<v Speaker 1>than that. So Don't write Me, and and there were

0:29:02.760 --> 0:29:06.040
<v Speaker 1>other games like Mario sixty four really kind of reinvented

0:29:06.080 --> 0:29:09.600
<v Speaker 1>Mario quite a bit. Um. People thought that was pretty innovative.

0:29:10.000 --> 0:29:12.640
<v Speaker 1>I was a huge fan of the wrestling games that

0:29:12.680 --> 0:29:15.480
<v Speaker 1>came out for the Nintendo sixty four. They were very deep,

0:29:15.560 --> 0:29:20.120
<v Speaker 1>They allowed incredible customization. You could create your own wrestler. Um.

0:29:20.160 --> 0:29:23.800
<v Speaker 1>There were phenomenal games, and the Japanese games were even

0:29:23.840 --> 0:29:26.640
<v Speaker 1>more robust than the American ones. I had all the

0:29:26.680 --> 0:29:30.520
<v Speaker 1>American titles because I didn't have the Japanese system. You

0:29:30.520 --> 0:29:33.520
<v Speaker 1>couldn't play Japanese games on an American system unless you

0:29:33.600 --> 0:29:37.000
<v Speaker 1>had an adapter um or in Japanese, you know, or

0:29:37.000 --> 0:29:39.720
<v Speaker 1>you just went ahead and bought a Japanese game system. Right.

0:29:39.760 --> 0:29:42.720
<v Speaker 1>Two systems were not compatible. They were region locked for

0:29:42.800 --> 0:29:45.560
<v Speaker 1>the you know, that's the easiest way of saying it.

0:29:45.600 --> 0:29:48.080
<v Speaker 1>But I loved a lot of the games in the

0:29:48.120 --> 0:29:50.400
<v Speaker 1>in sixty four. In sixty four does well in the

0:29:50.480 --> 0:29:52.760
<v Speaker 1>United States, doesn't do so well in Japan. And two

0:29:52.760 --> 0:29:56.680
<v Speaker 1>thousand one, uh Hit they introduced the Game Boy Advance,

0:29:57.760 --> 0:30:01.480
<v Speaker 1>but they also introduced them into No Game Cue Ube. Yes,

0:30:01.680 --> 0:30:04.280
<v Speaker 1>so there's a five years have passed since the sixty

0:30:04.320 --> 0:30:06.800
<v Speaker 1>four debut nine six and sixty four comes out two

0:30:06.840 --> 0:30:09.239
<v Speaker 1>thousand one. You get the game the GameCube, and this

0:30:09.280 --> 0:30:12.080
<v Speaker 1>is when Nintendo moves to the optical disks, except they

0:30:12.080 --> 0:30:15.959
<v Speaker 1>don't use the big optical disks the same size as

0:30:15.960 --> 0:30:18.960
<v Speaker 1>a CD or DVD. No, these are smaller. So yeah,

0:30:19.160 --> 0:30:21.560
<v Speaker 1>that kind of part of that is a d r

0:30:21.680 --> 0:30:24.360
<v Speaker 1>M thing. But anyway, it was one of those things

0:30:24.400 --> 0:30:26.960
<v Speaker 1>where where people were, oh, so, now Nintendo is getting

0:30:26.960 --> 0:30:30.160
<v Speaker 1>on the the disc train as opposed to cartridge is

0:30:30.640 --> 0:30:32.800
<v Speaker 1>on the train. They did not look back from that

0:30:32.840 --> 0:30:37.800
<v Speaker 1>point forward. Uh, Nope. They had removable storage and uh

0:30:38.040 --> 0:30:40.880
<v Speaker 1>and a very nice game controller. Actually, the GameCube was

0:30:40.920 --> 0:30:44.280
<v Speaker 1>my first Nintendo home console, not counting the game Boy

0:30:44.320 --> 0:30:47.640
<v Speaker 1>because that's a portable and it also had some compatibility

0:30:47.680 --> 0:30:50.200
<v Speaker 1>stuff with game Boy Advance. So you started to see

0:30:50.680 --> 0:30:53.440
<v Speaker 1>some convergence here where you could you could have the

0:30:53.480 --> 0:30:56.360
<v Speaker 1>two systems interact with one another, which I like, Yeah,

0:30:56.360 --> 0:30:59.960
<v Speaker 1>that was kind of cool. And then in two thousand two, uh,

0:31:00.120 --> 0:31:04.640
<v Speaker 1>Satoru Iwata becomes the first Nintendo CEO who was not

0:31:05.040 --> 0:31:10.160
<v Speaker 1>related to the founder Yamachi um by marriage or by blood,

0:31:10.200 --> 0:31:11.800
<v Speaker 1>so he was the first time was the first time,

0:31:11.920 --> 0:31:14.760
<v Speaker 1>Nintendo had a CEO that was not part of this legacy,

0:31:15.440 --> 0:31:19.080
<v Speaker 1>and he took over at that point. In two thousand three,

0:31:19.600 --> 0:31:22.320
<v Speaker 1>Nintendo introduced the game Boy Advanced sp which was a

0:31:22.400 --> 0:31:25.680
<v Speaker 1>thinner and lighter version of the game Boy Advance and uh.

0:31:25.680 --> 0:31:28.640
<v Speaker 1>In two thousand five and two thousand six, Nintendo starts

0:31:28.680 --> 0:31:32.760
<v Speaker 1>to launch their DS line, which interestingly looked a lot

0:31:32.880 --> 0:31:36.840
<v Speaker 1>like some of the old the old game and watch

0:31:37.320 --> 0:31:41.880
<v Speaker 1>um systems that had the clamshell designed to double screens,

0:31:42.120 --> 0:31:45.200
<v Speaker 1>but in this case they included a touch screen with stylus,

0:31:45.200 --> 0:31:47.440
<v Speaker 1>and so that was kind of a differentiator in the

0:31:47.520 --> 0:31:51.800
<v Speaker 1>home or the handheld market at the time, because remember

0:31:52.080 --> 0:31:54.680
<v Speaker 1>in two thousand five and two thousand six, smartphones and

0:31:54.760 --> 0:31:57.200
<v Speaker 1>not really become a thing in the United States, and

0:31:57.440 --> 0:32:00.360
<v Speaker 1>games for smartphones were pretty much unheard of at that point, yes,

0:32:00.400 --> 0:32:04.000
<v Speaker 1>at least in the US. UM and then the Nintendo

0:32:04.080 --> 0:32:06.560
<v Speaker 1>launches the d S I in April two thousand six,

0:32:07.200 --> 0:32:10.440
<v Speaker 1>and then we have to you know, the WE also

0:32:10.480 --> 0:32:13.360
<v Speaker 1>comes out in that around that time, the WE console,

0:32:13.400 --> 0:32:16.600
<v Speaker 1>which is the current Nintendo console on the market, introduces

0:32:16.640 --> 0:32:19.800
<v Speaker 1>the Wei remote where you've got the motion gaming, and

0:32:19.960 --> 0:32:24.440
<v Speaker 1>Nintendo kind of surprises people by taking aim at the

0:32:24.480 --> 0:32:28.880
<v Speaker 1>casual gaming market. Yeah. See um, if you'll remember, at

0:32:28.920 --> 0:32:33.120
<v Speaker 1>that point, Microsoft had released the Xbox and the Xbox

0:32:33.160 --> 0:32:38.200
<v Speaker 1>three six UM, and Sony and the PlayStation three. Yeah,

0:32:38.320 --> 0:32:41.960
<v Speaker 1>I mean they PlayStation two was a huge success. H.

0:32:42.080 --> 0:32:44.840
<v Speaker 1>The Xbox was a huge success, and basically Nintendo was

0:32:44.880 --> 0:32:46.880
<v Speaker 1>taking it on the chin with the GameCube. Although the

0:32:46.920 --> 0:32:52.360
<v Speaker 1>GameCube was sophisticated um, and it had again the the

0:32:52.440 --> 0:32:57.160
<v Speaker 1>uh brilliant licensing maneuvers of Nintendo by keeping Mario and

0:32:57.360 --> 0:33:00.840
<v Speaker 1>the Zelda franchise and some of the others Metroid uh

0:33:00.920 --> 0:33:04.479
<v Speaker 1>alive on the console and locked into the Nintendo console

0:33:04.600 --> 0:33:08.440
<v Speaker 1>the fans of the franchise. Again, Miamoto's thinking that there

0:33:08.440 --> 0:33:11.960
<v Speaker 1>should be a story is playing into Nintendo's success because

0:33:12.040 --> 0:33:16.160
<v Speaker 1>without that storyline and the fans want the storyline, Um,

0:33:16.320 --> 0:33:21.320
<v Speaker 1>Nintendo probably. I think you could argue, um that Nintendo

0:33:21.400 --> 0:33:24.400
<v Speaker 1>may not have survived past that because uh, there was

0:33:24.440 --> 0:33:27.680
<v Speaker 1>an onslaught from Sony and Microsoft and they needed again

0:33:27.680 --> 0:33:30.360
<v Speaker 1>they needed something to differentiate them from the mark and

0:33:30.520 --> 0:33:33.080
<v Speaker 1>from the rest of the market. And the we did that. Yeah,

0:33:33.160 --> 0:33:35.160
<v Speaker 1>and it was when the Week came out, it really

0:33:35.200 --> 0:33:38.000
<v Speaker 1>did make a big splash. I mean, it had huge

0:33:38.040 --> 0:33:41.520
<v Speaker 1>sales figures, and it was leading the video game console

0:33:41.600 --> 0:33:44.000
<v Speaker 1>sales in the United States for for ages. I mean

0:33:44.040 --> 0:33:46.680
<v Speaker 1>for the longest time. It was uh, the question wasn't

0:33:46.680 --> 0:33:48.760
<v Speaker 1>who's in the lead, it was who's in the second place,

0:33:49.200 --> 0:33:51.680
<v Speaker 1>because you knew that Nintendo was in the lead. But

0:33:52.280 --> 0:33:57.440
<v Speaker 1>Nintendo sales have slowed down more recently because we well

0:33:57.480 --> 0:34:00.720
<v Speaker 1>a lot of reasons. The game consoles several years old now,

0:34:01.240 --> 0:34:04.760
<v Speaker 1>and um as are the Xbox in the PlayStation models

0:34:04.840 --> 0:34:07.680
<v Speaker 1>the current models. But Nintendo also has the problem of

0:34:07.720 --> 0:34:10.640
<v Speaker 1>it aimed for casual gamers, and casual gamers don't tend

0:34:10.680 --> 0:34:13.640
<v Speaker 1>to be the kind of people who rush out and

0:34:13.680 --> 0:34:16.960
<v Speaker 1>buy the next new title. Necessarily, they might be satisfied

0:34:17.000 --> 0:34:20.360
<v Speaker 1>with just a few handful of titles because they gain casually,

0:34:20.400 --> 0:34:23.040
<v Speaker 1>They're not that they're not as heavily invested in the

0:34:23.080 --> 0:34:26.200
<v Speaker 1>system as a hardcore gamer is. Yeah, I mean, their

0:34:26.440 --> 0:34:30.839
<v Speaker 1>gamers will replay games even on older consoles. They will

0:34:30.920 --> 0:34:34.560
<v Speaker 1>keep older consoles and older computers around to play classic

0:34:34.640 --> 0:34:37.640
<v Speaker 1>games that they really love. Case in point, the newer

0:34:37.719 --> 0:34:41.200
<v Speaker 1>versions of Golden Eye, long after the movie franchise has

0:34:41.239 --> 0:34:45.800
<v Speaker 1>moved on. Several films um Golden I is sticking around

0:34:45.840 --> 0:34:50.440
<v Speaker 1>on newer consoles, and so you've got with the Nintendo we'

0:34:50.520 --> 0:34:54.520
<v Speaker 1>you've got this issue with saturation again, just like with

0:34:54.600 --> 0:34:58.359
<v Speaker 1>the video the playing cards back in the sixties, you've

0:34:58.360 --> 0:35:02.000
<v Speaker 1>got uh, you know, the argument is just about everyone

0:35:02.040 --> 0:35:04.920
<v Speaker 1>who wants a wee has a wee, and so there's

0:35:04.960 --> 0:35:06.640
<v Speaker 1>not a whole lot of reason to go out and

0:35:06.640 --> 0:35:08.919
<v Speaker 1>buy more. So of course sales figures are gonna start

0:35:08.960 --> 0:35:13.160
<v Speaker 1>to falter. Plus I'm sorry, go ahead. Plus Microsoft now

0:35:13.200 --> 0:35:16.160
<v Speaker 1>has to connect and Sony has the move, so now

0:35:16.200 --> 0:35:21.040
<v Speaker 1>they're motion control is not as big a deal anymore. Um.

0:35:21.280 --> 0:35:26.040
<v Speaker 1>And so also the smartphone revolution and the gaming on

0:35:26.160 --> 0:35:29.600
<v Speaker 1>smartphones and social networks has taken a big bido Nintendo

0:35:29.600 --> 0:35:32.960
<v Speaker 1>because Nintendo was taking aim at that casual gamer. Well

0:35:33.000 --> 0:35:35.600
<v Speaker 1>back in two thousand and six when the Week comes out,

0:35:35.680 --> 0:35:38.920
<v Speaker 1>the casual gamer wasn't really being catered to that way.

0:35:38.960 --> 0:35:43.600
<v Speaker 1>But today you've got everything from phones to uh to

0:35:44.360 --> 0:35:48.319
<v Speaker 1>uh you know, set top boxes in some cases, to um,

0:35:48.920 --> 0:35:51.800
<v Speaker 1>you know, the social networks that all have these casual

0:35:51.880 --> 0:35:55.480
<v Speaker 1>games that are available. Nintendo has no longer got a

0:35:55.560 --> 0:35:59.439
<v Speaker 1>lock on that. So it's they're actually in a way,

0:35:59.480 --> 0:36:02.040
<v Speaker 1>you could say their competition is way more fierce in

0:36:02.160 --> 0:36:04.280
<v Speaker 1>that area than it would be if they were competing

0:36:04.280 --> 0:36:08.000
<v Speaker 1>against Microsoft and Sony. Well, now I would argue that

0:36:08.000 --> 0:36:11.600
<v Speaker 1>that Nintendo is finding itself at a crossroads. UM. It

0:36:11.640 --> 0:36:15.240
<v Speaker 1>has announced the Wii U, which is the next version

0:36:15.320 --> 0:36:19.520
<v Speaker 1>of the Wi. Um Yukoy had said, as you will

0:36:19.560 --> 0:36:22.399
<v Speaker 1>recall from the last podcast, that Nintendo was the kind

0:36:22.400 --> 0:36:25.920
<v Speaker 1>of company that takes mature technology and utilizes it to

0:36:26.000 --> 0:36:28.640
<v Speaker 1>create new products, which is exactly what they did with

0:36:28.680 --> 0:36:31.080
<v Speaker 1>the WI that enabled them to hit a lower price

0:36:31.120 --> 0:36:34.359
<v Speaker 1>point out of the out of the gate um. And

0:36:34.520 --> 0:36:38.720
<v Speaker 1>people criticize the hardcore gamers who liked the Xbox three sixty,

0:36:38.719 --> 0:36:41.880
<v Speaker 1>who liked the PlayStation three because it had UH full

0:36:41.960 --> 0:36:46.560
<v Speaker 1>on her high definition graphics UH, criticized the we because

0:36:46.600 --> 0:36:51.080
<v Speaker 1>it only had the lower definition. Um, well, it's still

0:36:51.160 --> 0:36:54.480
<v Speaker 1>high deaf, but it's UH DVD resolution, not the ten

0:36:54.560 --> 0:36:59.560
<v Speaker 1>A DP. It was seven UM and or seven or

0:36:59.600 --> 0:37:04.560
<v Speaker 1>seven twenty I away lines of resolution. It's not it's

0:37:04.560 --> 0:37:07.279
<v Speaker 1>not top of the line. Yeah, And the we U

0:37:07.640 --> 0:37:10.839
<v Speaker 1>is aimed at the high def market and it has

0:37:10.960 --> 0:37:14.920
<v Speaker 1>a again, they've reinvented the controller. It has a it's

0:37:14.920 --> 0:37:18.279
<v Speaker 1>a much bigger controller that has additional functionality has its

0:37:18.280 --> 0:37:22.560
<v Speaker 1>own screen UM. But they're also like combining the d

0:37:22.719 --> 0:37:27.360
<v Speaker 1>S I with the UM and some people really like it,

0:37:27.440 --> 0:37:29.120
<v Speaker 1>some people really don't. We'll have to see when it

0:37:29.120 --> 0:37:31.359
<v Speaker 1>actually gets out on the market whether it succeeds or not.

0:37:31.800 --> 0:37:35.520
<v Speaker 1>But the DS is competing with smartphones and other devices,

0:37:35.719 --> 0:37:38.680
<v Speaker 1>and people have pointed out, and rightfully, so, why would

0:37:38.719 --> 0:37:40.840
<v Speaker 1>I pay thirty dollars, which is sort of the price

0:37:40.880 --> 0:37:43.719
<v Speaker 1>point for a new DS game, when I can get

0:37:43.760 --> 0:37:47.640
<v Speaker 1>the same exact game for my smartphone for five dollars,

0:37:48.640 --> 0:37:51.640
<v Speaker 1>And and my smartphone does stuff other than play games.

0:37:51.640 --> 0:37:54.120
<v Speaker 1>So some people say that perhaps Nintendo should get into

0:37:54.120 --> 0:37:58.799
<v Speaker 1>the smartphone business, or perhaps Nintendo should re reevaluate it's

0:37:59.000 --> 0:38:02.520
<v Speaker 1>it's line on not licensing out it's it's prime core

0:38:02.600 --> 0:38:05.279
<v Speaker 1>material to other companies. We should also point out the

0:38:05.280 --> 0:38:10.280
<v Speaker 1>three D S, which launched in is another Nintendo slow starter.

0:38:10.400 --> 0:38:12.440
<v Speaker 1>It has not done nearly as well in the market

0:38:12.480 --> 0:38:14.640
<v Speaker 1>as they had hoped. That, of course, is the d

0:38:14.760 --> 0:38:17.800
<v Speaker 1>S system, the handheld gaming system that has the glasses

0:38:18.000 --> 0:38:23.239
<v Speaker 1>free three D effect, using essentially a variation on a

0:38:23.320 --> 0:38:26.360
<v Speaker 1>lenticular display. If you'd like to see one. Taking apart

0:38:26.440 --> 0:38:28.880
<v Speaker 1>you can see that on our website. Yeah, I I

0:38:29.360 --> 0:38:33.000
<v Speaker 1>we bought one specifically for me to demolish, and I did,

0:38:33.200 --> 0:38:36.160
<v Speaker 1>and there was much wailing and nation of teeth. But

0:38:36.239 --> 0:38:39.240
<v Speaker 1>the yeah, the three DS was sort of Nintendo's approach

0:38:39.320 --> 0:38:43.000
<v Speaker 1>to try and combat the smartphone casual gaming market by

0:38:43.000 --> 0:38:45.960
<v Speaker 1>introducing this new element three D, which was not available

0:38:46.000 --> 0:38:49.279
<v Speaker 1>on most other systems. But it just has not taken off.

0:38:49.320 --> 0:38:51.719
<v Speaker 1>And a lot of people who have enjoyed the three

0:38:51.800 --> 0:38:55.080
<v Speaker 1>DS have told me this is anecdotal, but they have

0:38:55.120 --> 0:38:57.160
<v Speaker 1>told me that they've just turned the three D off

0:38:57.200 --> 0:39:00.160
<v Speaker 1>because it's just more of a problem than than Uh.

0:39:00.320 --> 0:39:03.680
<v Speaker 1>It doesn't it doesn't enhance the gameplay for them. So

0:39:03.800 --> 0:39:06.560
<v Speaker 1>the Xcel, however, has done reasonably well. It's as with

0:39:06.600 --> 0:39:09.600
<v Speaker 1>a larger screen. Yeah, and uh, I we need to

0:39:09.640 --> 0:39:12.399
<v Speaker 1>start wrapping up this, uh this episode. But I did

0:39:12.440 --> 0:39:14.480
<v Speaker 1>want to point out one other thing. We've been talking

0:39:14.520 --> 0:39:16.520
<v Speaker 1>about lots of different people, and I do have a

0:39:16.640 --> 0:39:19.680
<v Speaker 1>kind of a tragic ending for one of the folks

0:39:19.719 --> 0:39:23.600
<v Speaker 1>involved in this story. Um Yakoi, the guy who was

0:39:23.680 --> 0:39:26.280
<v Speaker 1>the designer who came up with the game Boy design.

0:39:26.320 --> 0:39:28.520
<v Speaker 1>He also designed the Virtual Boy, so not everything he

0:39:28.600 --> 0:39:32.080
<v Speaker 1>touched turned to Gold, he decided to leave Nintendo in

0:39:34.320 --> 0:39:39.239
<v Speaker 1>and he went to found his own company, but unfortunately, tragically,

0:39:39.880 --> 0:39:42.160
<v Speaker 1>he died as a result of a car accident in

0:39:43.640 --> 0:39:47.120
<v Speaker 1>he his car rear ended a truck on a highway

0:39:47.160 --> 0:39:49.040
<v Speaker 1>and when he got out to inspect the damage, he

0:39:49.120 --> 0:39:51.720
<v Speaker 1>was struck by another driver and died as a result.

0:39:52.560 --> 0:39:54.880
<v Speaker 1>So that was something I thought I mentioned. It was

0:39:54.920 --> 0:39:58.600
<v Speaker 1>a person who really was instrumental in the design of

0:39:58.640 --> 0:40:01.400
<v Speaker 1>a lot of early Nintendo US and his design elements

0:40:01.440 --> 0:40:05.839
<v Speaker 1>carried over into current generation Nintendo products, and I thought

0:40:05.840 --> 0:40:09.439
<v Speaker 1>it was it was important to remember him. And Uh,

0:40:09.480 --> 0:40:12.160
<v Speaker 1>it's sad, of course, the way, um, the way that

0:40:12.200 --> 0:40:14.560
<v Speaker 1>all turned out, but I thought it was something that

0:40:14.600 --> 0:40:18.279
<v Speaker 1>we should definitely touch on. So it'll be interesting to

0:40:18.320 --> 0:40:20.920
<v Speaker 1>see what happens to Nintendo in the future. Recently, as

0:40:20.920 --> 0:40:24.480
<v Speaker 1>of eleven, the company has been struggling financially. Uh, it's

0:40:24.520 --> 0:40:26.960
<v Speaker 1>just it's one of those things where the video game

0:40:27.000 --> 0:40:30.240
<v Speaker 1>console market saturation has caused problems. The three DS sales

0:40:30.239 --> 0:40:35.279
<v Speaker 1>have caused problems, but the company has returned from setbacks

0:40:35.400 --> 0:40:38.080
<v Speaker 1>in the past, so we can't we can't just discount

0:40:38.120 --> 0:40:40.040
<v Speaker 1>Nintendo and say that they're out of the game. Like

0:40:40.040 --> 0:40:42.560
<v Speaker 1>they're they're also ran. At this point, there's always the

0:40:42.840 --> 0:40:46.319
<v Speaker 1>chance that they're going to reinvent the home video game

0:40:46.360 --> 0:40:50.280
<v Speaker 1>market yet again. Yeah, and it's it. It's uh. Well,

0:40:50.400 --> 0:40:53.279
<v Speaker 1>just before we recorded this a few days ago, they

0:40:53.320 --> 0:40:56.319
<v Speaker 1>announced that their earnings were going to be less even

0:40:56.320 --> 0:41:01.880
<v Speaker 1>than they had predicted before. UM, which is some mumblings

0:41:01.880 --> 0:41:06.040
<v Speaker 1>of doom and gloom around the industry. But um uh,

0:41:06.120 --> 0:41:08.239
<v Speaker 1>you know, they could also end up as saga. Did

0:41:08.920 --> 0:41:12.240
<v Speaker 1>you wonder what the creators of Mario and Link and

0:41:12.239 --> 0:41:14.840
<v Speaker 1>and all those other characters Kirby and so many of

0:41:14.840 --> 0:41:19.000
<v Speaker 1>the others that we love, UM would would do. I mean,

0:41:19.320 --> 0:41:22.120
<v Speaker 1>Sega found as it got out of the video game

0:41:22.120 --> 0:41:25.600
<v Speaker 1>console business that it still could make great video games,

0:41:25.880 --> 0:41:29.200
<v Speaker 1>uh some not so great UM, but still sell them

0:41:29.239 --> 0:41:32.840
<v Speaker 1>to uh markets and reach out through other people's hardware.

0:41:32.920 --> 0:41:35.400
<v Speaker 1>And I think they've been somewhat successful in partnering with

0:41:35.560 --> 0:41:39.400
<v Speaker 1>Nintendo UM to do that. Uh. So it is possible

0:41:39.440 --> 0:41:41.600
<v Speaker 1>that even if Nintendo gets out of the hardware business,

0:41:41.680 --> 0:41:44.399
<v Speaker 1>they could still end up making fantastic games around their

0:41:44.400 --> 0:41:48.920
<v Speaker 1>their wonderful characters. UM. So hopefully, you know, if they

0:41:48.960 --> 0:41:51.600
<v Speaker 1>find a way to UM that they'll find a way

0:41:51.600 --> 0:41:53.879
<v Speaker 1>to continue one way or the other, but they're still

0:41:53.880 --> 0:42:03.120
<v Speaker 1>not They're still not out of it yet. Oh Hi there,

0:42:03.360 --> 0:42:06.040
<v Speaker 1>how are you? I hope you enjoyed that classic episode

0:42:06.080 --> 0:42:09.520
<v Speaker 1>tech Stuff. Next week, I'm going to dive into what

0:42:09.560 --> 0:42:12.160
<v Speaker 1>the company has been up to since two thousand and eleven,

0:42:12.640 --> 0:42:15.080
<v Speaker 1>and there's a lot to talk about, things that are

0:42:15.320 --> 0:42:19.880
<v Speaker 1>both fun and interesting and exciting and some very tragic

0:42:20.560 --> 0:42:22.879
<v Speaker 1>UH situations as well, And I'm going to cover all

0:42:22.920 --> 0:42:25.160
<v Speaker 1>of that in the next episode where we really dive

0:42:25.239 --> 0:42:27.960
<v Speaker 1>into what Nintendo has been up to and what is

0:42:28.000 --> 0:42:30.359
<v Speaker 1>the future of the company, what does that look like

0:42:30.680 --> 0:42:33.800
<v Speaker 1>and can anyone really predict what's going to happen next?

0:42:34.360 --> 0:42:37.080
<v Speaker 1>So that will be the focus of next week's episode.

0:42:37.080 --> 0:42:40.879
<v Speaker 1>Make sure you joined to hear the exciting conclusion of

0:42:41.160 --> 0:42:43.600
<v Speaker 1>a series that has been five years in the making

0:42:43.680 --> 0:42:47.160
<v Speaker 1>as it turns out. If you have suggestions for future episodes,

0:42:47.239 --> 0:42:49.600
<v Speaker 1>or maybe it's a guest host that you think would

0:42:49.600 --> 0:42:52.120
<v Speaker 1>be awesome to have on the mic with me, or

0:42:52.200 --> 0:42:55.399
<v Speaker 1>someone I should interview in the future, please let me know.

0:42:55.600 --> 0:42:58.640
<v Speaker 1>The email address is text stuff at how stuff works

0:42:58.719 --> 0:43:02.000
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0:43:02.120 --> 0:43:04.960
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0:43:05.200 --> 0:43:12.359
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0:43:12.360 --> 0:43:14.680
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0:43:14.719 --> 0:43:25.520
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