1 00:00:00,280 --> 00:00:02,840 Speaker 1: Brought to you by the reinvented two thousand twelve camera. 2 00:00:03,160 --> 00:00:08,920 Speaker 1: It's ready. Are you get in touch with technology? With 3 00:00:09,039 --> 00:00:17,960 Speaker 1: tech Stuff from How Stuff workstot coming. Hello again everyone, 4 00:00:18,000 --> 00:00:21,239 Speaker 1: Welcome to Tech Stuff. My name is Chris Pouelette and 5 00:00:21,239 --> 00:00:24,760 Speaker 1: I'm an editor and sitting in front of me as 6 00:00:24,840 --> 00:00:28,440 Speaker 1: usual as senior writer Jonathan Strickland. Gee, I'm really sorry 7 00:00:28,480 --> 00:00:32,559 Speaker 1: your mom blew up, Ricky. I'm sorry. I wasn't expecting 8 00:00:32,680 --> 00:00:35,040 Speaker 1: that one. That was That one has nothing to do 9 00:00:35,080 --> 00:00:37,720 Speaker 1: with what we're talking about. Awesome. Yeah, it's a great movie, 10 00:00:37,760 --> 00:00:39,880 Speaker 1: isn't it. Yes, if you have not seen that movie, 11 00:00:39,920 --> 00:00:42,000 Speaker 1: then you need to find out what that quote is 12 00:00:42,040 --> 00:00:47,400 Speaker 1: from and then go see that movie. He likes corn. 13 00:00:48,560 --> 00:00:50,800 Speaker 1: We could just quote that movie over this podcast, but 14 00:00:50,840 --> 00:00:53,920 Speaker 1: that would be finept it wouldn't cover the topic that 15 00:00:53,960 --> 00:00:56,920 Speaker 1: the title says true and it is one of our 16 00:00:57,000 --> 00:01:03,360 Speaker 1: favorite gaming companies that we're talking about the history of today. Sega. Yes. Yes, 17 00:01:03,440 --> 00:01:05,520 Speaker 1: Chris was the one who came up with the brilliant title, 18 00:01:05,600 --> 00:01:10,360 Speaker 1: the Sega Saga. Yes, it's an epic Sega saga, so 19 00:01:10,840 --> 00:01:14,000 Speaker 1: and and and it has nothing to do with Iceland, right, 20 00:01:14,600 --> 00:01:18,640 Speaker 1: completely different saga. No, No, there's no Bayowolf in the well, 21 00:01:18,680 --> 00:01:20,320 Speaker 1: they might have made a Baowolf game. I didn't go 22 00:01:20,360 --> 00:01:23,560 Speaker 1: through their entire arcade library anyway, and then it was 23 00:01:23,600 --> 00:01:28,400 Speaker 1: disgrendled anyway. Oh man, we're you can tell we've already 24 00:01:28,440 --> 00:01:30,640 Speaker 1: done one podcast this morning because we're really warmed up 25 00:01:30,680 --> 00:01:35,400 Speaker 1: with Lupi. Um. So, the funny thing is the Sega 26 00:01:35,400 --> 00:01:38,360 Speaker 1: still exists, so we are we are not burying a 27 00:01:38,400 --> 00:01:42,120 Speaker 1: company as we did with Midway so much, but it 28 00:01:42,200 --> 00:01:44,800 Speaker 1: exists in a radically different form than it did many 29 00:01:44,880 --> 00:01:48,200 Speaker 1: years ago. And uh, many people and I had no 30 00:01:48,280 --> 00:01:51,160 Speaker 1: idea when I started the research for this, but many 31 00:01:51,160 --> 00:01:56,280 Speaker 1: people think of Sega as another one of those Japanese 32 00:01:56,440 --> 00:02:00,600 Speaker 1: arcade game companies. Are game companies like Nintendo or Tito 33 00:02:00,920 --> 00:02:05,880 Speaker 1: or Sony and some of the others not so much. Well, 34 00:02:05,920 --> 00:02:11,160 Speaker 1: it is, but it began as an American company, Yes, 35 00:02:11,360 --> 00:02:17,720 Speaker 1: in Honolulu, Hawaii, which I guess technically in Honolulu still 36 00:02:17,840 --> 00:02:20,679 Speaker 1: was not in an American It was an American territory, 37 00:02:21,639 --> 00:02:23,440 Speaker 1: wasn't a statement. I think you'd probably still call it 38 00:02:23,480 --> 00:02:27,520 Speaker 1: an American company. And its name comes from Standard Games. 39 00:02:27,760 --> 00:02:31,280 Speaker 1: Actually it comes from the second name. Standard Games was 40 00:02:31,320 --> 00:02:34,240 Speaker 1: their original name. Yes, but they then changed the Service 41 00:02:34,440 --> 00:02:38,400 Speaker 1: games because they took they took the SE from service 42 00:02:38,480 --> 00:02:41,760 Speaker 1: and the g A from games and became Sega. Now 43 00:02:41,880 --> 00:02:46,080 Speaker 1: why was it called service Games because early on in 44 00:02:46,120 --> 00:02:51,000 Speaker 1: its history the company made coin operated amusements. Yes, right, 45 00:02:51,040 --> 00:02:54,080 Speaker 1: so these are the kind of the old style penny 46 00:02:54,200 --> 00:02:58,799 Speaker 1: arcade type games and they made them specifically, they would 47 00:02:58,919 --> 00:03:02,359 Speaker 1: they were making them for a very niche market, niche 48 00:03:02,400 --> 00:03:05,399 Speaker 1: military basis. Yes, And that's where you got the name 49 00:03:05,600 --> 00:03:10,640 Speaker 1: Service Games because they were in the service exactly. And 50 00:03:10,960 --> 00:03:14,480 Speaker 1: they the company had been around for a few years 51 00:03:14,560 --> 00:03:18,079 Speaker 1: when um, they kind of got this idea of relocating 52 00:03:18,080 --> 00:03:22,080 Speaker 1: to Japan. Yes, the company, originally as Standard Games, was 53 00:03:22,120 --> 00:03:27,160 Speaker 1: founded by Martin Bromily, Irvan Bromberg, and James Humpert. And 54 00:03:27,320 --> 00:03:32,359 Speaker 1: they started in um I, you know, oddly enough, right 55 00:03:32,400 --> 00:03:36,360 Speaker 1: before the United States entered World War two. Um with Japan. 56 00:03:36,440 --> 00:03:42,160 Speaker 1: Of course, um event that happened in Hawaii, yes, um, 57 00:03:42,200 --> 00:03:46,200 Speaker 1: but in one Bromiley was the one that said let's 58 00:03:46,320 --> 00:03:49,839 Speaker 1: move to Tokyo. And that actually, uh, you might say, 59 00:03:49,840 --> 00:03:51,680 Speaker 1: why did you bring that up right after the war thing? 60 00:03:51,680 --> 00:03:53,360 Speaker 1: It actually had a lot to do with the war, 61 00:03:54,120 --> 00:03:59,200 Speaker 1: not just because they were originally creating games for service locations, 62 00:03:59,240 --> 00:04:04,720 Speaker 1: but also because you know, Japan had been damaged pretty 63 00:04:04,760 --> 00:04:06,680 Speaker 1: heavily in the last days of the war, pretty heavily, 64 00:04:06,800 --> 00:04:10,280 Speaker 1: very heavily, and um the country. The country was rebuilding, 65 00:04:10,360 --> 00:04:12,400 Speaker 1: and they saw an opportunity to get in on the 66 00:04:12,400 --> 00:04:17,000 Speaker 1: ground floor of and and create an industry that that 67 00:04:17,080 --> 00:04:19,440 Speaker 1: really didn't exist in Japan like it did in the 68 00:04:19,520 --> 00:04:21,920 Speaker 1: United States. And the United States they had competition from 69 00:04:22,080 --> 00:04:25,520 Speaker 1: other game manufacturers, where in Japan they would have a 70 00:04:25,640 --> 00:04:32,320 Speaker 1: much more open market. Yeah, this was really amazing foresight, right, 71 00:04:32,400 --> 00:04:36,840 Speaker 1: because you have to remember at this time in history, 72 00:04:37,160 --> 00:04:39,760 Speaker 1: no one was really looking to Japan to become a 73 00:04:39,880 --> 00:04:43,680 Speaker 1: leader in electronics or or any any of those kind 74 00:04:43,680 --> 00:04:46,680 Speaker 1: of industries. I mean, Japan was a country that had 75 00:04:46,720 --> 00:04:50,679 Speaker 1: been devastated by war, and UM and the United States 76 00:04:50,680 --> 00:04:54,000 Speaker 1: of course invested quite heavily in in rebuilding Japan, as 77 00:04:54,040 --> 00:04:58,960 Speaker 1: did other nations, and Japan, for its part, didn't just 78 00:04:59,240 --> 00:05:04,080 Speaker 1: accept money and you know and coast the Japanese people, 79 00:05:04,160 --> 00:05:10,159 Speaker 1: the Japanese government really dedicated themselves to building a new Japan. 80 00:05:10,880 --> 00:05:15,159 Speaker 1: And and boy did they The electronics industry alone became 81 00:05:15,279 --> 00:05:19,320 Speaker 1: so important to Japan and they became so innovative that 82 00:05:19,520 --> 00:05:22,800 Speaker 1: it in Japan, you could argue, became the leader in 83 00:05:23,000 --> 00:05:29,160 Speaker 1: several electronics sub categories, to the point where you had 84 00:05:29,160 --> 00:05:33,720 Speaker 1: countries like America say, wow, what happened? We were we 85 00:05:33,720 --> 00:05:37,560 Speaker 1: were away in the lead there. What how did that happen? 86 00:05:37,720 --> 00:05:41,600 Speaker 1: And the reason that happened was companies like Sega really 87 00:05:42,000 --> 00:05:47,919 Speaker 1: saw the opportunity and seized it. Um. Yeah, So in 88 00:05:49,240 --> 00:05:53,720 Speaker 1: Sega merged with another company, rosen Enterprises, again founded by 89 00:05:53,720 --> 00:05:59,160 Speaker 1: an American, David rosen In, and they that company had 90 00:05:59,160 --> 00:06:04,760 Speaker 1: been working on an instant photo booths and mechanical arcade games. Um. 91 00:06:04,920 --> 00:06:07,359 Speaker 1: I think of that being sort of like pinball machines 92 00:06:07,480 --> 00:06:10,720 Speaker 1: and those things with the cranes that never seem to work, yes, 93 00:06:11,440 --> 00:06:13,480 Speaker 1: or the games where you get the coins that are 94 00:06:13,600 --> 00:06:15,680 Speaker 1: right there on the edge and all it's gonna take 95 00:06:15,720 --> 00:06:17,760 Speaker 1: is one more coin and it'll knock all those coins 96 00:06:17,760 --> 00:06:21,440 Speaker 1: and you'll be rich. But somehow, despite the laws of 97 00:06:21,520 --> 00:06:25,480 Speaker 1: gravity and the conservation of energy, it just doesn't work, 98 00:06:25,520 --> 00:06:29,240 Speaker 1: which shows you that science is a lie. Okay, that 99 00:06:29,360 --> 00:06:30,919 Speaker 1: last part was a joke. I'm going to send in 100 00:06:30,960 --> 00:06:35,440 Speaker 1: the stuff to blow your mind staff and they can 101 00:06:35,480 --> 00:06:37,280 Speaker 1: they can have a talk with you about that. Explain 102 00:06:37,279 --> 00:06:41,360 Speaker 1: how this is scientifically possible, I dare you. But it 103 00:06:41,400 --> 00:06:45,200 Speaker 1: wasn't long after that that Sega released its first major hit, 104 00:06:45,279 --> 00:06:48,240 Speaker 1: at least that I saw a reference, and that's called Periscope. 105 00:06:48,279 --> 00:06:52,120 Speaker 1: It's a sub submarine simulator again with the war theme. 106 00:06:53,080 --> 00:06:58,000 Speaker 1: UM and UH in giving you the concise history here 107 00:06:58,279 --> 00:07:00,600 Speaker 1: and which is the one that's on the same A website. 108 00:07:00,760 --> 00:07:05,039 Speaker 1: In sixty nine, Sega, Rosenan and the other people who 109 00:07:05,040 --> 00:07:07,799 Speaker 1: were shareholders in Sega decided to sell out to Gulf 110 00:07:07,800 --> 00:07:12,440 Speaker 1: and Western, which, according to Britannica, was founded in ninety 111 00:07:12,520 --> 00:07:15,520 Speaker 1: eight uh and just became a It was a huge 112 00:07:15,520 --> 00:07:20,440 Speaker 1: conglomerate company. UM. It owned Paramount Pictures UM and then 113 00:07:20,440 --> 00:07:22,800 Speaker 1: it changed its name Gulf and Western. I remember seeing 114 00:07:22,800 --> 00:07:25,480 Speaker 1: that on the Paramount logo and wondering what the connection was. Well, 115 00:07:25,640 --> 00:07:29,560 Speaker 1: it changed its name to Paramount Communications UH in nine 116 00:07:29,640 --> 00:07:34,920 Speaker 1: and then Viacom gobbled it up in UM. But that 117 00:07:34,920 --> 00:07:37,000 Speaker 1: that's uh, you know, sort of sort of how it 118 00:07:37,040 --> 00:07:39,960 Speaker 1: became a worldwide entity, because first it had to hit 119 00:07:40,000 --> 00:07:44,720 Speaker 1: with with Periscope, and then it was you know, became 120 00:07:44,920 --> 00:07:50,160 Speaker 1: part of a very large media distribution company, right and UH, 121 00:07:50,200 --> 00:07:52,440 Speaker 1: I thought it was interesting that just this's just kind 122 00:07:52,440 --> 00:07:53,960 Speaker 1: of an aside that I don't really have a whole 123 00:07:53,960 --> 00:07:56,080 Speaker 1: lot of de tail about this. But then in the seventies, 124 00:07:56,760 --> 00:07:59,640 Speaker 1: Sega really kind of tried to branch out beyond just 125 00:08:00,120 --> 00:08:03,680 Speaker 1: doing the amusements and the games and created its own 126 00:08:03,720 --> 00:08:09,320 Speaker 1: Sega branded television screen TV. Yeah. I didn't see that. Yeah, 127 00:08:09,360 --> 00:08:12,160 Speaker 1: it's one of those just odd things. Obviously it was 128 00:08:12,200 --> 00:08:15,280 Speaker 1: not not the it what ended up not being the 129 00:08:15,320 --> 00:08:17,360 Speaker 1: direction the company moved in, but it was something that 130 00:08:17,400 --> 00:08:19,560 Speaker 1: they were, you know, they were trying out different things, 131 00:08:20,280 --> 00:08:26,120 Speaker 1: and UH, as the arcade game began to evolve, you know, 132 00:08:26,600 --> 00:08:29,320 Speaker 1: late seventies, that's when we started seeing arcade games up here. 133 00:08:29,760 --> 00:08:32,120 Speaker 1: As I began to involve, Sega got involved in that 134 00:08:32,160 --> 00:08:34,680 Speaker 1: because you know, that was sort of Sega's thing was 135 00:08:34,720 --> 00:08:38,600 Speaker 1: they were they were all about coin operated amusements. And 136 00:08:38,640 --> 00:08:43,760 Speaker 1: then after the coin operated UH games started to really 137 00:08:43,760 --> 00:08:46,360 Speaker 1: take off, that's when you started to see companies developed 138 00:08:46,440 --> 00:08:52,400 Speaker 1: the home game consoles. Now, um, I have to say 139 00:08:52,440 --> 00:08:54,600 Speaker 1: that as I was doing research for this, I started 140 00:08:54,640 --> 00:08:57,720 Speaker 1: of course with Sega, but ended up on a really 141 00:08:57,800 --> 00:09:02,480 Speaker 1: awesome lengthy history of Sega at I g N, done 142 00:09:02,480 --> 00:09:05,920 Speaker 1: by Travis Foss f h s and Uh. He really 143 00:09:05,920 --> 00:09:09,120 Speaker 1: gets into a lot of depth about the company UM. 144 00:09:09,160 --> 00:09:13,439 Speaker 1: According to his article, UM, it was Space Invaders release 145 00:09:13,480 --> 00:09:18,560 Speaker 1: in by Tito UM causing a coin shortage in Japan. 146 00:09:20,160 --> 00:09:24,559 Speaker 1: Uh that helped spur the industry, the video game industry 147 00:09:24,600 --> 00:09:29,360 Speaker 1: in in Japan and UM. Sega at that point picked 148 00:09:29,400 --> 00:09:32,480 Speaker 1: up an American company called Gremlin Industries to come up 149 00:09:32,520 --> 00:09:37,000 Speaker 1: with ideas for arcade games. Did they feed them after midnight? 150 00:09:38,400 --> 00:09:41,880 Speaker 1: It's always midnight somewhere, well, not always, but at the 151 00:09:41,920 --> 00:09:45,640 Speaker 1: top of the hour, um, and head On was the 152 00:09:45,679 --> 00:09:52,480 Speaker 1: result of that. Applied directly to forehead it was Amazed game. UM. 153 00:09:52,520 --> 00:10:00,000 Speaker 1: Amazing No uh not not completely dissimilar to another famous 154 00:10:00,160 --> 00:10:05,960 Speaker 1: May's game not created by Sega. Yes, UM. But I 155 00:10:06,040 --> 00:10:10,600 Speaker 1: remember some of the games that Mr Foss mentions in 156 00:10:10,640 --> 00:10:13,600 Speaker 1: his article, including Zaxon, which was a three D space 157 00:10:13,600 --> 00:10:18,640 Speaker 1: shooter that was a great game. I loved Zaxon, fantastic game. Um. 158 00:10:18,720 --> 00:10:21,320 Speaker 1: And he also mentioned Buck Rogers Planet of Zoom, which 159 00:10:21,559 --> 00:10:22,959 Speaker 1: I can't remember if it was in the corner of 160 00:10:22,960 --> 00:10:25,480 Speaker 1: Pizza Place where I used to spend all my parents quarters. 161 00:10:26,720 --> 00:10:30,120 Speaker 1: For me, it was skate country, but was the name 162 00:10:30,120 --> 00:10:32,840 Speaker 1: of the skating rink at my hometown. This was that's 163 00:10:32,840 --> 00:10:36,720 Speaker 1: a pizza. There's some free plugs for businesses that no 164 00:10:36,760 --> 00:10:43,000 Speaker 1: longer exist. Yeah, but as Jonathan mentioned, uh, they started 165 00:10:43,000 --> 00:10:46,080 Speaker 1: getting into home games with some They started out with 166 00:10:46,280 --> 00:10:50,640 Speaker 1: a very very very ugly console named SG one thousand. Yeah. 167 00:10:50,640 --> 00:10:54,000 Speaker 1: Now this was marketed only in Japan. Yes, it did 168 00:10:54,000 --> 00:10:57,000 Speaker 1: not get worldwide distribution, and it's probably a good thing. 169 00:10:57,080 --> 00:11:00,800 Speaker 1: It came out around and it was a card cartridge 170 00:11:00,840 --> 00:11:03,160 Speaker 1: based system, right, Yeah, that was That was during the 171 00:11:03,400 --> 00:11:05,680 Speaker 1: game crash that we talked about in an earlier podcast, 172 00:11:06,360 --> 00:11:08,640 Speaker 1: which is interesting because it came out. I would say 173 00:11:08,679 --> 00:11:11,400 Speaker 1: that was the second wave of home big wave of 174 00:11:11,440 --> 00:11:14,520 Speaker 1: home consoles and Sega. Sega had some amazing timing with 175 00:11:14,679 --> 00:11:18,160 Speaker 1: its console releases, of the first being that releasing a 176 00:11:18,160 --> 00:11:23,280 Speaker 1: console shortly after the massive home gaming crash that happened 177 00:11:23,320 --> 00:11:27,239 Speaker 1: if you remember from our podcast about that that that crash. 178 00:11:27,360 --> 00:11:31,040 Speaker 1: What happened was that the market became glutted with various 179 00:11:31,080 --> 00:11:35,680 Speaker 1: consoles and games, many of which were of a poor quality, 180 00:11:36,240 --> 00:11:41,600 Speaker 1: and so the home market enthusiasts became disenchanted with video 181 00:11:41,640 --> 00:11:43,560 Speaker 1: games in general, and a lot of people were making 182 00:11:43,600 --> 00:11:46,959 Speaker 1: the move towards looking at personal computers, which really had 183 00:11:47,000 --> 00:11:51,040 Speaker 1: not hit big time yet, but we're starting to gain 184 00:11:51,080 --> 00:11:54,480 Speaker 1: a lot of traction. So home consoles were hurting at 185 00:11:54,520 --> 00:12:00,920 Speaker 1: this time now. And the the this console that Sega released, 186 00:12:00,920 --> 00:12:04,480 Speaker 1: the s G one thousand, it had some problems. Uh, 187 00:12:04,960 --> 00:12:08,160 Speaker 1: it only had RF connection, so if you were to 188 00:12:08,200 --> 00:12:10,160 Speaker 1: buy one today, you would actually have to probably find 189 00:12:10,200 --> 00:12:13,240 Speaker 1: an adapter in order to play it. I have one 190 00:12:13,520 --> 00:12:18,480 Speaker 1: and r F adapter, yeah, yeah, somewhere, and you haven't. No, 191 00:12:18,559 --> 00:12:21,000 Speaker 1: I don't have an S one. You know, they were 192 00:12:21,000 --> 00:12:24,880 Speaker 1: pretty affordable. They only cost fifteen thousand yen, which you 193 00:12:24,920 --> 00:12:28,960 Speaker 1: know was about hundred thirty dollars according to I haven't. 194 00:12:28,960 --> 00:12:30,839 Speaker 1: I didn't need the pricing for today. I can look 195 00:12:30,840 --> 00:12:33,400 Speaker 1: it up on That's all right. I didn't do I 196 00:12:33,440 --> 00:12:36,800 Speaker 1: got I got messages last time. How irritating it was 197 00:12:37,280 --> 00:12:40,400 Speaker 1: do the full conversion. But it did launch on July 198 00:12:40,480 --> 00:12:46,280 Speaker 1: fifte at the same day as you know the fan Colm, Yes, 199 00:12:46,360 --> 00:12:50,400 Speaker 1: the famicom, which was known to those of us in 200 00:12:50,400 --> 00:12:55,040 Speaker 1: the United States as entertainment system. So yes, right out 201 00:12:55,040 --> 00:12:58,199 Speaker 1: of the gate, Sega released this on the same day 202 00:12:58,240 --> 00:13:01,520 Speaker 1: as a an icon in the video game industry. Now, 203 00:13:01,559 --> 00:13:04,240 Speaker 1: of course, then Nintendo Entertainment System would make its way 204 00:13:04,280 --> 00:13:06,840 Speaker 1: to the United States a little later, yes, but the 205 00:13:07,920 --> 00:13:10,480 Speaker 1: does not. And let me tell a little bit more. 206 00:13:12,120 --> 00:13:15,080 Speaker 1: I'll give you a little more detail about this this console. Uh. 207 00:13:15,120 --> 00:13:20,480 Speaker 1: It also had a hardwired, permanently attached joystick, so it 208 00:13:20,520 --> 00:13:22,840 Speaker 1: wasn't a joystick that you would unplug and pack up, 209 00:13:23,200 --> 00:13:24,880 Speaker 1: and the reason for that was that it made it 210 00:13:24,920 --> 00:13:29,440 Speaker 1: less expensive to produce. But apparently the joystick had problems. 211 00:13:29,480 --> 00:13:31,920 Speaker 1: It was had poor response time. You had to really 212 00:13:31,960 --> 00:13:34,920 Speaker 1: press on it to get things done. And it was rectangular, 213 00:13:35,880 --> 00:13:38,360 Speaker 1: kind of like the shape of a remote control, with 214 00:13:38,440 --> 00:13:41,160 Speaker 1: a joystick towards the top end in the center and 215 00:13:41,280 --> 00:13:44,520 Speaker 1: buttons on either side. Not the most comfortable thing in 216 00:13:44,559 --> 00:13:47,960 Speaker 1: the world to hold. Actually, read an article in Wired 217 00:13:48,320 --> 00:13:52,000 Speaker 1: where one of the Wired writers found one while attending 218 00:13:52,040 --> 00:13:55,559 Speaker 1: a game conference in Japan and purchased it for about 219 00:13:55,559 --> 00:13:57,760 Speaker 1: fifty eight dollars to bring it back and try it out, 220 00:13:57,840 --> 00:14:01,120 Speaker 1: because hardly anyone bought this thing. That then Tendo beat 221 00:14:01,160 --> 00:14:03,800 Speaker 1: the pants off of it in Japan, and of course 222 00:14:04,120 --> 00:14:08,320 Speaker 1: never saw worldwide distribution. Yes, so his review was that 223 00:14:08,559 --> 00:14:12,439 Speaker 1: you could see why never saw worldwide distribution the games. 224 00:14:12,440 --> 00:14:14,800 Speaker 1: He said, we're pretty much not that great, and the 225 00:14:14,840 --> 00:14:18,240 Speaker 1: controls were really difficult, and the Nintendo was just a 226 00:14:18,320 --> 00:14:22,280 Speaker 1: superior system. Yep, yep, and in fact, it scared away 227 00:14:23,040 --> 00:14:26,520 Speaker 1: the corporate parent. Now, lest you have paused the podcast 228 00:14:26,520 --> 00:14:31,480 Speaker 1: and corrected me on Viacom owning Sega, UM Golf and 229 00:14:31,560 --> 00:14:35,160 Speaker 1: Western before Paramount even entered the picture, before they changed 230 00:14:35,200 --> 00:14:38,760 Speaker 1: their name, they said okay, no, Mr Rosen, you want 231 00:14:38,800 --> 00:14:43,000 Speaker 1: your company back. Um. And they were asking thirty eight 232 00:14:43,040 --> 00:14:47,960 Speaker 1: million dollars for Sega, which you know I would have 233 00:14:47,960 --> 00:14:53,000 Speaker 1: considered a bargain in today's terms, probably right. Um. So basically, uh, 234 00:14:53,200 --> 00:14:58,160 Speaker 1: David Rosen found some other willing partners and uh uh 235 00:14:58,320 --> 00:15:03,640 Speaker 1: including a company named c s K Holdings UM, a 236 00:15:03,720 --> 00:15:08,600 Speaker 1: Japanese company. UM. And basically they bought it back from 237 00:15:08,600 --> 00:15:13,560 Speaker 1: Gulf and Western headquartered in Japan, and uh Rosen stayed 238 00:15:13,560 --> 00:15:21,040 Speaker 1: in Los Angeles, California to manage the United States operation. UM. So, yeah, 239 00:15:21,200 --> 00:15:23,600 Speaker 1: the ST one thousand not a hit, and Gulf and 240 00:15:23,680 --> 00:15:26,560 Speaker 1: Western says, no, no, no, you go ahead, you can 241 00:15:26,600 --> 00:15:29,840 Speaker 1: have it back. And a couple of years later, Sega 242 00:15:29,920 --> 00:15:35,400 Speaker 1: launches a new console, the Sega Master System. So we're 243 00:15:35,400 --> 00:15:39,240 Speaker 1: skipping the SG one two. Yeah, I'm skipping all the twos. 244 00:15:39,520 --> 00:15:41,720 Speaker 1: Most of the several of the consoles will be talking 245 00:15:41,720 --> 00:15:48,080 Speaker 1: about had follow up consoles and Sega Mark three, let's 246 00:15:48,320 --> 00:15:50,360 Speaker 1: let's just talk about the ones that are important. It's 247 00:15:50,400 --> 00:15:52,160 Speaker 1: funny if you if you go back to the if 248 00:15:52,160 --> 00:15:56,720 Speaker 1: you go back to the um list of if you 249 00:15:56,760 --> 00:15:59,840 Speaker 1: go find this article and find these boxes, they are 250 00:15:59,920 --> 00:16:05,400 Speaker 1: the most depressing looking beige chunks of plastic kind of 251 00:16:05,800 --> 00:16:09,800 Speaker 1: kind of reflects their their their eventual fate, yes, however, 252 00:16:10,280 --> 00:16:14,760 Speaker 1: but not their eventual successes, which looked far cooler. So 253 00:16:15,040 --> 00:16:17,160 Speaker 1: the Master System, the Sega Master System you have thought, 254 00:16:17,240 --> 00:16:20,280 Speaker 1: it came out in Japan around and then it got 255 00:16:20,280 --> 00:16:23,800 Speaker 1: worldwide release the next year, and that was another eight 256 00:16:23,840 --> 00:16:27,280 Speaker 1: bit based video game console system. So this is the 257 00:16:27,320 --> 00:16:31,720 Speaker 1: same same general processing level as the Nintendo Entertainment System. 258 00:16:32,000 --> 00:16:34,160 Speaker 1: It was a thirty two color system as opposed to 259 00:16:34,160 --> 00:16:40,520 Speaker 1: the sixteen from the previous UH console, and again cartridge based, 260 00:16:40,560 --> 00:16:45,920 Speaker 1: but it also had a slot for a card system. 261 00:16:46,520 --> 00:16:50,560 Speaker 1: The cards would actually hold games that were not as complicated, 262 00:16:50,680 --> 00:16:53,840 Speaker 1: that didn't need the full capacity that a cartridge could hold. 263 00:16:54,120 --> 00:16:56,200 Speaker 1: But you could like walk around with the whole pocket 264 00:16:56,240 --> 00:16:59,080 Speaker 1: full of games and and trade them with your friends. Right, 265 00:16:59,200 --> 00:17:02,800 Speaker 1: these would be the it's like pog now, these were them. 266 00:17:02,960 --> 00:17:04,640 Speaker 1: You could play Pog with the cards if you really 267 00:17:04,680 --> 00:17:07,000 Speaker 1: wanted to. Now that the cards were for the games 268 00:17:07,000 --> 00:17:09,760 Speaker 1: that were much less complicated, So you might have uh, 269 00:17:09,800 --> 00:17:12,679 Speaker 1: you know, You're You're a title games. Those would all 270 00:17:12,720 --> 00:17:15,320 Speaker 1: be on cartridges because they needed that space. But then 271 00:17:15,359 --> 00:17:18,120 Speaker 1: you would have these very simple games that were not 272 00:17:19,119 --> 00:17:23,119 Speaker 1: that uh demanding as far as um storage space goes, 273 00:17:23,160 --> 00:17:26,040 Speaker 1: and so those would be used on the cards. The 274 00:17:26,080 --> 00:17:29,760 Speaker 1: card thing did not last very long. The later versions 275 00:17:29,920 --> 00:17:32,239 Speaker 1: of the Sega Master System just did away with it 276 00:17:32,240 --> 00:17:34,959 Speaker 1: because hardly anyone was purchasing these card games, and then 277 00:17:34,960 --> 00:17:38,200 Speaker 1: they would just they would release like batches of these 278 00:17:38,200 --> 00:17:42,879 Speaker 1: card games all contained to one cartridge instead. So it's 279 00:17:42,960 --> 00:17:47,080 Speaker 1: kind of like if you've ever played a more modern 280 00:17:47,160 --> 00:17:50,880 Speaker 1: console where they release the classic games, where you'll get 281 00:17:50,920 --> 00:17:54,840 Speaker 1: like maybe thirty or forty classic games on one desk. 282 00:17:54,880 --> 00:17:59,000 Speaker 1: It was kind of the equivalent to that, uh and 283 00:17:59,080 --> 00:18:01,240 Speaker 1: that one was around two hundred dollars when it launched. 284 00:18:02,800 --> 00:18:07,040 Speaker 1: Now at this point, UH I believe a man named 285 00:18:07,240 --> 00:18:10,639 Speaker 1: Hayao naka Yama was in charge of Sega in in 286 00:18:10,760 --> 00:18:14,040 Speaker 1: Japan and Rosen was handling things here in the United States. 287 00:18:14,480 --> 00:18:20,560 Speaker 1: They didn't always so much get along. Um. And that 288 00:18:20,760 --> 00:18:24,919 Speaker 1: that's important because that story is going on behind the 289 00:18:24,960 --> 00:18:27,480 Speaker 1: scenes here. We don't really see that. Those of us 290 00:18:27,520 --> 00:18:30,800 Speaker 1: who are are Sega fans, Um, we don't really see 291 00:18:30,840 --> 00:18:33,280 Speaker 1: all that stuff because you know, this is not the 292 00:18:33,320 --> 00:18:35,840 Speaker 1: kind of thing where you know, you would typically know 293 00:18:35,920 --> 00:18:39,800 Speaker 1: about that. What you're looking at is you know whether 294 00:18:39,880 --> 00:18:44,880 Speaker 1: or not uh, Space Harrier and out Run and Zaxon 295 00:18:45,000 --> 00:18:49,280 Speaker 1: are coming into your house. Um. But the thing is 296 00:18:49,760 --> 00:18:54,480 Speaker 1: that the decisions made by Sega in Japan and Sega 297 00:18:54,520 --> 00:18:57,320 Speaker 1: in America had a great deal to do with the 298 00:18:57,520 --> 00:19:00,520 Speaker 1: successes and failures of the companies we're gonna see coming 299 00:19:00,600 --> 00:19:04,960 Speaker 1: up shortly because at this point, this is when uh, 300 00:19:05,960 --> 00:19:11,120 Speaker 1: Nintendo was launching Super Mario Brothers. Yeah, around that time, 301 00:19:11,160 --> 00:19:16,360 Speaker 1: the Sega Master System was seeing some success in Europe. 302 00:19:16,720 --> 00:19:19,080 Speaker 1: They were they were actually selling fairly well in Europe, 303 00:19:19,160 --> 00:19:21,680 Speaker 1: but in the United States and Japan they were trailing 304 00:19:22,240 --> 00:19:27,440 Speaker 1: sales of the in s and uh. Really the Sega's 305 00:19:27,440 --> 00:19:31,000 Speaker 1: strong suit at this point was their intellectual property for 306 00:19:31,040 --> 00:19:34,000 Speaker 1: their arcade games, like you were saying, right, and they 307 00:19:34,040 --> 00:19:38,600 Speaker 1: had that leverage, and Nintendo had Mario. Right, Nintendo had 308 00:19:38,640 --> 00:19:43,920 Speaker 1: an identifiable mascot, yes, right, and and Sega needed something 309 00:19:44,040 --> 00:19:46,600 Speaker 1: like that because I mean you could say that Atari 310 00:19:46,720 --> 00:19:50,040 Speaker 1: had pac Man. True, yeah, Atari had licensed pac Man 311 00:19:50,119 --> 00:19:55,919 Speaker 1: from Namco for you or for worse that that was 312 00:19:56,000 --> 00:20:01,680 Speaker 1: another podcast. Um, but yeah, it's uh um. They were 313 00:20:01,720 --> 00:20:05,080 Speaker 1: really looking for some character that they could use, they 314 00:20:05,080 --> 00:20:07,280 Speaker 1: could leverage, and I know who you're thinking of, but 315 00:20:07,320 --> 00:20:11,359 Speaker 1: it wasn't him yet. It was Alex Kidd that they 316 00:20:11,680 --> 00:20:14,600 Speaker 1: settled on. If you haven't heard of him, that shows 317 00:20:14,640 --> 00:20:19,119 Speaker 1: that it was not a huge success, right. Um. No, 318 00:20:19,280 --> 00:20:22,199 Speaker 1: They tried to make him into a franchiseable character that 319 00:20:22,240 --> 00:20:25,320 Speaker 1: they could parlay at home, but he just didn't. Alex 320 00:20:25,400 --> 00:20:27,560 Speaker 1: Kidd in Miracle World just didn't take off like they 321 00:20:27,600 --> 00:20:29,600 Speaker 1: hoped it would. Well, who would have thought that jump 322 00:20:29,680 --> 00:20:35,960 Speaker 1: Man would eventually become an iconic character. I mean, a 323 00:20:36,000 --> 00:20:41,080 Speaker 1: shortish plumber and overalls Mario started off as jump Man. 324 00:20:41,119 --> 00:20:43,199 Speaker 1: No one would have thought this guy is going to 325 00:20:43,280 --> 00:20:47,080 Speaker 1: become the icon for a company. Yeah, and he did 326 00:20:47,800 --> 00:20:51,080 Speaker 1: showed us. So at this time, we're getting into the 327 00:20:51,160 --> 00:20:55,359 Speaker 1: late eighties, Saga starts to plan its next big console. 328 00:20:56,359 --> 00:21:00,520 Speaker 1: How do you follow up? Name the mass your system, 329 00:21:00,680 --> 00:21:03,120 Speaker 1: especially one that didn't do so well in the United States. 330 00:21:03,160 --> 00:21:07,240 Speaker 1: In Japan, well, you could call it the Mega Drive 331 00:21:07,320 --> 00:21:09,840 Speaker 1: if you want to do, but why would you do that. 332 00:21:09,960 --> 00:21:11,840 Speaker 1: Well it did do that for some countries, but in 333 00:21:11,880 --> 00:21:20,600 Speaker 1: the United States it was called Genesis. Yes, not that Genesis. 334 00:21:20,760 --> 00:21:24,280 Speaker 1: What it was This thing didn't like make dead planets 335 00:21:24,320 --> 00:21:28,280 Speaker 1: turn alive. This is I never bought one. Then the 336 00:21:29,080 --> 00:21:32,080 Speaker 1: Master system was was had changed from that really boring 337 00:21:32,200 --> 00:21:35,199 Speaker 1: beige color to black, but it still looked like a 338 00:21:35,280 --> 00:21:39,000 Speaker 1: box with ports on it. The Genesis was black and 339 00:21:39,119 --> 00:21:45,879 Speaker 1: shiny and round, round dish, It had curves, and it 340 00:21:46,000 --> 00:21:49,040 Speaker 1: was a lot cooler looking than it's previous. Not that 341 00:21:49,040 --> 00:21:53,119 Speaker 1: that sells, however, altered beast being packaged with the system 342 00:21:53,800 --> 00:21:56,639 Speaker 1: that helps. And I'll keep in mind the Sega Genesis 343 00:21:56,680 --> 00:22:00,160 Speaker 1: was still a cartridge based system. We haven't moved away 344 00:22:00,200 --> 00:22:05,160 Speaker 1: from cartridges yet, but it was superior to the NES. 345 00:22:05,280 --> 00:22:08,639 Speaker 1: It was a sixteen bit system, yes it was. The 346 00:22:08,760 --> 00:22:11,399 Speaker 1: NES was an eight bit system, and when it came 347 00:22:11,440 --> 00:22:17,520 Speaker 1: out in Japan that was before the Supernintendo. Yes, not 348 00:22:17,640 --> 00:22:20,360 Speaker 1: a whole lot longer before the Supernintendo, but but long 349 00:22:20,440 --> 00:22:23,240 Speaker 1: enough so that Sega had a jump on the sixteen 350 00:22:23,240 --> 00:22:26,440 Speaker 1: bit market. Yes. Now, the the I g N article 351 00:22:26,520 --> 00:22:29,240 Speaker 1: points out that it didn't take off right out of 352 00:22:29,280 --> 00:22:32,600 Speaker 1: the gate in Japan, maybe partially due to and I 353 00:22:32,600 --> 00:22:34,919 Speaker 1: didn't know this either, that Super Mario Brothers three had 354 00:22:34,960 --> 00:22:38,840 Speaker 1: been released the week before, great timing Sega, so everybody 355 00:22:38,880 --> 00:22:41,399 Speaker 1: was still kind of invested in Well, yeah, Nintendo had 356 00:22:41,440 --> 00:22:44,240 Speaker 1: an amazing market penetration to so you get to some 357 00:22:44,359 --> 00:22:47,720 Speaker 1: point it's just like, you know, the to to jump 358 00:22:47,720 --> 00:22:51,360 Speaker 1: over to another company for a second PlayStation had such 359 00:22:51,440 --> 00:22:56,199 Speaker 1: a great depth of games that the the original PlayStation 360 00:22:56,280 --> 00:22:59,080 Speaker 1: was going strong well after the PlayStation two came out, 361 00:22:59,160 --> 00:23:00,760 Speaker 1: and then when the play stay and three came out, 362 00:23:00,760 --> 00:23:02,800 Speaker 1: the PlayStation two did the same thing. In fact, they 363 00:23:02,800 --> 00:23:05,840 Speaker 1: were still making PlayStation two games long after the PS 364 00:23:05,920 --> 00:23:08,840 Speaker 1: three came out, So there's a there's a level of 365 00:23:08,880 --> 00:23:11,919 Speaker 1: loyalty among gamers. Also. I mean, let's face it, it 366 00:23:12,000 --> 00:23:14,760 Speaker 1: costs a lot of money to upgrade from one system 367 00:23:14,760 --> 00:23:18,719 Speaker 1: to another. So if you are a gamer and you 368 00:23:18,800 --> 00:23:21,440 Speaker 1: have a console and they're still getting new games coming 369 00:23:21,440 --> 00:23:25,119 Speaker 1: out for that console, there's not a whole lot of 370 00:23:25,200 --> 00:23:28,200 Speaker 1: reason for you to jump ship to another system unless 371 00:23:28,760 --> 00:23:34,040 Speaker 1: the games are just phenomenally better. Now, you could argue 372 00:23:34,080 --> 00:23:36,800 Speaker 1: that the Genesis games were at least phenomenally better from 373 00:23:36,840 --> 00:23:39,840 Speaker 1: a graphical standpoint or or even sound effects standpoint. The 374 00:23:40,359 --> 00:23:44,800 Speaker 1: specs on the Genesis were superior to the nes. But again, 375 00:23:44,840 --> 00:23:48,560 Speaker 1: the market penetration that Nintendo had, particularly in Japan, was 376 00:23:48,800 --> 00:23:53,720 Speaker 1: hard to to to just dismiss. Yeah, the Genesis only 377 00:23:53,760 --> 00:23:57,600 Speaker 1: sold four hundred thousand units in its first year, which 378 00:23:57,680 --> 00:24:00,959 Speaker 1: is not I mean, especially by today's standard, where gaming 379 00:24:01,040 --> 00:24:04,879 Speaker 1: is far more um entrenched in the market than it 380 00:24:04,960 --> 00:24:07,720 Speaker 1: used to be. That's that's nothing. But in the United 381 00:24:07,720 --> 00:24:10,080 Speaker 1: States they got a guy named Michael Kat's to take 382 00:24:10,160 --> 00:24:15,159 Speaker 1: over UM and um. Basically, they named Hi president of 383 00:24:15,200 --> 00:24:20,000 Speaker 1: Sega of America one month after the Genesis launched. And uh, 384 00:24:20,160 --> 00:24:24,119 Speaker 1: the company was really trying to push selling a million systems, 385 00:24:24,400 --> 00:24:31,399 Speaker 1: which again in today's standards, seems tiny. Um. But Nintendo 386 00:24:31,640 --> 00:24:37,880 Speaker 1: had the licensees locked up as well, um to use uh, 387 00:24:38,520 --> 00:24:42,320 Speaker 1: to use reference and uh yeah, I mean they had 388 00:24:42,680 --> 00:24:45,119 Speaker 1: contracts with them, they were binding that said, you know, 389 00:24:45,200 --> 00:24:49,720 Speaker 1: if you developed for other systems, you can, And because 390 00:24:49,800 --> 00:24:52,919 Speaker 1: Nintendo had such a huge customer base, everyone wanted to 391 00:24:52,920 --> 00:24:55,200 Speaker 1: develop for Nintendo. Now, for some of you this might 392 00:24:55,200 --> 00:24:59,680 Speaker 1: sound familiar because we're seeing similar things in today's market, 393 00:24:59,760 --> 00:25:03,120 Speaker 1: not necessarily with the video game consoles, but let's talk 394 00:25:03,200 --> 00:25:08,240 Speaker 1: about developing apps for various platforms. This might sound very 395 00:25:08,240 --> 00:25:12,120 Speaker 1: familiar to you. Yes, so that's not an old idea 396 00:25:12,800 --> 00:25:14,320 Speaker 1: or am I Rather, it is an old idea, it's 397 00:25:14,320 --> 00:25:17,000 Speaker 1: not a new idea. So this was around the time 398 00:25:17,000 --> 00:25:19,680 Speaker 1: where Sega finally did come up with a mascot that 399 00:25:19,760 --> 00:25:26,200 Speaker 1: actually stuck. Yes, is in that we saw a certain 400 00:25:27,000 --> 00:25:30,760 Speaker 1: blue rodent that can move really really fast. Actually, I 401 00:25:30,800 --> 00:25:33,359 Speaker 1: don't even know if that they're rodents, but um, I 402 00:25:33,400 --> 00:25:37,840 Speaker 1: think they are, but but I can look. Uh. Foss 403 00:25:37,920 --> 00:25:40,480 Speaker 1: actually pointed out that this was the point at which 404 00:25:40,800 --> 00:25:45,000 Speaker 1: Sega got into the sports genre pretty heavily. Um, they 405 00:25:45,040 --> 00:25:49,000 Speaker 1: got people like Tommy Lasorda, Evander Holyfield, Joe Montana, and 406 00:25:49,760 --> 00:25:52,800 Speaker 1: a non you'll probably WinCE when I mentioned this, and 407 00:25:52,920 --> 00:25:57,080 Speaker 1: non sports person but was big on the Genesis, Michael Jackson. 408 00:25:57,280 --> 00:25:58,800 Speaker 1: I would just like to point out that none of 409 00:25:58,840 --> 00:26:02,439 Speaker 1: those are the blue I had mentioned, No exactly, but no. 410 00:26:02,560 --> 00:26:06,760 Speaker 1: I just the reason the reason I remember this is 411 00:26:06,800 --> 00:26:10,879 Speaker 1: because all my friends who had Genesis is is the 412 00:26:10,920 --> 00:26:15,680 Speaker 1: geneses liked the sports games they were big on the shore. Um. 413 00:26:15,760 --> 00:26:18,040 Speaker 1: So yeah, they really had gotten that, and they helped 414 00:26:18,080 --> 00:26:21,560 Speaker 1: out a then struggling company named you probably never heard 415 00:26:21,600 --> 00:26:28,919 Speaker 1: this company, Electronic Arts, helped them what were the e something, Yes, well, 416 00:26:28,960 --> 00:26:30,800 Speaker 1: they had the Madden franchise. That was one of the 417 00:26:30,840 --> 00:26:33,600 Speaker 1: Madden franchise was just starting. But they developed the Joe 418 00:26:34,080 --> 00:26:37,840 Speaker 1: Joe Montana football game for Sega as well. And then 419 00:26:37,920 --> 00:26:42,120 Speaker 1: on top of it, you're right that that blue Hedgehog 420 00:26:42,640 --> 00:26:46,840 Speaker 1: Sonic finally showed up and he was. This really went 421 00:26:46,840 --> 00:26:51,400 Speaker 1: into their marketing thing because Sonic was a sassy little guy, 422 00:26:52,040 --> 00:26:54,199 Speaker 1: sort of like Mickey Mouse when he made his debut 423 00:26:54,240 --> 00:26:56,400 Speaker 1: on the scene before he got kind of watered down 424 00:26:56,440 --> 00:27:00,280 Speaker 1: a little bit. Yeah, so Sonic was, you know, right 425 00:27:00,280 --> 00:27:03,720 Speaker 1: there he was. He had in your face. It was 426 00:27:03,760 --> 00:27:08,439 Speaker 1: the Pucci of video game system Um. But his the 427 00:27:08,480 --> 00:27:12,760 Speaker 1: gameplay really started to sell these consoles because people were 428 00:27:12,800 --> 00:27:16,600 Speaker 1: looking at how fast Sonic the Hedgehog played and the 429 00:27:16,600 --> 00:27:19,359 Speaker 1: the graphic quality, the fact that you could have these 430 00:27:19,400 --> 00:27:24,639 Speaker 1: fast moving, clean graphics with vibrant colors that really began 431 00:27:24,720 --> 00:27:27,840 Speaker 1: to catch the attention of the public, and the Genesis 432 00:27:27,880 --> 00:27:32,399 Speaker 1: started to actually make better sales. Unfortunately, right around the 433 00:27:32,400 --> 00:27:35,320 Speaker 1: same time the Jestice was starting to to UH to 434 00:27:35,400 --> 00:27:39,480 Speaker 1: pick up some steam, the Nintendo company came out with 435 00:27:39,600 --> 00:27:44,760 Speaker 1: the Super Nintendo Entertainment System. So once again Justice Genesis 436 00:27:44,800 --> 00:27:48,200 Speaker 1: is catching a lucky break. Nintendo comes out and fires 437 00:27:48,240 --> 00:27:51,359 Speaker 1: a massive cannon across the bowl. Well, it probably didn't 438 00:27:51,400 --> 00:27:56,159 Speaker 1: help that at that time, the graphics capabilities of the 439 00:27:56,200 --> 00:28:00,000 Speaker 1: Genesis led them to market their their marketing slogan genis 440 00:28:00,080 --> 00:28:03,480 Speaker 1: just does what an intended don't write. Um. We should 441 00:28:03,480 --> 00:28:06,800 Speaker 1: also point out that Sega had a bright idea to 442 00:28:07,440 --> 00:28:11,160 Speaker 1: make the Genesis backwards compatible. Yes, now, this was something 443 00:28:11,200 --> 00:28:13,720 Speaker 1: that becomes very important in consoles later down the line, 444 00:28:13,760 --> 00:28:17,600 Speaker 1: and some companies, mainly Nintendo, didn't really take it to 445 00:28:17,680 --> 00:28:19,960 Speaker 1: heart for a really long time. The idea that you 446 00:28:20,000 --> 00:28:23,080 Speaker 1: would be able to play your old games on your 447 00:28:23,119 --> 00:28:25,560 Speaker 1: new system now within the case of the Genesis. In 448 00:28:25,680 --> 00:28:28,000 Speaker 1: order to do it, you had to have an adapter 449 00:28:28,560 --> 00:28:31,399 Speaker 1: because the cartridges for the Sega Genesis were a different 450 00:28:31,440 --> 00:28:34,879 Speaker 1: size than the cartridges for the UH for the Sega 451 00:28:34,880 --> 00:28:38,360 Speaker 1: master System. So but you could get an adapter for 452 00:28:38,400 --> 00:28:40,680 Speaker 1: your Sega Genesis and then you could play all your 453 00:28:40,720 --> 00:28:43,680 Speaker 1: old Sega Mastery games on your Genesis now. Granted, that's 454 00:28:43,680 --> 00:28:45,800 Speaker 1: not gonna mean that they're gonna look better or play 455 00:28:45,840 --> 00:28:48,160 Speaker 1: better than they did on the older system, but it 456 00:28:48,200 --> 00:28:52,160 Speaker 1: means you'll have access to them. Yep, yep, and um uh. 457 00:28:52,200 --> 00:28:55,880 Speaker 1: They recruited a guy named Tom Kalinski from Mattel who 458 00:28:55,880 --> 00:29:01,280 Speaker 1: had overseen or worked with the the in television. Um, 459 00:29:01,400 --> 00:29:05,320 Speaker 1: your favorite game system, and uh it's not. I had one, 460 00:29:05,400 --> 00:29:07,960 Speaker 1: but it's not my favorite. They pushed him into the 461 00:29:08,000 --> 00:29:10,840 Speaker 1: CEO of Sega of America Slide and he made a 462 00:29:10,920 --> 00:29:13,760 Speaker 1: lot of important decisions. He decided that Sonic should be 463 00:29:13,800 --> 00:29:17,560 Speaker 1: in the box and not altered Beast, So Genesis started 464 00:29:17,600 --> 00:29:21,920 Speaker 1: shipping with UH with that and uh. Sega in Japan 465 00:29:21,960 --> 00:29:24,520 Speaker 1: didn't like the idea. They thought it was a bad 466 00:29:24,560 --> 00:29:27,880 Speaker 1: idea to include Sonic in the box. And Kolinsky, not 467 00:29:28,000 --> 00:29:30,800 Speaker 1: for the last time, proved that he knew what was 468 00:29:30,840 --> 00:29:34,080 Speaker 1: gonna work and what wasn't and lo and behold it's 469 00:29:34,120 --> 00:29:37,760 Speaker 1: It sold a lot of units, so welcome to the 470 00:29:37,800 --> 00:29:41,160 Speaker 1: next level. Yeah, let's talk about let's talk about some 471 00:29:41,200 --> 00:29:44,080 Speaker 1: of the other stuff that Sega dead. They also began 472 00:29:44,120 --> 00:29:47,320 Speaker 1: to introduce expansions from the Genesis, so not just the 473 00:29:47,360 --> 00:29:49,320 Speaker 1: adapter that would allow you to play old games, but 474 00:29:49,480 --> 00:29:53,000 Speaker 1: some expansions that unfortunately did not see a lot of success. 475 00:29:53,600 --> 00:29:57,360 Speaker 1: One was the Mega c D, which was allowing you 476 00:29:57,400 --> 00:30:00,640 Speaker 1: to play because here's the thing, compact us could hold 477 00:30:00,680 --> 00:30:04,160 Speaker 1: a lot more information than a cartridge. So the idea was, 478 00:30:04,280 --> 00:30:06,360 Speaker 1: how about for these games that are going to be 479 00:30:06,520 --> 00:30:10,520 Speaker 1: really uh pushing the envelope as far as what the 480 00:30:10,520 --> 00:30:14,040 Speaker 1: console can do. The consoles capable of doing more than 481 00:30:14,080 --> 00:30:16,640 Speaker 1: what a cartridge based game can provide. So therefore we 482 00:30:16,680 --> 00:30:19,640 Speaker 1: need to create a system that will allow a new 483 00:30:19,720 --> 00:30:22,800 Speaker 1: media to be used, new form of media. In that case, 484 00:30:22,840 --> 00:30:24,720 Speaker 1: it was the Compact disc. So the Mega cy D 485 00:30:24,960 --> 00:30:27,840 Speaker 1: was produced and a few games came out, including a 486 00:30:27,880 --> 00:30:31,360 Speaker 1: Sonic CD, and uh, they did all right, but they 487 00:30:31,480 --> 00:30:33,959 Speaker 1: never really took off. No one really adapted to it. 488 00:30:34,640 --> 00:30:37,520 Speaker 1: And then there was the thirty two X, which was 489 00:30:37,520 --> 00:30:40,520 Speaker 1: another expansion for the Genesis. Originally it was going to 490 00:30:40,600 --> 00:30:44,680 Speaker 1: be an update to the whole Genesis console, but there 491 00:30:45,040 --> 00:30:47,400 Speaker 1: an argument was made that it should be instead an 492 00:30:47,400 --> 00:30:51,280 Speaker 1: expansion pack rather than a brand new console. And the 493 00:30:51,320 --> 00:30:52,880 Speaker 1: idea here was that was going to give you a 494 00:30:52,960 --> 00:30:56,840 Speaker 1: jump on getting to the thirty two bit based game systems. 495 00:30:56,880 --> 00:31:00,360 Speaker 1: Keep in mind the Genesis is a sixteen bit system, yes, 496 00:31:00,440 --> 00:31:05,680 Speaker 1: and then Sega was already looking forward to the next system. Yeah, 497 00:31:05,720 --> 00:31:09,600 Speaker 1: it was planning on calling the Saturn. This was the 498 00:31:09,640 --> 00:31:12,880 Speaker 1: big problem with the thirty two X because they come 499 00:31:12,880 --> 00:31:15,160 Speaker 1: out with the expansion pack of the thirty two X, 500 00:31:15,200 --> 00:31:17,720 Speaker 1: but they also say that they're working on the next 501 00:31:17,800 --> 00:31:20,920 Speaker 1: generation console. Well, if you're a developer, a game developer, 502 00:31:21,320 --> 00:31:23,720 Speaker 1: you might think, well, why should I develop for in 503 00:31:23,960 --> 00:31:26,200 Speaker 1: a game system that's going to be obsolete in just 504 00:31:26,360 --> 00:31:29,360 Speaker 1: two years? Why should I develop a game for that? Instead, 505 00:31:29,440 --> 00:31:32,520 Speaker 1: I should be developing for the next generation of video 506 00:31:32,560 --> 00:31:36,000 Speaker 1: game consoles. So not a lot of content was produced 507 00:31:36,000 --> 00:31:37,880 Speaker 1: that could take advantage of the thirty two X. So 508 00:31:37,960 --> 00:31:41,080 Speaker 1: that's why that was a failed adaptation. But the Saturn 509 00:31:41,880 --> 00:31:47,000 Speaker 1: came out a little bit later and then hit the 510 00:31:47,080 --> 00:31:49,560 Speaker 1: US and it started to have a lot of the 511 00:31:49,600 --> 00:31:53,600 Speaker 1: things that you saw as expansion packs for the Genesis. Yeah. 512 00:31:53,840 --> 00:31:59,400 Speaker 1: It's an interesting story that apparently Sega had met with 513 00:32:00,000 --> 00:32:03,960 Speaker 1: Silicon Graphics UM back in the day and had a 514 00:32:04,800 --> 00:32:07,120 Speaker 1: meet a meeting with Jim Clark, who was the chairman 515 00:32:07,160 --> 00:32:09,880 Speaker 1: of Silicon Graphics, and they were trying to sell Saga 516 00:32:09,960 --> 00:32:13,080 Speaker 1: this new chip set that would allow them to run 517 00:32:13,720 --> 00:32:18,400 Speaker 1: new high powered games and UH. Basically Sega in Japan 518 00:32:18,520 --> 00:32:20,320 Speaker 1: was committed to going with the chip set that they 519 00:32:20,360 --> 00:32:23,240 Speaker 1: had already picked out for it. So even though this 520 00:32:23,680 --> 00:32:26,680 Speaker 1: UH system was going to be really, really cool, they 521 00:32:26,720 --> 00:32:29,960 Speaker 1: had to say no. And they said, well, there's another 522 00:32:30,040 --> 00:32:32,440 Speaker 1: company up in Seattle that might be interested in that, 523 00:32:33,240 --> 00:32:35,400 Speaker 1: and so they took it to that company and it 524 00:32:35,440 --> 00:32:40,440 Speaker 1: became the chip set for the Nintendo sixty four. Yeah. Painful. Yeah. 525 00:32:40,480 --> 00:32:45,680 Speaker 1: So the Saturn had three thirty two bit processors, but 526 00:32:45,880 --> 00:32:47,840 Speaker 1: it came out and it had a CD ROM drive, 527 00:32:48,400 --> 00:32:51,400 Speaker 1: it had to video processors. I mean, this was a 528 00:32:51,440 --> 00:32:54,760 Speaker 1: machine that had some decent firepower for the time, right. 529 00:32:55,280 --> 00:32:57,800 Speaker 1: But here's another problem. It came out very close to 530 00:32:57,840 --> 00:33:00,640 Speaker 1: the same time that another major play or in video 531 00:33:00,640 --> 00:33:03,040 Speaker 1: game consoles came out, which was the debut of the 532 00:33:03,080 --> 00:33:07,120 Speaker 1: Sony PlayStation. Yes, this is another missed opportunity on Sega's 533 00:33:07,120 --> 00:33:11,560 Speaker 1: park because Sega had talked to Sony UM and Sony 534 00:33:11,560 --> 00:33:15,480 Speaker 1: had talked to Nintendo, both of them about the possibility 535 00:33:15,480 --> 00:33:19,719 Speaker 1: of doing some kind of partnership, and Sony basically and 536 00:33:19,720 --> 00:33:22,920 Speaker 1: and Sega couldn't work out their differences. So the thing 537 00:33:23,080 --> 00:33:26,880 Speaker 1: is uh, you know, Sony went out on their own 538 00:33:27,440 --> 00:33:31,200 Speaker 1: and you know, delivered delivered a severe beating to both 539 00:33:31,240 --> 00:33:33,480 Speaker 1: of them. Right. Yeah, So you've got You've got the 540 00:33:33,480 --> 00:33:36,440 Speaker 1: Sony PlayStation, which was another CD based system. You also 541 00:33:36,440 --> 00:33:39,000 Speaker 1: had the Nintendo sixty four. This at this point, Nintendo 542 00:33:39,080 --> 00:33:43,360 Speaker 1: was still holding onto the cartridge based systems. Um. Although 543 00:33:43,400 --> 00:33:46,120 Speaker 1: some of my favorite video games of all time were 544 00:33:46,160 --> 00:33:49,320 Speaker 1: made for the Nintendo sixty four. Yes, Golden Eye Anyone, 545 00:33:50,240 --> 00:33:55,320 Speaker 1: or WrestleMania two thousand or WWF no mercy, oh man, 546 00:33:55,360 --> 00:33:58,200 Speaker 1: I love the wrestling games. Um. If you guys are 547 00:33:58,240 --> 00:34:00,680 Speaker 1: fans of wrestling games, let me know, because I'm always 548 00:34:00,720 --> 00:34:04,640 Speaker 1: on the lookout for really good wrestling games. So that, honestly, 549 00:34:04,720 --> 00:34:07,120 Speaker 1: if you know of good ones, let me know. I 550 00:34:07,160 --> 00:34:10,239 Speaker 1: love them. Anyway, back to the back to the matter 551 00:34:10,280 --> 00:34:14,279 Speaker 1: at hand, So you've got the Saturn coming out. It 552 00:34:14,400 --> 00:34:16,960 Speaker 1: is not it does not do well against the PlayStation. 553 00:34:17,080 --> 00:34:19,319 Speaker 1: It doesn't even do well against the Nintendo sixty four. 554 00:34:19,440 --> 00:34:22,600 Speaker 1: It is it's in third place. Sadly that that system, 555 00:34:22,640 --> 00:34:25,359 Speaker 1: I think is is pretty widely considered a dog, which 556 00:34:25,400 --> 00:34:28,759 Speaker 1: is it's had some interesting features and actually had had 557 00:34:28,760 --> 00:34:31,360 Speaker 1: a slot, Yes, it had a slot for additional memory. 558 00:34:31,840 --> 00:34:34,359 Speaker 1: So some of the games on the Saturn were so 559 00:34:34,440 --> 00:34:38,839 Speaker 1: advanced that the system didn't have enough RAM to run 560 00:34:38,880 --> 00:34:41,800 Speaker 1: the game. Well, okay, you know Saga developed, Um, we 561 00:34:42,000 --> 00:34:43,560 Speaker 1: we skipped over it and I can just throw it 562 00:34:43,600 --> 00:34:46,480 Speaker 1: in there real quick since we're running low on time. Uh. 563 00:34:46,600 --> 00:34:50,320 Speaker 1: Saga developed active three D glasses years before this. Yes, 564 00:34:50,960 --> 00:34:53,600 Speaker 1: and they didn't take off, and the consoles supported three 565 00:34:53,719 --> 00:34:58,000 Speaker 1: D playback. So yeah, again easily they were really ahead 566 00:34:58,000 --> 00:35:01,839 Speaker 1: of their time. And a lot of these these developments. Um, 567 00:35:02,000 --> 00:35:05,520 Speaker 1: so here's another problem. Again they did not learn the 568 00:35:05,600 --> 00:35:08,080 Speaker 1: lesson that they should have learned with the release of 569 00:35:08,120 --> 00:35:09,960 Speaker 1: the thirty two X where they said, oh, by the way, 570 00:35:10,000 --> 00:35:13,120 Speaker 1: we're also working on a thirty two bit system. Just 571 00:35:13,239 --> 00:35:15,920 Speaker 1: two years after the Saturn debut, they talked about how 572 00:35:15,960 --> 00:35:20,200 Speaker 1: they were working on the next generation of consoles. So 573 00:35:20,239 --> 00:35:22,359 Speaker 1: again you had all these developers say, well, why should 574 00:35:22,400 --> 00:35:25,319 Speaker 1: I develop for a console that has a two year 575 00:35:26,120 --> 00:35:30,359 Speaker 1: shelf life left? Maybe um and you might be thinking, wow, 576 00:35:30,400 --> 00:35:32,879 Speaker 1: this is really fast because of course, now right now 577 00:35:32,880 --> 00:35:37,040 Speaker 1: we're with Xbox three, SIXDPS three and the Nintendo we 578 00:35:37,360 --> 00:35:40,359 Speaker 1: none of which have been we haven't heard any announcements 579 00:35:40,360 --> 00:35:43,080 Speaker 1: of any kind of successor to any of those three consoles, 580 00:35:43,120 --> 00:35:45,280 Speaker 1: and they've been out for much longer than four years. 581 00:35:45,920 --> 00:35:50,600 Speaker 1: So Kolinski got fed up and and bolted in, said 582 00:35:50,600 --> 00:35:52,319 Speaker 1: he wasn't going to do it anymore. And they brought 583 00:35:52,360 --> 00:35:55,840 Speaker 1: in a guy named Bernie Stoller Um and he was 584 00:35:55,920 --> 00:35:59,200 Speaker 1: really apparently uh uh, you know, go get him kind 585 00:35:59,200 --> 00:36:01,279 Speaker 1: of guy. He's just, you know, let's not even talk 586 00:36:01,320 --> 00:36:03,360 Speaker 1: about it, let's just go do it, you know, really 587 00:36:03,400 --> 00:36:08,120 Speaker 1: really active person um. But he he was really pushing 588 00:36:08,160 --> 00:36:11,240 Speaker 1: for the you know, the success of the new system, 589 00:36:11,320 --> 00:36:16,640 Speaker 1: which went down in game console history. Um. I would 590 00:36:16,680 --> 00:36:20,200 Speaker 1: I would argue that it's probably Sega's best loved system, 591 00:36:20,239 --> 00:36:23,120 Speaker 1: even more so than the Genesis. It didn't sell that 592 00:36:23,160 --> 00:36:26,640 Speaker 1: well necessarily, yeah, but it's got a reputation. I own 593 00:36:26,719 --> 00:36:31,800 Speaker 1: one and I still love the system. Originally called the Katana, 594 00:36:32,400 --> 00:36:36,920 Speaker 1: it came out as the Sega Dreamcast. The Dreamcast was 595 00:36:37,400 --> 00:36:40,640 Speaker 1: a uh I love this video game system. The controls 596 00:36:40,640 --> 00:36:44,120 Speaker 1: were really responsive, the graphics were amazing, the sound was phenomenal. 597 00:36:44,160 --> 00:36:47,319 Speaker 1: It had a great video game library. It hit the 598 00:36:47,320 --> 00:36:51,839 Speaker 1: market in uh it had a D eight bit graphics. 599 00:36:51,920 --> 00:36:55,440 Speaker 1: It was it was way ahead of its competitors as 600 00:36:55,440 --> 00:36:57,480 Speaker 1: far again. I mean that was the story of Sega 601 00:36:57,520 --> 00:37:00,200 Speaker 1: the whole time, right, Whenever the consoles came out, they 602 00:37:00,239 --> 00:37:03,520 Speaker 1: tended to be ahead of whatever their competitors were offering 603 00:37:03,560 --> 00:37:07,200 Speaker 1: on the market at the time. At sixteen megabytes of memory, 604 00:37:07,239 --> 00:37:09,560 Speaker 1: which to us today sounds really tiny, but at the 605 00:37:09,560 --> 00:37:14,040 Speaker 1: time was really significant and uh it was. It actually 606 00:37:14,400 --> 00:37:16,960 Speaker 1: had a built in modem. It was the first video 607 00:37:17,040 --> 00:37:20,960 Speaker 1: game console to have a built in modem fifty sits 608 00:37:21,000 --> 00:37:23,120 Speaker 1: per second modem, but it was the first one to 609 00:37:23,160 --> 00:37:25,040 Speaker 1: have one. So it was actually designed to allow you 610 00:37:25,080 --> 00:37:29,719 Speaker 1: to have online capability and play online games they had, 611 00:37:29,840 --> 00:37:32,759 Speaker 1: and have a web browser as well. Yeah, I didn't 612 00:37:32,800 --> 00:37:34,680 Speaker 1: realize they had a web browser. Ye, well it was 613 00:37:35,520 --> 00:37:38,920 Speaker 1: what wasn't native, It wasn't hardwired into it. You had 614 00:37:38,920 --> 00:37:42,720 Speaker 1: to have the disc. Oh, they did have developers, uh 615 00:37:42,800 --> 00:37:45,880 Speaker 1: you know, they had Capcom, Midway, Namco that you know 616 00:37:45,960 --> 00:37:50,000 Speaker 1: that the usual arcade suspects. They didn't have Electronic Arts, 617 00:37:50,080 --> 00:37:54,239 Speaker 1: who I think got very frustrated with having to do that. 618 00:37:54,280 --> 00:37:58,600 Speaker 1: They having to deal with Sony's up and now Sega's 619 00:37:58,680 --> 00:38:04,480 Speaker 1: up and downs us mostly downs. Um, So they actually 620 00:38:04,480 --> 00:38:08,720 Speaker 1: went out and purchased another company to develop sports games. Um. 621 00:38:08,800 --> 00:38:11,719 Speaker 1: And from what I understand, Virtual Concepts, which was the 622 00:38:11,800 --> 00:38:14,360 Speaker 1: name of the company, did pretty well with sports and 623 00:38:14,680 --> 00:38:17,960 Speaker 1: Church with Tennis was amazing. That was one of the 624 00:38:18,000 --> 00:38:21,040 Speaker 1: games I owned, and it is still own. I still 625 00:38:21,040 --> 00:38:23,359 Speaker 1: have this console. It was also kind of neat because 626 00:38:23,400 --> 00:38:25,359 Speaker 1: you could want. One of the ways you could hook 627 00:38:25,440 --> 00:38:27,279 Speaker 1: up the console to your system was through co x 628 00:38:27,280 --> 00:38:30,440 Speaker 1: cable cable, so you would actually use you know, co 629 00:38:30,680 --> 00:38:34,200 Speaker 1: x cable into the the Dreamcast and co x cable 630 00:38:34,239 --> 00:38:36,560 Speaker 1: out from the Dreamcast to your television. So it wasn't 631 00:38:36,680 --> 00:38:40,360 Speaker 1: using like the the composite cables that a lot of 632 00:38:40,400 --> 00:38:43,600 Speaker 1: other systems were using. Uh. And it also meant that 633 00:38:43,640 --> 00:38:45,719 Speaker 1: I could hook up more video game systems to my 634 00:38:45,840 --> 00:38:50,120 Speaker 1: television because it was one less port that would be 635 00:38:50,160 --> 00:38:53,960 Speaker 1: taken up by the machine. Now I understand too that 636 00:38:54,040 --> 00:38:58,640 Speaker 1: this was a very, um a very productive time in 637 00:38:58,680 --> 00:39:02,600 Speaker 1: the company's history for coming up with new franchises. UM. 638 00:39:02,640 --> 00:39:07,080 Speaker 1: I believe sol Caliber is about the time another great game. 639 00:39:07,920 --> 00:39:11,920 Speaker 1: Oh I've got that one too, crazy taxi game exactly. 640 00:39:12,320 --> 00:39:15,600 Speaker 1: And And the thing is though that you know, even 641 00:39:15,640 --> 00:39:19,920 Speaker 1: after the nine debut and the you know, the big 642 00:39:20,000 --> 00:39:24,839 Speaker 1: launch in the Great Games, um, it just it just 643 00:39:24,880 --> 00:39:30,040 Speaker 1: didn't it just didn't go. Um, and I'm not sure why. 644 00:39:30,200 --> 00:39:34,000 Speaker 1: Maybe it's the marketing strategy of the company. They Sega, 645 00:39:34,120 --> 00:39:36,560 Speaker 1: see I keep doing that game. Companies that start with 646 00:39:36,640 --> 00:39:40,200 Speaker 1: US for two, Sega of Japan and Sega of America 647 00:39:40,280 --> 00:39:43,920 Speaker 1: did not necessarily agree on marketing strategy or how to 648 00:39:44,000 --> 00:39:46,920 Speaker 1: bundle things, or the kinds of chips should be in 649 00:39:46,960 --> 00:39:50,600 Speaker 1: the machines. They had to compete against PlayStation coming out 650 00:39:50,680 --> 00:39:54,440 Speaker 1: with the PS two and Microsoft making the debut with 651 00:39:54,520 --> 00:39:58,160 Speaker 1: the Xbox. And Microsoft did approached Sega as well with 652 00:39:58,239 --> 00:40:01,640 Speaker 1: the idea of including Windows see E on the Dreamcast, 653 00:40:01,800 --> 00:40:05,520 Speaker 1: and they said no. But why were they so interested 654 00:40:05,560 --> 00:40:09,840 Speaker 1: in the game? Mark ye kind of shots off in 655 00:40:09,880 --> 00:40:12,359 Speaker 1: the foot on that one. The and and let me 656 00:40:12,440 --> 00:40:14,359 Speaker 1: let me close off. Let me talk a little bit 657 00:40:14,360 --> 00:40:16,880 Speaker 1: about something else that you could tell where other companies 658 00:40:16,920 --> 00:40:19,680 Speaker 1: took some inspiration from Sega. If you look at the 659 00:40:19,719 --> 00:40:25,120 Speaker 1: old Dreamcast controller there's it bears a resemblance to the 660 00:40:25,160 --> 00:40:29,359 Speaker 1: modern Xbox controllers and had the triggers. Um, it had 661 00:40:29,400 --> 00:40:34,759 Speaker 1: a pretty wide uh controller form factor. Um, there was 662 00:40:34,760 --> 00:40:37,840 Speaker 1: an analog joystick on there. Um. It also had a 663 00:40:37,880 --> 00:40:40,200 Speaker 1: slot for memory cards. In fact, the memory cards had 664 00:40:40,239 --> 00:40:43,479 Speaker 1: little screens on them, and you could actually have many 665 00:40:43,600 --> 00:40:46,279 Speaker 1: games that would have pop up on the screen on 666 00:40:46,360 --> 00:40:49,120 Speaker 1: your card that would be part of the bigger video 667 00:40:49,160 --> 00:40:52,080 Speaker 1: game you're playing on the screen. And each game would 668 00:40:52,120 --> 00:40:55,719 Speaker 1: have its own little individual special graphics that would pop 669 00:40:55,840 --> 00:40:58,920 Speaker 1: up on your memory card. I love that. It was 670 00:40:58,960 --> 00:41:02,560 Speaker 1: just such a neat thing, was added value for your games. Um. 671 00:41:02,600 --> 00:41:08,239 Speaker 1: But yeah, it uh it. Ultimately, this system also did 672 00:41:08,360 --> 00:41:11,600 Speaker 1: not last the test of time, and in two thousand 673 00:41:11,680 --> 00:41:15,200 Speaker 1: one January two thousand one, Sega made the decision to 674 00:41:15,360 --> 00:41:18,839 Speaker 1: get out of the console market entirely and just concentrate 675 00:41:18,920 --> 00:41:22,640 Speaker 1: on game development. Ye have stopped stopped actually producing Dreamcast 676 00:41:22,719 --> 00:41:26,759 Speaker 1: in March of that year, and um, you know they've 677 00:41:26,760 --> 00:41:31,360 Speaker 1: they've done pretty well releasing some games since then. U 678 00:41:31,520 --> 00:41:35,240 Speaker 1: super Monkey Ball Anyone. Um, yeah, it's a great game. Um, 679 00:41:35,320 --> 00:41:37,600 Speaker 1: and it's you know, it's made its way to mobile 680 00:41:37,640 --> 00:41:40,520 Speaker 1: gaming devices. Uh. You know, we didn't even talk about 681 00:41:40,880 --> 00:41:44,560 Speaker 1: Sega's mobile gaming devices at all, but um, you know 682 00:41:44,640 --> 00:41:48,759 Speaker 1: they it's available for mobile phones and other uh other 683 00:41:48,840 --> 00:41:52,279 Speaker 1: things and uh platforms, I should say. And yeah, I 684 00:41:52,280 --> 00:41:56,480 Speaker 1: mean they're known now as as a software developer. There 685 00:41:56,520 --> 00:42:01,480 Speaker 1: they re emerged all their developing strategies into one unit. 686 00:42:01,760 --> 00:42:05,520 Speaker 1: So it's it's a much leaner company than it was before. Um, 687 00:42:05,560 --> 00:42:08,480 Speaker 1: a lot of the Sonic games, you know, even uh 688 00:42:08,560 --> 00:42:11,680 Speaker 1: Sega's biggest star. I've heard mixed reviews on the Sega 689 00:42:12,040 --> 00:42:14,880 Speaker 1: Sonic games that have come out in the last few years. 690 00:42:15,880 --> 00:42:18,880 Speaker 1: So it's just um sort of it sort of reminds 691 00:42:18,920 --> 00:42:22,840 Speaker 1: us of Sega's glory days without giving us the great 692 00:42:23,160 --> 00:42:25,600 Speaker 1: uh speed and action that we've all come to know 693 00:42:25,719 --> 00:42:30,200 Speaker 1: and love. So if you guys have any Sega stories 694 00:42:30,239 --> 00:42:32,880 Speaker 1: you want to share, or perhaps there's another game company 695 00:42:32,960 --> 00:42:34,520 Speaker 1: you would like us to cover. You know, we've talked 696 00:42:34,520 --> 00:42:37,120 Speaker 1: about Atari, we talked about Sega. We have a couple 697 00:42:37,160 --> 00:42:39,600 Speaker 1: of others on the list already. But yeah, we plan 698 00:42:39,719 --> 00:42:42,640 Speaker 1: we'll probably have we'll have to do an episode about Sony. 699 00:42:42,680 --> 00:42:44,359 Speaker 1: We'll have to do an episode. We have to do 700 00:42:44,400 --> 00:42:46,480 Speaker 1: one on Nintendo. We might have to do one on 701 00:42:46,520 --> 00:42:49,640 Speaker 1: the Dreamcast itself, because we kind of got that short. Yeah, yeah, 702 00:42:49,640 --> 00:42:53,080 Speaker 1: it's it's it's this podcast has gone really long, but um, 703 00:42:53,840 --> 00:42:56,439 Speaker 1: the Dreamcast was a pretty phenomenal system. If you ever 704 00:42:56,520 --> 00:42:58,680 Speaker 1: do have a chance to maybe pick one up at 705 00:42:58,719 --> 00:43:01,319 Speaker 1: a used game store and you know what's gonna work. 706 00:43:01,800 --> 00:43:03,920 Speaker 1: Go ahead and give it a try. It's a I 707 00:43:04,000 --> 00:43:06,319 Speaker 1: was really impressed with it that The graphics, of course 708 00:43:06,360 --> 00:43:09,839 Speaker 1: don't hold up to PS three or or Xbox three 709 00:43:09,920 --> 00:43:13,840 Speaker 1: six quality, but they're they're pretty impressive even when you 710 00:43:13,920 --> 00:43:16,960 Speaker 1: consider what their big competitors were. So anyway, you can 711 00:43:17,040 --> 00:43:19,920 Speaker 1: let us know on Facebook or Twitter are handled. There 712 00:43:20,040 --> 00:43:24,040 Speaker 1: is tech Stuff hs W, or you can shoot us email. 713 00:43:24,120 --> 00:43:27,120 Speaker 1: That address is tech stuff at how stuff works dot 714 00:43:27,200 --> 00:43:28,960 Speaker 1: com and Chris and I will talk to you again 715 00:43:29,400 --> 00:43:34,640 Speaker 1: really soon. For more on this and thousands of other topics, 716 00:43:34,719 --> 00:43:37,160 Speaker 1: visit how stuff works dot com. To learn more about 717 00:43:37,160 --> 00:43:40,000 Speaker 1: the podcast, click on the podcast icon in the upper 718 00:43:40,080 --> 00:43:43,760 Speaker 1: right corner of our homepage. The house Stuff Works iPhone 719 00:43:43,800 --> 00:43:51,719 Speaker 1: app has arrived. Download it today on iTunes. Brought to 720 00:43:51,719 --> 00:43:54,840 Speaker 1: you by the reinvented two thousand twelve camera. It's ready, 721 00:43:55,000 --> 00:43:55,479 Speaker 1: are you