WEBVTT - The Sega Saga

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<v Speaker 1>Brought to you by the reinvented two thousand twelve camera.

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<v Speaker 1>It's ready. Are you get in touch with technology? With

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<v Speaker 1>tech Stuff from How Stuff workstot coming. Hello again everyone,

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<v Speaker 1>Welcome to Tech Stuff. My name is Chris Pouelette and

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<v Speaker 1>I'm an editor and sitting in front of me as

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<v Speaker 1>usual as senior writer Jonathan Strickland. Gee, I'm really sorry

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<v Speaker 1>your mom blew up, Ricky. I'm sorry. I wasn't expecting

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<v Speaker 1>that one. That was That one has nothing to do

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<v Speaker 1>with what we're talking about. Awesome. Yeah, it's a great movie,

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<v Speaker 1>isn't it. Yes, if you have not seen that movie,

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<v Speaker 1>then you need to find out what that quote is

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<v Speaker 1>from and then go see that movie. He likes corn.

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<v Speaker 1>We could just quote that movie over this podcast, but

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<v Speaker 1>that would be finept it wouldn't cover the topic that

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<v Speaker 1>the title says true and it is one of our

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<v Speaker 1>favorite gaming companies that we're talking about the history of today. Sega. Yes. Yes,

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<v Speaker 1>Chris was the one who came up with the brilliant title,

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<v Speaker 1>the Sega Saga. Yes, it's an epic Sega saga, so

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<v Speaker 1>and and and it has nothing to do with Iceland, right,

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<v Speaker 1>completely different saga. No, No, there's no Bayowolf in the well,

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<v Speaker 1>they might have made a Baowolf game. I didn't go

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<v Speaker 1>through their entire arcade library anyway, and then it was

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<v Speaker 1>disgrendled anyway. Oh man, we're you can tell we've already

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<v Speaker 1>done one podcast this morning because we're really warmed up

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<v Speaker 1>with Lupi. Um. So, the funny thing is the Sega

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<v Speaker 1>still exists, so we are we are not burying a

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<v Speaker 1>company as we did with Midway so much, but it

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<v Speaker 1>exists in a radically different form than it did many

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<v Speaker 1>years ago. And uh, many people and I had no

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<v Speaker 1>idea when I started the research for this, but many

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<v Speaker 1>people think of Sega as another one of those Japanese

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<v Speaker 1>arcade game companies. Are game companies like Nintendo or Tito

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<v Speaker 1>or Sony and some of the others not so much. Well,

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<v Speaker 1>it is, but it began as an American company, Yes,

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<v Speaker 1>in Honolulu, Hawaii, which I guess technically in Honolulu still

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<v Speaker 1>was not in an American It was an American territory,

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<v Speaker 1>wasn't a statement. I think you'd probably still call it

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<v Speaker 1>an American company. And its name comes from Standard Games.

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<v Speaker 1>Actually it comes from the second name. Standard Games was

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<v Speaker 1>their original name. Yes, but they then changed the Service

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<v Speaker 1>games because they took they took the SE from service

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<v Speaker 1>and the g A from games and became Sega. Now

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<v Speaker 1>why was it called service Games because early on in

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<v Speaker 1>its history the company made coin operated amusements. Yes, right,

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<v Speaker 1>so these are the kind of the old style penny

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<v Speaker 1>arcade type games and they made them specifically, they would

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<v Speaker 1>they were making them for a very niche market, niche

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<v Speaker 1>military basis. Yes, And that's where you got the name

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<v Speaker 1>Service Games because they were in the service exactly. And

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<v Speaker 1>they the company had been around for a few years

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<v Speaker 1>when um, they kind of got this idea of relocating

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<v Speaker 1>to Japan. Yes, the company, originally as Standard Games, was

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<v Speaker 1>founded by Martin Bromily, Irvan Bromberg, and James Humpert. And

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<v Speaker 1>they started in um I, you know, oddly enough, right

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<v Speaker 1>before the United States entered World War two. Um with Japan.

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<v Speaker 1>Of course, um event that happened in Hawaii, yes, um,

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<v Speaker 1>but in one Bromiley was the one that said let's

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<v Speaker 1>move to Tokyo. And that actually, uh, you might say,

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<v Speaker 1>why did you bring that up right after the war thing?

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<v Speaker 1>It actually had a lot to do with the war,

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<v Speaker 1>not just because they were originally creating games for service locations,

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<v Speaker 1>but also because you know, Japan had been damaged pretty

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<v Speaker 1>heavily in the last days of the war, pretty heavily,

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<v Speaker 1>very heavily, and um the country. The country was rebuilding,

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<v Speaker 1>and they saw an opportunity to get in on the

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<v Speaker 1>ground floor of and and create an industry that that

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<v Speaker 1>really didn't exist in Japan like it did in the

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<v Speaker 1>United States. And the United States they had competition from

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<v Speaker 1>other game manufacturers, where in Japan they would have a

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<v Speaker 1>much more open market. Yeah, this was really amazing foresight, right,

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<v Speaker 1>because you have to remember at this time in history,

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<v Speaker 1>no one was really looking to Japan to become a

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<v Speaker 1>leader in electronics or or any any of those kind

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<v Speaker 1>of industries. I mean, Japan was a country that had

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<v Speaker 1>been devastated by war, and UM and the United States

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<v Speaker 1>of course invested quite heavily in in rebuilding Japan, as

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<v Speaker 1>did other nations, and Japan, for its part, didn't just

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<v Speaker 1>accept money and you know and coast the Japanese people,

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<v Speaker 1>the Japanese government really dedicated themselves to building a new Japan.

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<v Speaker 1>And and boy did they The electronics industry alone became

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<v Speaker 1>so important to Japan and they became so innovative that

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<v Speaker 1>it in Japan, you could argue, became the leader in

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<v Speaker 1>several electronics sub categories, to the point where you had

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<v Speaker 1>countries like America say, wow, what happened? We were we

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<v Speaker 1>were away in the lead there. What how did that happen?

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<v Speaker 1>And the reason that happened was companies like Sega really

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<v Speaker 1>saw the opportunity and seized it. Um. Yeah, So in

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<v Speaker 1>Sega merged with another company, rosen Enterprises, again founded by

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<v Speaker 1>an American, David rosen In, and they that company had

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<v Speaker 1>been working on an instant photo booths and mechanical arcade games. Um.

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<v Speaker 1>I think of that being sort of like pinball machines

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<v Speaker 1>and those things with the cranes that never seem to work, yes,

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<v Speaker 1>or the games where you get the coins that are

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<v Speaker 1>right there on the edge and all it's gonna take

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<v Speaker 1>is one more coin and it'll knock all those coins

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<v Speaker 1>and you'll be rich. But somehow, despite the laws of

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<v Speaker 1>gravity and the conservation of energy, it just doesn't work,

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<v Speaker 1>which shows you that science is a lie. Okay, that

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<v Speaker 1>last part was a joke. I'm going to send in

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<v Speaker 1>the stuff to blow your mind staff and they can

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<v Speaker 1>they can have a talk with you about that. Explain

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<v Speaker 1>how this is scientifically possible, I dare you. But it

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<v Speaker 1>wasn't long after that that Sega released its first major hit,

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<v Speaker 1>at least that I saw a reference, and that's called Periscope.

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<v Speaker 1>It's a sub submarine simulator again with the war theme.

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<v Speaker 1>UM and UH in giving you the concise history here

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<v Speaker 1>and which is the one that's on the same A website.

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<v Speaker 1>In sixty nine, Sega, Rosenan and the other people who

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<v Speaker 1>were shareholders in Sega decided to sell out to Gulf

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<v Speaker 1>and Western, which, according to Britannica, was founded in ninety

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<v Speaker 1>eight uh and just became a It was a huge

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<v Speaker 1>conglomerate company. UM. It owned Paramount Pictures UM and then

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<v Speaker 1>it changed its name Gulf and Western. I remember seeing

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<v Speaker 1>that on the Paramount logo and wondering what the connection was. Well,

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<v Speaker 1>it changed its name to Paramount Communications UH in nine

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<v Speaker 1>and then Viacom gobbled it up in UM. But that

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<v Speaker 1>that's uh, you know, sort of sort of how it

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<v Speaker 1>became a worldwide entity, because first it had to hit

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<v Speaker 1>with with Periscope, and then it was you know, became

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<v Speaker 1>part of a very large media distribution company, right and UH,

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<v Speaker 1>I thought it was interesting that just this's just kind

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<v Speaker 1>of an aside that I don't really have a whole

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<v Speaker 1>lot of de tail about this. But then in the seventies,

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<v Speaker 1>Sega really kind of tried to branch out beyond just

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<v Speaker 1>doing the amusements and the games and created its own

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<v Speaker 1>Sega branded television screen TV. Yeah. I didn't see that. Yeah,

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<v Speaker 1>it's one of those just odd things. Obviously it was

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<v Speaker 1>not not the it what ended up not being the

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<v Speaker 1>direction the company moved in, but it was something that

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<v Speaker 1>they were, you know, they were trying out different things,

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<v Speaker 1>and UH, as the arcade game began to evolve, you know,

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<v Speaker 1>late seventies, that's when we started seeing arcade games up here.

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<v Speaker 1>As I began to involve, Sega got involved in that

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<v Speaker 1>because you know, that was sort of Sega's thing was

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<v Speaker 1>they were they were all about coin operated amusements. And

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<v Speaker 1>then after the coin operated UH games started to really

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<v Speaker 1>take off, that's when you started to see companies developed

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<v Speaker 1>the home game consoles. Now, um, I have to say

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<v Speaker 1>that as I was doing research for this, I started

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<v Speaker 1>of course with Sega, but ended up on a really

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<v Speaker 1>awesome lengthy history of Sega at I g N, done

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<v Speaker 1>by Travis Foss f h s and Uh. He really

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<v Speaker 1>gets into a lot of depth about the company UM.

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<v Speaker 1>According to his article, UM, it was Space Invaders release

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<v Speaker 1>in by Tito UM causing a coin shortage in Japan.

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<v Speaker 1>Uh that helped spur the industry, the video game industry

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<v Speaker 1>in in Japan and UM. Sega at that point picked

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<v Speaker 1>up an American company called Gremlin Industries to come up

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<v Speaker 1>with ideas for arcade games. Did they feed them after midnight?

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<v Speaker 1>It's always midnight somewhere, well, not always, but at the

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<v Speaker 1>top of the hour, um, and head On was the

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<v Speaker 1>result of that. Applied directly to forehead it was Amazed game. UM.

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<v Speaker 1>Amazing No uh not not completely dissimilar to another famous

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<v Speaker 1>May's game not created by Sega. Yes, UM. But I

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<v Speaker 1>remember some of the games that Mr Foss mentions in

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<v Speaker 1>his article, including Zaxon, which was a three D space

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<v Speaker 1>shooter that was a great game. I loved Zaxon, fantastic game. Um.

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<v Speaker 1>And he also mentioned Buck Rogers Planet of Zoom, which

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<v Speaker 1>I can't remember if it was in the corner of

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<v Speaker 1>Pizza Place where I used to spend all my parents quarters.

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<v Speaker 1>For me, it was skate country, but was the name

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<v Speaker 1>of the skating rink at my hometown. This was that's

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<v Speaker 1>a pizza. There's some free plugs for businesses that no

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<v Speaker 1>longer exist. Yeah, but as Jonathan mentioned, uh, they started

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<v Speaker 1>getting into home games with some They started out with

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<v Speaker 1>a very very very ugly console named SG one thousand. Yeah.

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<v Speaker 1>Now this was marketed only in Japan. Yes, it did

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<v Speaker 1>not get worldwide distribution, and it's probably a good thing.

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<v Speaker 1>It came out around and it was a card cartridge

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<v Speaker 1>based system, right, Yeah, that was That was during the

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<v Speaker 1>game crash that we talked about in an earlier podcast,

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<v Speaker 1>which is interesting because it came out. I would say

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<v Speaker 1>that was the second wave of home big wave of

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<v Speaker 1>home consoles and Sega. Sega had some amazing timing with

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<v Speaker 1>its console releases, of the first being that releasing a

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<v Speaker 1>console shortly after the massive home gaming crash that happened

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<v Speaker 1>if you remember from our podcast about that that that crash.

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<v Speaker 1>What happened was that the market became glutted with various

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<v Speaker 1>consoles and games, many of which were of a poor quality,

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<v Speaker 1>and so the home market enthusiasts became disenchanted with video

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<v Speaker 1>games in general, and a lot of people were making

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<v Speaker 1>the move towards looking at personal computers, which really had

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<v Speaker 1>not hit big time yet, but we're starting to gain

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<v Speaker 1>a lot of traction. So home consoles were hurting at

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<v Speaker 1>this time now. And the the this console that Sega released,

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<v Speaker 1>the s G one thousand, it had some problems. Uh,

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<v Speaker 1>it only had RF connection, so if you were to

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<v Speaker 1>buy one today, you would actually have to probably find

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<v Speaker 1>an adapter in order to play it. I have one

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<v Speaker 1>and r F adapter, yeah, yeah, somewhere, and you haven't. No,

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<v Speaker 1>I don't have an S one. You know, they were

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<v Speaker 1>pretty affordable. They only cost fifteen thousand yen, which you

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<v Speaker 1>know was about hundred thirty dollars according to I haven't.

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<v Speaker 1>I didn't need the pricing for today. I can look

0:12:30.840 --> 0:12:33.400
<v Speaker 1>it up on That's all right. I didn't do I

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<v Speaker 1>got I got messages last time. How irritating it was

0:12:37.280 --> 0:12:40.400
<v Speaker 1>do the full conversion. But it did launch on July

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<v Speaker 1>fifte at the same day as you know the fan Colm, Yes,

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<v Speaker 1>the famicom, which was known to those of us in

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<v Speaker 1>the United States as entertainment system. So yes, right out

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<v Speaker 1>of the gate, Sega released this on the same day

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<v Speaker 1>as a an icon in the video game industry. Now,

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<v Speaker 1>of course, then Nintendo Entertainment System would make its way

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<v Speaker 1>to the United States a little later, yes, but the

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<v Speaker 1>does not. And let me tell a little bit more.

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<v Speaker 1>I'll give you a little more detail about this this console. Uh.

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<v Speaker 1>It also had a hardwired, permanently attached joystick, so it

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<v Speaker 1>wasn't a joystick that you would unplug and pack up,

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<v Speaker 1>and the reason for that was that it made it

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<v Speaker 1>less expensive to produce. But apparently the joystick had problems.

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<v Speaker 1>It was had poor response time. You had to really

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<v Speaker 1>press on it to get things done. And it was rectangular,

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<v Speaker 1>kind of like the shape of a remote control, with

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<v Speaker 1>a joystick towards the top end in the center and

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<v Speaker 1>buttons on either side. Not the most comfortable thing in

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<v Speaker 1>the world to hold. Actually, read an article in Wired

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<v Speaker 1>where one of the Wired writers found one while attending

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<v Speaker 1>a game conference in Japan and purchased it for about

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<v Speaker 1>fifty eight dollars to bring it back and try it out,

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<v Speaker 1>because hardly anyone bought this thing. That then Tendo beat

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<v Speaker 1>the pants off of it in Japan, and of course

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<v Speaker 1>never saw worldwide distribution. Yes, so his review was that

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<v Speaker 1>you could see why never saw worldwide distribution the games.

0:14:12.440 --> 0:14:14.800
<v Speaker 1>He said, we're pretty much not that great, and the

0:14:14.840 --> 0:14:18.240
<v Speaker 1>controls were really difficult, and the Nintendo was just a

0:14:18.320 --> 0:14:22.280
<v Speaker 1>superior system. Yep, yep, and in fact, it scared away

0:14:23.040 --> 0:14:26.520
<v Speaker 1>the corporate parent. Now, lest you have paused the podcast

0:14:26.520 --> 0:14:31.480
<v Speaker 1>and corrected me on Viacom owning Sega, UM Golf and

0:14:31.560 --> 0:14:35.160
<v Speaker 1>Western before Paramount even entered the picture, before they changed

0:14:35.200 --> 0:14:38.760
<v Speaker 1>their name, they said okay, no, Mr Rosen, you want

0:14:38.800 --> 0:14:43.000
<v Speaker 1>your company back. Um. And they were asking thirty eight

0:14:43.040 --> 0:14:47.960
<v Speaker 1>million dollars for Sega, which you know I would have

0:14:47.960 --> 0:14:53.000
<v Speaker 1>considered a bargain in today's terms, probably right. Um. So basically, uh,

0:14:53.200 --> 0:14:58.160
<v Speaker 1>David Rosen found some other willing partners and uh uh

0:14:58.320 --> 0:15:03.640
<v Speaker 1>including a company named c s K Holdings UM, a

0:15:03.720 --> 0:15:08.600
<v Speaker 1>Japanese company. UM. And basically they bought it back from

0:15:08.600 --> 0:15:13.560
<v Speaker 1>Gulf and Western headquartered in Japan, and uh Rosen stayed

0:15:13.560 --> 0:15:21.040
<v Speaker 1>in Los Angeles, California to manage the United States operation. UM. So, yeah,

0:15:21.200 --> 0:15:23.600
<v Speaker 1>the ST one thousand not a hit, and Gulf and

0:15:23.680 --> 0:15:26.560
<v Speaker 1>Western says, no, no, no, you go ahead, you can

0:15:26.600 --> 0:15:29.840
<v Speaker 1>have it back. And a couple of years later, Sega

0:15:29.920 --> 0:15:35.400
<v Speaker 1>launches a new console, the Sega Master System. So we're

0:15:35.400 --> 0:15:39.240
<v Speaker 1>skipping the SG one two. Yeah, I'm skipping all the twos.

0:15:39.520 --> 0:15:41.720
<v Speaker 1>Most of the several of the consoles will be talking

0:15:41.720 --> 0:15:48.080
<v Speaker 1>about had follow up consoles and Sega Mark three, let's

0:15:48.320 --> 0:15:50.360
<v Speaker 1>let's just talk about the ones that are important. It's

0:15:50.400 --> 0:15:52.160
<v Speaker 1>funny if you if you go back to the if

0:15:52.160 --> 0:15:56.720
<v Speaker 1>you go back to the um list of if you

0:15:56.760 --> 0:15:59.840
<v Speaker 1>go find this article and find these boxes, they are

0:15:59.920 --> 0:16:05.400
<v Speaker 1>the most depressing looking beige chunks of plastic kind of

0:16:05.800 --> 0:16:09.800
<v Speaker 1>kind of reflects their their their eventual fate, yes, however,

0:16:10.280 --> 0:16:14.760
<v Speaker 1>but not their eventual successes, which looked far cooler. So

0:16:15.040 --> 0:16:17.160
<v Speaker 1>the Master System, the Sega Master System you have thought,

0:16:17.240 --> 0:16:20.280
<v Speaker 1>it came out in Japan around and then it got

0:16:20.280 --> 0:16:23.800
<v Speaker 1>worldwide release the next year, and that was another eight

0:16:23.840 --> 0:16:27.280
<v Speaker 1>bit based video game console system. So this is the

0:16:27.320 --> 0:16:31.720
<v Speaker 1>same same general processing level as the Nintendo Entertainment System.

0:16:32.000 --> 0:16:34.160
<v Speaker 1>It was a thirty two color system as opposed to

0:16:34.160 --> 0:16:40.520
<v Speaker 1>the sixteen from the previous UH console, and again cartridge based,

0:16:40.560 --> 0:16:45.920
<v Speaker 1>but it also had a slot for a card system.

0:16:46.520 --> 0:16:50.560
<v Speaker 1>The cards would actually hold games that were not as complicated,

0:16:50.680 --> 0:16:53.840
<v Speaker 1>that didn't need the full capacity that a cartridge could hold.

0:16:54.120 --> 0:16:56.200
<v Speaker 1>But you could like walk around with the whole pocket

0:16:56.240 --> 0:16:59.080
<v Speaker 1>full of games and and trade them with your friends. Right,

0:16:59.200 --> 0:17:02.800
<v Speaker 1>these would be the it's like pog now, these were them.

0:17:02.960 --> 0:17:04.640
<v Speaker 1>You could play Pog with the cards if you really

0:17:04.680 --> 0:17:07.000
<v Speaker 1>wanted to. Now that the cards were for the games

0:17:07.000 --> 0:17:09.760
<v Speaker 1>that were much less complicated, So you might have uh,

0:17:09.800 --> 0:17:12.679
<v Speaker 1>you know, You're You're a title games. Those would all

0:17:12.720 --> 0:17:15.320
<v Speaker 1>be on cartridges because they needed that space. But then

0:17:15.359 --> 0:17:18.120
<v Speaker 1>you would have these very simple games that were not

0:17:19.119 --> 0:17:23.119
<v Speaker 1>that uh demanding as far as um storage space goes,

0:17:23.160 --> 0:17:26.040
<v Speaker 1>and so those would be used on the cards. The

0:17:26.080 --> 0:17:29.760
<v Speaker 1>card thing did not last very long. The later versions

0:17:29.920 --> 0:17:32.239
<v Speaker 1>of the Sega Master System just did away with it

0:17:32.240 --> 0:17:34.959
<v Speaker 1>because hardly anyone was purchasing these card games, and then

0:17:34.960 --> 0:17:38.200
<v Speaker 1>they would just they would release like batches of these

0:17:38.200 --> 0:17:42.879
<v Speaker 1>card games all contained to one cartridge instead. So it's

0:17:42.960 --> 0:17:47.080
<v Speaker 1>kind of like if you've ever played a more modern

0:17:47.160 --> 0:17:50.880
<v Speaker 1>console where they release the classic games, where you'll get

0:17:50.920 --> 0:17:54.840
<v Speaker 1>like maybe thirty or forty classic games on one desk.

0:17:54.880 --> 0:17:59.000
<v Speaker 1>It was kind of the equivalent to that, uh and

0:17:59.080 --> 0:18:01.240
<v Speaker 1>that one was around two hundred dollars when it launched.

0:18:02.800 --> 0:18:07.040
<v Speaker 1>Now at this point, UH I believe a man named

0:18:07.240 --> 0:18:10.639
<v Speaker 1>Hayao naka Yama was in charge of Sega in in

0:18:10.760 --> 0:18:14.040
<v Speaker 1>Japan and Rosen was handling things here in the United States.

0:18:14.480 --> 0:18:20.560
<v Speaker 1>They didn't always so much get along. Um. And that

0:18:20.760 --> 0:18:24.919
<v Speaker 1>that's important because that story is going on behind the

0:18:24.960 --> 0:18:27.480
<v Speaker 1>scenes here. We don't really see that. Those of us

0:18:27.520 --> 0:18:30.800
<v Speaker 1>who are are Sega fans, Um, we don't really see

0:18:30.840 --> 0:18:33.280
<v Speaker 1>all that stuff because you know, this is not the

0:18:33.320 --> 0:18:35.840
<v Speaker 1>kind of thing where you know, you would typically know

0:18:35.920 --> 0:18:39.800
<v Speaker 1>about that. What you're looking at is you know whether

0:18:39.880 --> 0:18:44.880
<v Speaker 1>or not uh, Space Harrier and out Run and Zaxon

0:18:45.000 --> 0:18:49.280
<v Speaker 1>are coming into your house. Um. But the thing is

0:18:49.760 --> 0:18:54.480
<v Speaker 1>that the decisions made by Sega in Japan and Sega

0:18:54.520 --> 0:18:57.320
<v Speaker 1>in America had a great deal to do with the

0:18:57.520 --> 0:19:00.520
<v Speaker 1>successes and failures of the companies we're gonna see coming

0:19:00.600 --> 0:19:04.960
<v Speaker 1>up shortly because at this point, this is when uh,

0:19:05.960 --> 0:19:11.120
<v Speaker 1>Nintendo was launching Super Mario Brothers. Yeah, around that time,

0:19:11.160 --> 0:19:16.360
<v Speaker 1>the Sega Master System was seeing some success in Europe.

0:19:16.720 --> 0:19:19.080
<v Speaker 1>They were they were actually selling fairly well in Europe,

0:19:19.160 --> 0:19:21.680
<v Speaker 1>but in the United States and Japan they were trailing

0:19:22.240 --> 0:19:27.440
<v Speaker 1>sales of the in s and uh. Really the Sega's

0:19:27.440 --> 0:19:31.000
<v Speaker 1>strong suit at this point was their intellectual property for

0:19:31.040 --> 0:19:34.000
<v Speaker 1>their arcade games, like you were saying, right, and they

0:19:34.040 --> 0:19:38.600
<v Speaker 1>had that leverage, and Nintendo had Mario. Right, Nintendo had

0:19:38.640 --> 0:19:43.920
<v Speaker 1>an identifiable mascot, yes, right, and and Sega needed something

0:19:44.040 --> 0:19:46.600
<v Speaker 1>like that because I mean you could say that Atari

0:19:46.720 --> 0:19:50.040
<v Speaker 1>had pac Man. True, yeah, Atari had licensed pac Man

0:19:50.119 --> 0:19:55.919
<v Speaker 1>from Namco for you or for worse that that was

0:19:56.000 --> 0:20:01.680
<v Speaker 1>another podcast. Um, but yeah, it's uh um. They were

0:20:01.720 --> 0:20:05.080
<v Speaker 1>really looking for some character that they could use, they

0:20:05.080 --> 0:20:07.280
<v Speaker 1>could leverage, and I know who you're thinking of, but

0:20:07.320 --> 0:20:11.359
<v Speaker 1>it wasn't him yet. It was Alex Kidd that they

0:20:11.680 --> 0:20:14.600
<v Speaker 1>settled on. If you haven't heard of him, that shows

0:20:14.640 --> 0:20:19.119
<v Speaker 1>that it was not a huge success, right. Um. No,

0:20:19.280 --> 0:20:22.199
<v Speaker 1>They tried to make him into a franchiseable character that

0:20:22.240 --> 0:20:25.320
<v Speaker 1>they could parlay at home, but he just didn't. Alex

0:20:25.400 --> 0:20:27.560
<v Speaker 1>Kidd in Miracle World just didn't take off like they

0:20:27.600 --> 0:20:29.600
<v Speaker 1>hoped it would. Well, who would have thought that jump

0:20:29.680 --> 0:20:35.960
<v Speaker 1>Man would eventually become an iconic character. I mean, a

0:20:36.000 --> 0:20:41.080
<v Speaker 1>shortish plumber and overalls Mario started off as jump Man.

0:20:41.119 --> 0:20:43.199
<v Speaker 1>No one would have thought this guy is going to

0:20:43.280 --> 0:20:47.080
<v Speaker 1>become the icon for a company. Yeah, and he did

0:20:47.800 --> 0:20:51.080
<v Speaker 1>showed us. So at this time, we're getting into the

0:20:51.160 --> 0:20:55.359
<v Speaker 1>late eighties, Saga starts to plan its next big console.

0:20:56.359 --> 0:21:00.520
<v Speaker 1>How do you follow up? Name the mass your system,

0:21:00.680 --> 0:21:03.120
<v Speaker 1>especially one that didn't do so well in the United States.

0:21:03.160 --> 0:21:07.240
<v Speaker 1>In Japan, well, you could call it the Mega Drive

0:21:07.320 --> 0:21:09.840
<v Speaker 1>if you want to do, but why would you do that.

0:21:09.960 --> 0:21:11.840
<v Speaker 1>Well it did do that for some countries, but in

0:21:11.880 --> 0:21:20.600
<v Speaker 1>the United States it was called Genesis. Yes, not that Genesis.

0:21:20.760 --> 0:21:24.280
<v Speaker 1>What it was This thing didn't like make dead planets

0:21:24.320 --> 0:21:28.280
<v Speaker 1>turn alive. This is I never bought one. Then the

0:21:29.080 --> 0:21:32.080
<v Speaker 1>Master system was was had changed from that really boring

0:21:32.200 --> 0:21:35.199
<v Speaker 1>beige color to black, but it still looked like a

0:21:35.280 --> 0:21:39.000
<v Speaker 1>box with ports on it. The Genesis was black and

0:21:39.119 --> 0:21:45.879
<v Speaker 1>shiny and round, round dish, It had curves, and it

0:21:46.000 --> 0:21:49.040
<v Speaker 1>was a lot cooler looking than it's previous. Not that

0:21:49.040 --> 0:21:53.119
<v Speaker 1>that sells, however, altered beast being packaged with the system

0:21:53.800 --> 0:21:56.639
<v Speaker 1>that helps. And I'll keep in mind the Sega Genesis

0:21:56.680 --> 0:22:00.160
<v Speaker 1>was still a cartridge based system. We haven't moved away

0:22:00.200 --> 0:22:05.160
<v Speaker 1>from cartridges yet, but it was superior to the NES.

0:22:05.280 --> 0:22:08.639
<v Speaker 1>It was a sixteen bit system, yes it was. The

0:22:08.760 --> 0:22:11.399
<v Speaker 1>NES was an eight bit system, and when it came

0:22:11.440 --> 0:22:17.520
<v Speaker 1>out in Japan that was before the Supernintendo. Yes, not

0:22:17.640 --> 0:22:20.360
<v Speaker 1>a whole lot longer before the Supernintendo, but but long

0:22:20.440 --> 0:22:23.240
<v Speaker 1>enough so that Sega had a jump on the sixteen

0:22:23.240 --> 0:22:26.440
<v Speaker 1>bit market. Yes. Now, the the I g N article

0:22:26.520 --> 0:22:29.240
<v Speaker 1>points out that it didn't take off right out of

0:22:29.280 --> 0:22:32.600
<v Speaker 1>the gate in Japan, maybe partially due to and I

0:22:32.600 --> 0:22:34.919
<v Speaker 1>didn't know this either, that Super Mario Brothers three had

0:22:34.960 --> 0:22:38.840
<v Speaker 1>been released the week before, great timing Sega, so everybody

0:22:38.880 --> 0:22:41.399
<v Speaker 1>was still kind of invested in Well, yeah, Nintendo had

0:22:41.440 --> 0:22:44.240
<v Speaker 1>an amazing market penetration to so you get to some

0:22:44.359 --> 0:22:47.720
<v Speaker 1>point it's just like, you know, the to to jump

0:22:47.720 --> 0:22:51.360
<v Speaker 1>over to another company for a second PlayStation had such

0:22:51.440 --> 0:22:56.199
<v Speaker 1>a great depth of games that the the original PlayStation

0:22:56.280 --> 0:22:59.080
<v Speaker 1>was going strong well after the PlayStation two came out,

0:22:59.160 --> 0:23:00.760
<v Speaker 1>and then when the play stay and three came out,

0:23:00.760 --> 0:23:02.800
<v Speaker 1>the PlayStation two did the same thing. In fact, they

0:23:02.800 --> 0:23:05.840
<v Speaker 1>were still making PlayStation two games long after the PS

0:23:05.920 --> 0:23:08.840
<v Speaker 1>three came out, So there's a there's a level of

0:23:08.880 --> 0:23:11.919
<v Speaker 1>loyalty among gamers. Also. I mean, let's face it, it

0:23:12.000 --> 0:23:14.760
<v Speaker 1>costs a lot of money to upgrade from one system

0:23:14.760 --> 0:23:18.719
<v Speaker 1>to another. So if you are a gamer and you

0:23:18.800 --> 0:23:21.440
<v Speaker 1>have a console and they're still getting new games coming

0:23:21.440 --> 0:23:25.119
<v Speaker 1>out for that console, there's not a whole lot of

0:23:25.200 --> 0:23:28.200
<v Speaker 1>reason for you to jump ship to another system unless

0:23:28.760 --> 0:23:34.040
<v Speaker 1>the games are just phenomenally better. Now, you could argue

0:23:34.080 --> 0:23:36.800
<v Speaker 1>that the Genesis games were at least phenomenally better from

0:23:36.840 --> 0:23:39.840
<v Speaker 1>a graphical standpoint or or even sound effects standpoint. The

0:23:40.359 --> 0:23:44.800
<v Speaker 1>specs on the Genesis were superior to the nes. But again,

0:23:44.840 --> 0:23:48.560
<v Speaker 1>the market penetration that Nintendo had, particularly in Japan, was

0:23:48.800 --> 0:23:53.720
<v Speaker 1>hard to to to just dismiss. Yeah, the Genesis only

0:23:53.760 --> 0:23:57.600
<v Speaker 1>sold four hundred thousand units in its first year, which

0:23:57.680 --> 0:24:00.959
<v Speaker 1>is not I mean, especially by today's standard, where gaming

0:24:01.040 --> 0:24:04.879
<v Speaker 1>is far more um entrenched in the market than it

0:24:04.960 --> 0:24:07.720
<v Speaker 1>used to be. That's that's nothing. But in the United

0:24:07.720 --> 0:24:10.080
<v Speaker 1>States they got a guy named Michael Kat's to take

0:24:10.160 --> 0:24:15.159
<v Speaker 1>over UM and um. Basically, they named Hi president of

0:24:15.200 --> 0:24:20.000
<v Speaker 1>Sega of America one month after the Genesis launched. And uh,

0:24:20.160 --> 0:24:24.119
<v Speaker 1>the company was really trying to push selling a million systems,

0:24:24.400 --> 0:24:31.399
<v Speaker 1>which again in today's standards, seems tiny. Um. But Nintendo

0:24:31.640 --> 0:24:37.880
<v Speaker 1>had the licensees locked up as well, um to use uh,

0:24:38.520 --> 0:24:42.320
<v Speaker 1>to use reference and uh yeah, I mean they had

0:24:42.680 --> 0:24:45.119
<v Speaker 1>contracts with them, they were binding that said, you know,

0:24:45.200 --> 0:24:49.720
<v Speaker 1>if you developed for other systems, you can, And because

0:24:49.800 --> 0:24:52.919
<v Speaker 1>Nintendo had such a huge customer base, everyone wanted to

0:24:52.920 --> 0:24:55.200
<v Speaker 1>develop for Nintendo. Now, for some of you this might

0:24:55.200 --> 0:24:59.680
<v Speaker 1>sound familiar because we're seeing similar things in today's market,

0:24:59.760 --> 0:25:03.120
<v Speaker 1>not necessarily with the video game consoles, but let's talk

0:25:03.200 --> 0:25:08.240
<v Speaker 1>about developing apps for various platforms. This might sound very

0:25:08.240 --> 0:25:12.120
<v Speaker 1>familiar to you. Yes, so that's not an old idea

0:25:12.800 --> 0:25:14.320
<v Speaker 1>or am I Rather, it is an old idea, it's

0:25:14.320 --> 0:25:17.000
<v Speaker 1>not a new idea. So this was around the time

0:25:17.000 --> 0:25:19.680
<v Speaker 1>where Sega finally did come up with a mascot that

0:25:19.760 --> 0:25:26.200
<v Speaker 1>actually stuck. Yes, is in that we saw a certain

0:25:27.000 --> 0:25:30.760
<v Speaker 1>blue rodent that can move really really fast. Actually, I

0:25:30.800 --> 0:25:33.359
<v Speaker 1>don't even know if that they're rodents, but um, I

0:25:33.400 --> 0:25:37.840
<v Speaker 1>think they are, but but I can look. Uh. Foss

0:25:37.920 --> 0:25:40.480
<v Speaker 1>actually pointed out that this was the point at which

0:25:40.800 --> 0:25:45.000
<v Speaker 1>Sega got into the sports genre pretty heavily. Um, they

0:25:45.040 --> 0:25:49.000
<v Speaker 1>got people like Tommy Lasorda, Evander Holyfield, Joe Montana, and

0:25:49.760 --> 0:25:52.800
<v Speaker 1>a non you'll probably WinCE when I mentioned this, and

0:25:52.920 --> 0:25:57.080
<v Speaker 1>non sports person but was big on the Genesis, Michael Jackson.

0:25:57.280 --> 0:25:58.800
<v Speaker 1>I would just like to point out that none of

0:25:58.840 --> 0:26:02.439
<v Speaker 1>those are the blue I had mentioned, No exactly, but no.

0:26:02.560 --> 0:26:06.760
<v Speaker 1>I just the reason the reason I remember this is

0:26:06.800 --> 0:26:10.879
<v Speaker 1>because all my friends who had Genesis is is the

0:26:10.920 --> 0:26:15.680
<v Speaker 1>geneses liked the sports games they were big on the shore. Um.

0:26:15.760 --> 0:26:18.040
<v Speaker 1>So yeah, they really had gotten that, and they helped

0:26:18.080 --> 0:26:21.560
<v Speaker 1>out a then struggling company named you probably never heard

0:26:21.600 --> 0:26:28.919
<v Speaker 1>this company, Electronic Arts, helped them what were the e something, Yes, well,

0:26:28.960 --> 0:26:30.800
<v Speaker 1>they had the Madden franchise. That was one of the

0:26:30.840 --> 0:26:33.600
<v Speaker 1>Madden franchise was just starting. But they developed the Joe

0:26:34.080 --> 0:26:37.840
<v Speaker 1>Joe Montana football game for Sega as well. And then

0:26:37.920 --> 0:26:42.120
<v Speaker 1>on top of it, you're right that that blue Hedgehog

0:26:42.640 --> 0:26:46.840
<v Speaker 1>Sonic finally showed up and he was. This really went

0:26:46.840 --> 0:26:51.400
<v Speaker 1>into their marketing thing because Sonic was a sassy little guy,

0:26:52.040 --> 0:26:54.199
<v Speaker 1>sort of like Mickey Mouse when he made his debut

0:26:54.240 --> 0:26:56.400
<v Speaker 1>on the scene before he got kind of watered down

0:26:56.440 --> 0:27:00.280
<v Speaker 1>a little bit. Yeah, so Sonic was, you know, right

0:27:00.280 --> 0:27:03.720
<v Speaker 1>there he was. He had in your face. It was

0:27:03.760 --> 0:27:08.439
<v Speaker 1>the Pucci of video game system Um. But his the

0:27:08.480 --> 0:27:12.760
<v Speaker 1>gameplay really started to sell these consoles because people were

0:27:12.800 --> 0:27:16.600
<v Speaker 1>looking at how fast Sonic the Hedgehog played and the

0:27:16.600 --> 0:27:19.359
<v Speaker 1>the graphic quality, the fact that you could have these

0:27:19.400 --> 0:27:24.639
<v Speaker 1>fast moving, clean graphics with vibrant colors that really began

0:27:24.720 --> 0:27:27.840
<v Speaker 1>to catch the attention of the public, and the Genesis

0:27:27.880 --> 0:27:32.399
<v Speaker 1>started to actually make better sales. Unfortunately, right around the

0:27:32.400 --> 0:27:35.320
<v Speaker 1>same time the Jestice was starting to to UH to

0:27:35.400 --> 0:27:39.480
<v Speaker 1>pick up some steam, the Nintendo company came out with

0:27:39.600 --> 0:27:44.760
<v Speaker 1>the Super Nintendo Entertainment System. So once again Justice Genesis

0:27:44.800 --> 0:27:48.200
<v Speaker 1>is catching a lucky break. Nintendo comes out and fires

0:27:48.240 --> 0:27:51.359
<v Speaker 1>a massive cannon across the bowl. Well, it probably didn't

0:27:51.400 --> 0:27:56.159
<v Speaker 1>help that at that time, the graphics capabilities of the

0:27:56.200 --> 0:28:00.000
<v Speaker 1>Genesis led them to market their their marketing slogan genis

0:28:00.080 --> 0:28:03.480
<v Speaker 1>just does what an intended don't write. Um. We should

0:28:03.480 --> 0:28:06.800
<v Speaker 1>also point out that Sega had a bright idea to

0:28:07.440 --> 0:28:11.160
<v Speaker 1>make the Genesis backwards compatible. Yes, now, this was something

0:28:11.200 --> 0:28:13.720
<v Speaker 1>that becomes very important in consoles later down the line,

0:28:13.760 --> 0:28:17.600
<v Speaker 1>and some companies, mainly Nintendo, didn't really take it to

0:28:17.680 --> 0:28:19.960
<v Speaker 1>heart for a really long time. The idea that you

0:28:20.000 --> 0:28:23.080
<v Speaker 1>would be able to play your old games on your

0:28:23.119 --> 0:28:25.560
<v Speaker 1>new system now within the case of the Genesis. In

0:28:25.680 --> 0:28:28.000
<v Speaker 1>order to do it, you had to have an adapter

0:28:28.560 --> 0:28:31.399
<v Speaker 1>because the cartridges for the Sega Genesis were a different

0:28:31.440 --> 0:28:34.879
<v Speaker 1>size than the cartridges for the UH for the Sega

0:28:34.880 --> 0:28:38.360
<v Speaker 1>master System. So but you could get an adapter for

0:28:38.400 --> 0:28:40.680
<v Speaker 1>your Sega Genesis and then you could play all your

0:28:40.720 --> 0:28:43.680
<v Speaker 1>old Sega Mastery games on your Genesis now. Granted, that's

0:28:43.680 --> 0:28:45.800
<v Speaker 1>not gonna mean that they're gonna look better or play

0:28:45.840 --> 0:28:48.160
<v Speaker 1>better than they did on the older system, but it

0:28:48.200 --> 0:28:52.160
<v Speaker 1>means you'll have access to them. Yep, yep, and um uh.

0:28:52.200 --> 0:28:55.880
<v Speaker 1>They recruited a guy named Tom Kalinski from Mattel who

0:28:55.880 --> 0:29:01.280
<v Speaker 1>had overseen or worked with the the in television. Um,

0:29:01.400 --> 0:29:05.320
<v Speaker 1>your favorite game system, and uh it's not. I had one,

0:29:05.400 --> 0:29:07.960
<v Speaker 1>but it's not my favorite. They pushed him into the

0:29:08.000 --> 0:29:10.840
<v Speaker 1>CEO of Sega of America Slide and he made a

0:29:10.920 --> 0:29:13.760
<v Speaker 1>lot of important decisions. He decided that Sonic should be

0:29:13.800 --> 0:29:17.560
<v Speaker 1>in the box and not altered Beast, So Genesis started

0:29:17.600 --> 0:29:21.920
<v Speaker 1>shipping with UH with that and uh. Sega in Japan

0:29:21.960 --> 0:29:24.520
<v Speaker 1>didn't like the idea. They thought it was a bad

0:29:24.560 --> 0:29:27.880
<v Speaker 1>idea to include Sonic in the box. And Kolinsky, not

0:29:28.000 --> 0:29:30.800
<v Speaker 1>for the last time, proved that he knew what was

0:29:30.840 --> 0:29:34.080
<v Speaker 1>gonna work and what wasn't and lo and behold it's

0:29:34.120 --> 0:29:37.760
<v Speaker 1>It sold a lot of units, so welcome to the

0:29:37.800 --> 0:29:41.160
<v Speaker 1>next level. Yeah, let's talk about let's talk about some

0:29:41.200 --> 0:29:44.080
<v Speaker 1>of the other stuff that Sega dead. They also began

0:29:44.120 --> 0:29:47.320
<v Speaker 1>to introduce expansions from the Genesis, so not just the

0:29:47.360 --> 0:29:49.320
<v Speaker 1>adapter that would allow you to play old games, but

0:29:49.480 --> 0:29:53.000
<v Speaker 1>some expansions that unfortunately did not see a lot of success.

0:29:53.600 --> 0:29:57.360
<v Speaker 1>One was the Mega c D, which was allowing you

0:29:57.400 --> 0:30:00.640
<v Speaker 1>to play because here's the thing, compact us could hold

0:30:00.680 --> 0:30:04.160
<v Speaker 1>a lot more information than a cartridge. So the idea was,

0:30:04.280 --> 0:30:06.360
<v Speaker 1>how about for these games that are going to be

0:30:06.520 --> 0:30:10.520
<v Speaker 1>really uh pushing the envelope as far as what the

0:30:10.520 --> 0:30:14.040
<v Speaker 1>console can do. The consoles capable of doing more than

0:30:14.080 --> 0:30:16.640
<v Speaker 1>what a cartridge based game can provide. So therefore we

0:30:16.680 --> 0:30:19.640
<v Speaker 1>need to create a system that will allow a new

0:30:19.720 --> 0:30:22.800
<v Speaker 1>media to be used, new form of media. In that case,

0:30:22.840 --> 0:30:24.720
<v Speaker 1>it was the Compact disc. So the Mega cy D

0:30:24.960 --> 0:30:27.840
<v Speaker 1>was produced and a few games came out, including a

0:30:27.880 --> 0:30:31.360
<v Speaker 1>Sonic CD, and uh, they did all right, but they

0:30:31.480 --> 0:30:33.959
<v Speaker 1>never really took off. No one really adapted to it.

0:30:34.640 --> 0:30:37.520
<v Speaker 1>And then there was the thirty two X, which was

0:30:37.520 --> 0:30:40.520
<v Speaker 1>another expansion for the Genesis. Originally it was going to

0:30:40.600 --> 0:30:44.680
<v Speaker 1>be an update to the whole Genesis console, but there

0:30:45.040 --> 0:30:47.400
<v Speaker 1>an argument was made that it should be instead an

0:30:47.400 --> 0:30:51.280
<v Speaker 1>expansion pack rather than a brand new console. And the

0:30:51.320 --> 0:30:52.880
<v Speaker 1>idea here was that was going to give you a

0:30:52.960 --> 0:30:56.840
<v Speaker 1>jump on getting to the thirty two bit based game systems.

0:30:56.880 --> 0:31:00.360
<v Speaker 1>Keep in mind the Genesis is a sixteen bit system, yes,

0:31:00.440 --> 0:31:05.680
<v Speaker 1>and then Sega was already looking forward to the next system. Yeah,

0:31:05.720 --> 0:31:09.600
<v Speaker 1>it was planning on calling the Saturn. This was the

0:31:09.640 --> 0:31:12.880
<v Speaker 1>big problem with the thirty two X because they come

0:31:12.880 --> 0:31:15.160
<v Speaker 1>out with the expansion pack of the thirty two X,

0:31:15.200 --> 0:31:17.720
<v Speaker 1>but they also say that they're working on the next

0:31:17.800 --> 0:31:20.920
<v Speaker 1>generation console. Well, if you're a developer, a game developer,

0:31:21.320 --> 0:31:23.720
<v Speaker 1>you might think, well, why should I develop for in

0:31:23.960 --> 0:31:26.200
<v Speaker 1>a game system that's going to be obsolete in just

0:31:26.360 --> 0:31:29.360
<v Speaker 1>two years? Why should I develop a game for that? Instead,

0:31:29.440 --> 0:31:32.520
<v Speaker 1>I should be developing for the next generation of video

0:31:32.560 --> 0:31:36.000
<v Speaker 1>game consoles. So not a lot of content was produced

0:31:36.000 --> 0:31:37.880
<v Speaker 1>that could take advantage of the thirty two X. So

0:31:37.960 --> 0:31:41.080
<v Speaker 1>that's why that was a failed adaptation. But the Saturn

0:31:41.880 --> 0:31:47.000
<v Speaker 1>came out a little bit later and then hit the

0:31:47.080 --> 0:31:49.560
<v Speaker 1>US and it started to have a lot of the

0:31:49.600 --> 0:31:53.600
<v Speaker 1>things that you saw as expansion packs for the Genesis. Yeah.

0:31:53.840 --> 0:31:59.400
<v Speaker 1>It's an interesting story that apparently Sega had met with

0:32:00.000 --> 0:32:03.960
<v Speaker 1>Silicon Graphics UM back in the day and had a

0:32:04.800 --> 0:32:07.120
<v Speaker 1>meet a meeting with Jim Clark, who was the chairman

0:32:07.160 --> 0:32:09.880
<v Speaker 1>of Silicon Graphics, and they were trying to sell Saga

0:32:09.960 --> 0:32:13.080
<v Speaker 1>this new chip set that would allow them to run

0:32:13.720 --> 0:32:18.400
<v Speaker 1>new high powered games and UH. Basically Sega in Japan

0:32:18.520 --> 0:32:20.320
<v Speaker 1>was committed to going with the chip set that they

0:32:20.360 --> 0:32:23.240
<v Speaker 1>had already picked out for it. So even though this

0:32:23.680 --> 0:32:26.680
<v Speaker 1>UH system was going to be really, really cool, they

0:32:26.720 --> 0:32:29.960
<v Speaker 1>had to say no. And they said, well, there's another

0:32:30.040 --> 0:32:32.440
<v Speaker 1>company up in Seattle that might be interested in that,

0:32:33.240 --> 0:32:35.400
<v Speaker 1>and so they took it to that company and it

0:32:35.440 --> 0:32:40.440
<v Speaker 1>became the chip set for the Nintendo sixty four. Yeah. Painful. Yeah.

0:32:40.480 --> 0:32:45.680
<v Speaker 1>So the Saturn had three thirty two bit processors, but

0:32:45.880 --> 0:32:47.840
<v Speaker 1>it came out and it had a CD ROM drive,

0:32:48.400 --> 0:32:51.400
<v Speaker 1>it had to video processors. I mean, this was a

0:32:51.440 --> 0:32:54.760
<v Speaker 1>machine that had some decent firepower for the time, right.

0:32:55.280 --> 0:32:57.800
<v Speaker 1>But here's another problem. It came out very close to

0:32:57.840 --> 0:33:00.640
<v Speaker 1>the same time that another major play or in video

0:33:00.640 --> 0:33:03.040
<v Speaker 1>game consoles came out, which was the debut of the

0:33:03.080 --> 0:33:07.120
<v Speaker 1>Sony PlayStation. Yes, this is another missed opportunity on Sega's

0:33:07.120 --> 0:33:11.560
<v Speaker 1>park because Sega had talked to Sony UM and Sony

0:33:11.560 --> 0:33:15.480
<v Speaker 1>had talked to Nintendo, both of them about the possibility

0:33:15.480 --> 0:33:19.719
<v Speaker 1>of doing some kind of partnership, and Sony basically and

0:33:19.720 --> 0:33:22.920
<v Speaker 1>and Sega couldn't work out their differences. So the thing

0:33:23.080 --> 0:33:26.880
<v Speaker 1>is uh, you know, Sony went out on their own

0:33:27.440 --> 0:33:31.200
<v Speaker 1>and you know, delivered delivered a severe beating to both

0:33:31.240 --> 0:33:33.480
<v Speaker 1>of them. Right. Yeah, So you've got You've got the

0:33:33.480 --> 0:33:36.440
<v Speaker 1>Sony PlayStation, which was another CD based system. You also

0:33:36.440 --> 0:33:39.000
<v Speaker 1>had the Nintendo sixty four. This at this point, Nintendo

0:33:39.080 --> 0:33:43.360
<v Speaker 1>was still holding onto the cartridge based systems. Um. Although

0:33:43.400 --> 0:33:46.120
<v Speaker 1>some of my favorite video games of all time were

0:33:46.160 --> 0:33:49.320
<v Speaker 1>made for the Nintendo sixty four. Yes, Golden Eye Anyone,

0:33:50.240 --> 0:33:55.320
<v Speaker 1>or WrestleMania two thousand or WWF no mercy, oh man,

0:33:55.360 --> 0:33:58.200
<v Speaker 1>I love the wrestling games. Um. If you guys are

0:33:58.240 --> 0:34:00.680
<v Speaker 1>fans of wrestling games, let me know, because I'm always

0:34:00.720 --> 0:34:04.640
<v Speaker 1>on the lookout for really good wrestling games. So that, honestly,

0:34:04.720 --> 0:34:07.120
<v Speaker 1>if you know of good ones, let me know. I

0:34:07.160 --> 0:34:10.239
<v Speaker 1>love them. Anyway, back to the back to the matter

0:34:10.280 --> 0:34:14.279
<v Speaker 1>at hand, So you've got the Saturn coming out. It

0:34:14.400 --> 0:34:16.960
<v Speaker 1>is not it does not do well against the PlayStation.

0:34:17.080 --> 0:34:19.319
<v Speaker 1>It doesn't even do well against the Nintendo sixty four.

0:34:19.440 --> 0:34:22.600
<v Speaker 1>It is it's in third place. Sadly that that system,

0:34:22.640 --> 0:34:25.359
<v Speaker 1>I think is is pretty widely considered a dog, which

0:34:25.400 --> 0:34:28.759
<v Speaker 1>is it's had some interesting features and actually had had

0:34:28.760 --> 0:34:31.360
<v Speaker 1>a slot, Yes, it had a slot for additional memory.

0:34:31.840 --> 0:34:34.359
<v Speaker 1>So some of the games on the Saturn were so

0:34:34.440 --> 0:34:38.839
<v Speaker 1>advanced that the system didn't have enough RAM to run

0:34:38.880 --> 0:34:41.800
<v Speaker 1>the game. Well, okay, you know Saga developed, Um, we

0:34:42.000 --> 0:34:43.560
<v Speaker 1>we skipped over it and I can just throw it

0:34:43.600 --> 0:34:46.480
<v Speaker 1>in there real quick since we're running low on time. Uh.

0:34:46.600 --> 0:34:50.320
<v Speaker 1>Saga developed active three D glasses years before this. Yes,

0:34:50.960 --> 0:34:53.600
<v Speaker 1>and they didn't take off, and the consoles supported three

0:34:53.719 --> 0:34:58.000
<v Speaker 1>D playback. So yeah, again easily they were really ahead

0:34:58.000 --> 0:35:01.839
<v Speaker 1>of their time. And a lot of these these developments. Um,

0:35:02.000 --> 0:35:05.520
<v Speaker 1>so here's another problem. Again they did not learn the

0:35:05.600 --> 0:35:08.080
<v Speaker 1>lesson that they should have learned with the release of

0:35:08.120 --> 0:35:09.960
<v Speaker 1>the thirty two X where they said, oh, by the way,

0:35:10.000 --> 0:35:13.120
<v Speaker 1>we're also working on a thirty two bit system. Just

0:35:13.239 --> 0:35:15.920
<v Speaker 1>two years after the Saturn debut, they talked about how

0:35:15.960 --> 0:35:20.200
<v Speaker 1>they were working on the next generation of consoles. So

0:35:20.239 --> 0:35:22.359
<v Speaker 1>again you had all these developers say, well, why should

0:35:22.400 --> 0:35:25.319
<v Speaker 1>I develop for a console that has a two year

0:35:26.120 --> 0:35:30.359
<v Speaker 1>shelf life left? Maybe um and you might be thinking, wow,

0:35:30.400 --> 0:35:32.879
<v Speaker 1>this is really fast because of course, now right now

0:35:32.880 --> 0:35:37.040
<v Speaker 1>we're with Xbox three, SIXDPS three and the Nintendo we

0:35:37.360 --> 0:35:40.359
<v Speaker 1>none of which have been we haven't heard any announcements

0:35:40.360 --> 0:35:43.080
<v Speaker 1>of any kind of successor to any of those three consoles,

0:35:43.120 --> 0:35:45.280
<v Speaker 1>and they've been out for much longer than four years.

0:35:45.920 --> 0:35:50.600
<v Speaker 1>So Kolinski got fed up and and bolted in, said

0:35:50.600 --> 0:35:52.319
<v Speaker 1>he wasn't going to do it anymore. And they brought

0:35:52.360 --> 0:35:55.840
<v Speaker 1>in a guy named Bernie Stoller Um and he was

0:35:55.920 --> 0:35:59.200
<v Speaker 1>really apparently uh uh, you know, go get him kind

0:35:59.200 --> 0:36:01.279
<v Speaker 1>of guy. He's just, you know, let's not even talk

0:36:01.320 --> 0:36:03.360
<v Speaker 1>about it, let's just go do it, you know, really

0:36:03.400 --> 0:36:08.120
<v Speaker 1>really active person um. But he he was really pushing

0:36:08.160 --> 0:36:11.240
<v Speaker 1>for the you know, the success of the new system,

0:36:11.320 --> 0:36:16.640
<v Speaker 1>which went down in game console history. Um. I would

0:36:16.680 --> 0:36:20.200
<v Speaker 1>I would argue that it's probably Sega's best loved system,

0:36:20.239 --> 0:36:23.120
<v Speaker 1>even more so than the Genesis. It didn't sell that

0:36:23.160 --> 0:36:26.640
<v Speaker 1>well necessarily, yeah, but it's got a reputation. I own

0:36:26.719 --> 0:36:31.800
<v Speaker 1>one and I still love the system. Originally called the Katana,

0:36:32.400 --> 0:36:36.920
<v Speaker 1>it came out as the Sega Dreamcast. The Dreamcast was

0:36:37.400 --> 0:36:40.640
<v Speaker 1>a uh I love this video game system. The controls

0:36:40.640 --> 0:36:44.120
<v Speaker 1>were really responsive, the graphics were amazing, the sound was phenomenal.

0:36:44.160 --> 0:36:47.319
<v Speaker 1>It had a great video game library. It hit the

0:36:47.320 --> 0:36:51.839
<v Speaker 1>market in uh it had a D eight bit graphics.

0:36:51.920 --> 0:36:55.440
<v Speaker 1>It was it was way ahead of its competitors as

0:36:55.440 --> 0:36:57.480
<v Speaker 1>far again. I mean that was the story of Sega

0:36:57.520 --> 0:37:00.200
<v Speaker 1>the whole time, right, Whenever the consoles came out, they

0:37:00.239 --> 0:37:03.520
<v Speaker 1>tended to be ahead of whatever their competitors were offering

0:37:03.560 --> 0:37:07.200
<v Speaker 1>on the market at the time. At sixteen megabytes of memory,

0:37:07.239 --> 0:37:09.560
<v Speaker 1>which to us today sounds really tiny, but at the

0:37:09.560 --> 0:37:14.040
<v Speaker 1>time was really significant and uh it was. It actually

0:37:14.400 --> 0:37:16.960
<v Speaker 1>had a built in modem. It was the first video

0:37:17.040 --> 0:37:20.960
<v Speaker 1>game console to have a built in modem fifty sits

0:37:21.000 --> 0:37:23.120
<v Speaker 1>per second modem, but it was the first one to

0:37:23.160 --> 0:37:25.040
<v Speaker 1>have one. So it was actually designed to allow you

0:37:25.080 --> 0:37:29.719
<v Speaker 1>to have online capability and play online games they had,

0:37:29.840 --> 0:37:32.759
<v Speaker 1>and have a web browser as well. Yeah, I didn't

0:37:32.800 --> 0:37:34.680
<v Speaker 1>realize they had a web browser. Ye, well it was

0:37:35.520 --> 0:37:38.920
<v Speaker 1>what wasn't native, It wasn't hardwired into it. You had

0:37:38.920 --> 0:37:42.720
<v Speaker 1>to have the disc. Oh, they did have developers, uh

0:37:42.800 --> 0:37:45.880
<v Speaker 1>you know, they had Capcom, Midway, Namco that you know

0:37:45.960 --> 0:37:50.000
<v Speaker 1>that the usual arcade suspects. They didn't have Electronic Arts,

0:37:50.080 --> 0:37:54.239
<v Speaker 1>who I think got very frustrated with having to do that.

0:37:54.280 --> 0:37:58.600
<v Speaker 1>They having to deal with Sony's up and now Sega's

0:37:58.680 --> 0:38:04.480
<v Speaker 1>up and downs us mostly downs. Um, So they actually

0:38:04.480 --> 0:38:08.720
<v Speaker 1>went out and purchased another company to develop sports games. Um.

0:38:08.800 --> 0:38:11.719
<v Speaker 1>And from what I understand, Virtual Concepts, which was the

0:38:11.800 --> 0:38:14.360
<v Speaker 1>name of the company, did pretty well with sports and

0:38:14.680 --> 0:38:17.960
<v Speaker 1>Church with Tennis was amazing. That was one of the

0:38:18.000 --> 0:38:21.040
<v Speaker 1>games I owned, and it is still own. I still

0:38:21.040 --> 0:38:23.359
<v Speaker 1>have this console. It was also kind of neat because

0:38:23.400 --> 0:38:25.359
<v Speaker 1>you could want. One of the ways you could hook

0:38:25.440 --> 0:38:27.279
<v Speaker 1>up the console to your system was through co x

0:38:27.280 --> 0:38:30.440
<v Speaker 1>cable cable, so you would actually use you know, co

0:38:30.680 --> 0:38:34.200
<v Speaker 1>x cable into the the Dreamcast and co x cable

0:38:34.239 --> 0:38:36.560
<v Speaker 1>out from the Dreamcast to your television. So it wasn't

0:38:36.680 --> 0:38:40.360
<v Speaker 1>using like the the composite cables that a lot of

0:38:40.400 --> 0:38:43.600
<v Speaker 1>other systems were using. Uh. And it also meant that

0:38:43.640 --> 0:38:45.719
<v Speaker 1>I could hook up more video game systems to my

0:38:45.840 --> 0:38:50.120
<v Speaker 1>television because it was one less port that would be

0:38:50.160 --> 0:38:53.960
<v Speaker 1>taken up by the machine. Now I understand too that

0:38:54.040 --> 0:38:58.640
<v Speaker 1>this was a very, um a very productive time in

0:38:58.680 --> 0:39:02.600
<v Speaker 1>the company's history for coming up with new franchises. UM.

0:39:02.640 --> 0:39:07.080
<v Speaker 1>I believe sol Caliber is about the time another great game.

0:39:07.920 --> 0:39:11.920
<v Speaker 1>Oh I've got that one too, crazy taxi game exactly.

0:39:12.320 --> 0:39:15.600
<v Speaker 1>And And the thing is though that you know, even

0:39:15.640 --> 0:39:19.920
<v Speaker 1>after the nine debut and the you know, the big

0:39:20.000 --> 0:39:24.839
<v Speaker 1>launch in the Great Games, um, it just it just

0:39:24.880 --> 0:39:30.040
<v Speaker 1>didn't it just didn't go. Um, and I'm not sure why.

0:39:30.200 --> 0:39:34.000
<v Speaker 1>Maybe it's the marketing strategy of the company. They Sega,

0:39:34.120 --> 0:39:36.560
<v Speaker 1>see I keep doing that game. Companies that start with

0:39:36.640 --> 0:39:40.200
<v Speaker 1>US for two, Sega of Japan and Sega of America

0:39:40.280 --> 0:39:43.920
<v Speaker 1>did not necessarily agree on marketing strategy or how to

0:39:44.000 --> 0:39:46.920
<v Speaker 1>bundle things, or the kinds of chips should be in

0:39:46.960 --> 0:39:50.600
<v Speaker 1>the machines. They had to compete against PlayStation coming out

0:39:50.680 --> 0:39:54.440
<v Speaker 1>with the PS two and Microsoft making the debut with

0:39:54.520 --> 0:39:58.160
<v Speaker 1>the Xbox. And Microsoft did approached Sega as well with

0:39:58.239 --> 0:40:01.640
<v Speaker 1>the idea of including Windows see E on the Dreamcast,

0:40:01.800 --> 0:40:05.520
<v Speaker 1>and they said no. But why were they so interested

0:40:05.560 --> 0:40:09.840
<v Speaker 1>in the game? Mark ye kind of shots off in

0:40:09.880 --> 0:40:12.359
<v Speaker 1>the foot on that one. The and and let me

0:40:12.440 --> 0:40:14.359
<v Speaker 1>let me close off. Let me talk a little bit

0:40:14.360 --> 0:40:16.880
<v Speaker 1>about something else that you could tell where other companies

0:40:16.920 --> 0:40:19.680
<v Speaker 1>took some inspiration from Sega. If you look at the

0:40:19.719 --> 0:40:25.120
<v Speaker 1>old Dreamcast controller there's it bears a resemblance to the

0:40:25.160 --> 0:40:29.359
<v Speaker 1>modern Xbox controllers and had the triggers. Um, it had

0:40:29.400 --> 0:40:34.759
<v Speaker 1>a pretty wide uh controller form factor. Um, there was

0:40:34.760 --> 0:40:37.840
<v Speaker 1>an analog joystick on there. Um. It also had a

0:40:37.880 --> 0:40:40.200
<v Speaker 1>slot for memory cards. In fact, the memory cards had

0:40:40.239 --> 0:40:43.479
<v Speaker 1>little screens on them, and you could actually have many

0:40:43.600 --> 0:40:46.279
<v Speaker 1>games that would have pop up on the screen on

0:40:46.360 --> 0:40:49.120
<v Speaker 1>your card that would be part of the bigger video

0:40:49.160 --> 0:40:52.080
<v Speaker 1>game you're playing on the screen. And each game would

0:40:52.120 --> 0:40:55.719
<v Speaker 1>have its own little individual special graphics that would pop

0:40:55.840 --> 0:40:58.920
<v Speaker 1>up on your memory card. I love that. It was

0:40:58.960 --> 0:41:02.560
<v Speaker 1>just such a neat thing, was added value for your games. Um.

0:41:02.600 --> 0:41:08.239
<v Speaker 1>But yeah, it uh it. Ultimately, this system also did

0:41:08.360 --> 0:41:11.600
<v Speaker 1>not last the test of time, and in two thousand

0:41:11.680 --> 0:41:15.200
<v Speaker 1>one January two thousand one, Sega made the decision to

0:41:15.360 --> 0:41:18.839
<v Speaker 1>get out of the console market entirely and just concentrate

0:41:18.920 --> 0:41:22.640
<v Speaker 1>on game development. Ye have stopped stopped actually producing Dreamcast

0:41:22.719 --> 0:41:26.759
<v Speaker 1>in March of that year, and um, you know they've

0:41:26.760 --> 0:41:31.360
<v Speaker 1>they've done pretty well releasing some games since then. U

0:41:31.520 --> 0:41:35.240
<v Speaker 1>super Monkey Ball Anyone. Um, yeah, it's a great game. Um,

0:41:35.320 --> 0:41:37.600
<v Speaker 1>and it's you know, it's made its way to mobile

0:41:37.640 --> 0:41:40.520
<v Speaker 1>gaming devices. Uh. You know, we didn't even talk about

0:41:40.880 --> 0:41:44.560
<v Speaker 1>Sega's mobile gaming devices at all, but um, you know

0:41:44.640 --> 0:41:48.759
<v Speaker 1>they it's available for mobile phones and other uh other

0:41:48.840 --> 0:41:52.279
<v Speaker 1>things and uh platforms, I should say. And yeah, I

0:41:52.280 --> 0:41:56.480
<v Speaker 1>mean they're known now as as a software developer. There

0:41:56.520 --> 0:42:01.480
<v Speaker 1>they re emerged all their developing strategies into one unit.

0:42:01.760 --> 0:42:05.520
<v Speaker 1>So it's it's a much leaner company than it was before. Um,

0:42:05.560 --> 0:42:08.480
<v Speaker 1>a lot of the Sonic games, you know, even uh

0:42:08.560 --> 0:42:11.680
<v Speaker 1>Sega's biggest star. I've heard mixed reviews on the Sega

0:42:12.040 --> 0:42:14.880
<v Speaker 1>Sonic games that have come out in the last few years.

0:42:15.880 --> 0:42:18.880
<v Speaker 1>So it's just um sort of it sort of reminds

0:42:18.920 --> 0:42:22.840
<v Speaker 1>us of Sega's glory days without giving us the great

0:42:23.160 --> 0:42:25.600
<v Speaker 1>uh speed and action that we've all come to know

0:42:25.719 --> 0:42:30.200
<v Speaker 1>and love. So if you guys have any Sega stories

0:42:30.239 --> 0:42:32.880
<v Speaker 1>you want to share, or perhaps there's another game company

0:42:32.960 --> 0:42:34.520
<v Speaker 1>you would like us to cover. You know, we've talked

0:42:34.520 --> 0:42:37.120
<v Speaker 1>about Atari, we talked about Sega. We have a couple

0:42:37.160 --> 0:42:39.600
<v Speaker 1>of others on the list already. But yeah, we plan

0:42:39.719 --> 0:42:42.640
<v Speaker 1>we'll probably have we'll have to do an episode about Sony.

0:42:42.680 --> 0:42:44.359
<v Speaker 1>We'll have to do an episode. We have to do

0:42:44.400 --> 0:42:46.480
<v Speaker 1>one on Nintendo. We might have to do one on

0:42:46.520 --> 0:42:49.640
<v Speaker 1>the Dreamcast itself, because we kind of got that short. Yeah, yeah,

0:42:49.640 --> 0:42:53.080
<v Speaker 1>it's it's it's this podcast has gone really long, but um,

0:42:53.840 --> 0:42:56.439
<v Speaker 1>the Dreamcast was a pretty phenomenal system. If you ever

0:42:56.520 --> 0:42:58.680
<v Speaker 1>do have a chance to maybe pick one up at

0:42:58.719 --> 0:43:01.319
<v Speaker 1>a used game store and you know what's gonna work.

0:43:01.800 --> 0:43:03.920
<v Speaker 1>Go ahead and give it a try. It's a I

0:43:04.000 --> 0:43:06.319
<v Speaker 1>was really impressed with it that The graphics, of course

0:43:06.360 --> 0:43:09.839
<v Speaker 1>don't hold up to PS three or or Xbox three

0:43:09.920 --> 0:43:13.840
<v Speaker 1>six quality, but they're they're pretty impressive even when you

0:43:13.920 --> 0:43:16.960
<v Speaker 1>consider what their big competitors were. So anyway, you can

0:43:17.040 --> 0:43:19.920
<v Speaker 1>let us know on Facebook or Twitter are handled. There

0:43:20.040 --> 0:43:24.040
<v Speaker 1>is tech Stuff hs W, or you can shoot us email.

0:43:24.120 --> 0:43:27.120
<v Speaker 1>That address is tech stuff at how stuff works dot

0:43:27.200 --> 0:43:28.960
<v Speaker 1>com and Chris and I will talk to you again

0:43:29.400 --> 0:43:34.640
<v Speaker 1>really soon. For more on this and thousands of other topics,

0:43:34.719 --> 0:43:37.160
<v Speaker 1>visit how stuff works dot com. To learn more about

0:43:37.160 --> 0:43:40.000
<v Speaker 1>the podcast, click on the podcast icon in the upper

0:43:40.080 --> 0:43:43.760
<v Speaker 1>right corner of our homepage. The house Stuff Works iPhone

0:43:43.800 --> 0:43:51.719
<v Speaker 1>app has arrived. Download it today on iTunes. Brought to

0:43:51.719 --> 0:43:54.840
<v Speaker 1>you by the reinvented two thousand twelve camera. It's ready,

0:43:55.000 --> 0:43:55.479
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