1 00:00:04,400 --> 00:00:07,800 Speaker 1: Welcome to Tech Stuff, a production from I Heart Radio. 2 00:00:12,119 --> 00:00:14,800 Speaker 1: Hey there, and welcome to tech Stuff. I'm your host, 3 00:00:15,000 --> 00:00:18,080 Speaker 1: Jonathan Strickland. I'm an executive producer with I Heart Radio 4 00:00:18,160 --> 00:00:22,680 Speaker 1: and a lot of all things tech. And in Monday's episode, 5 00:00:23,040 --> 00:00:27,040 Speaker 1: I covered how the arcade game Mortal Kombat emerged out 6 00:00:27,040 --> 00:00:29,680 Speaker 1: of a company called Midway. That was a company that 7 00:00:29,760 --> 00:00:34,440 Speaker 1: was really a mishmash of several other companies that all 8 00:00:34,560 --> 00:00:39,280 Speaker 1: were in the coin operated amusement biz at elements of 9 00:00:39,440 --> 00:00:45,680 Speaker 1: Midway Manufacturing, Williams Electronics, and Bally all wrapped up in there. 10 00:00:45,920 --> 00:00:49,080 Speaker 1: It's pretty complicated stuff. The two leads in charge of 11 00:00:49,159 --> 00:00:54,920 Speaker 1: developing Mortal Kombat were Williams employees, but then Williams acquired 12 00:00:55,240 --> 00:00:59,200 Speaker 1: Midway and changed the name of that division of Williams 13 00:00:59,240 --> 00:01:03,600 Speaker 1: to Midway Games. And though they didn't necessarily set out 14 00:01:03,680 --> 00:01:07,080 Speaker 1: to make a video game with over the top violence 15 00:01:07,120 --> 00:01:11,440 Speaker 1: and even more over the top fatalities, that game naturally 16 00:01:11,480 --> 00:01:14,800 Speaker 1: evolved in that direction as they developed it and Mortal 17 00:01:14,880 --> 00:01:19,720 Speaker 1: Kombat hit the arcades. In I didn't really talk about 18 00:01:19,800 --> 00:01:22,880 Speaker 1: the structure of the game and how it worked from 19 00:01:22,880 --> 00:01:25,520 Speaker 1: a gameplay aspect very much in that last episode, So 20 00:01:25,560 --> 00:01:28,520 Speaker 1: I'm going to give a very brief overview here. Mortal 21 00:01:28,600 --> 00:01:33,000 Speaker 1: Kombat is modeled after fight tournaments, and really it's a 22 00:01:33,000 --> 00:01:37,440 Speaker 1: lot like fight tournament movies more than actual fight tournaments, 23 00:01:37,480 --> 00:01:41,760 Speaker 1: specifically the sort of gen Claude van Damn variety of 24 00:01:42,480 --> 00:01:46,440 Speaker 1: you know, martial arts tournament films. Players choose one of 25 00:01:46,520 --> 00:01:49,960 Speaker 1: seven characters, and then they go through a series of matches, 26 00:01:50,040 --> 00:01:54,080 Speaker 1: each match lasting up to three rounds. Winning two of 27 00:01:54,120 --> 00:01:56,880 Speaker 1: those three rounds would allow the player to progress further 28 00:01:57,080 --> 00:01:59,920 Speaker 1: up the tournament ladder, and winning two rounds in a 29 00:02:00,040 --> 00:02:01,760 Speaker 1: road just means that you wouldn't even have to play 30 00:02:01,800 --> 00:02:05,200 Speaker 1: through the third round. The controls for the game included 31 00:02:05,280 --> 00:02:09,560 Speaker 1: an eight direction joystick and five buttons. There were two 32 00:02:09,600 --> 00:02:13,359 Speaker 1: punch buttons high and low, to kick buttons also high 33 00:02:13,400 --> 00:02:16,680 Speaker 1: and low, and in the middle a block button. Each 34 00:02:16,760 --> 00:02:20,640 Speaker 1: character had numerous moves that would result from joystick and 35 00:02:20,639 --> 00:02:24,240 Speaker 1: button combinations, and the fatalities at the end of a 36 00:02:24,360 --> 00:02:28,079 Speaker 1: game where you had defeated your opponent, and one year, 37 00:02:28,120 --> 00:02:31,239 Speaker 1: two out of three those relied on specific inputs of 38 00:02:31,320 --> 00:02:35,800 Speaker 1: joystick and button combinations, So, for example, Scorpions fatality and 39 00:02:35,840 --> 00:02:40,000 Speaker 1: Mortal Kombat one was you had to start about half 40 00:02:40,000 --> 00:02:43,639 Speaker 1: a screen away from your opponent, hold the block button 41 00:02:44,000 --> 00:02:47,519 Speaker 1: and then push up on the joystick twice. Then Scorpion 42 00:02:47,560 --> 00:02:51,120 Speaker 1: would pull off his mask, revealing a skull and breathe 43 00:02:51,120 --> 00:02:55,919 Speaker 1: fire out onto his opponent, reducing that person to a skeleton. Now, 44 00:02:55,960 --> 00:02:59,600 Speaker 1: if you were playing the tournament against the actual arcade machine, 45 00:02:59,800 --> 00:03:02,200 Speaker 1: so you know a computer is controlling the second character, 46 00:03:02,800 --> 00:03:06,600 Speaker 1: then a second player could come up and actually interrupt things. 47 00:03:06,960 --> 00:03:10,480 Speaker 1: So player number two walks up, plunks in some quarters 48 00:03:10,560 --> 00:03:12,800 Speaker 1: and then joining in, and that would mean the first 49 00:03:12,800 --> 00:03:16,520 Speaker 1: player would enter into a new match against the second player, 50 00:03:16,960 --> 00:03:20,639 Speaker 1: and whoever won that contest, you know, contest with a K, 51 00:03:21,320 --> 00:03:24,959 Speaker 1: would then proceed through the tournament. So if the first 52 00:03:24,960 --> 00:03:27,880 Speaker 1: player lost, then they would be out of luck and 53 00:03:27,919 --> 00:03:30,600 Speaker 1: the second player could continue to play against the machine, 54 00:03:30,960 --> 00:03:34,120 Speaker 1: or maybe someone else comes up and challenges them. Like 55 00:03:34,160 --> 00:03:36,760 Speaker 1: I said in the last episode, you know, the loser pays, 56 00:03:37,000 --> 00:03:40,440 Speaker 1: the winner stays. If a player gets through the other 57 00:03:40,720 --> 00:03:44,880 Speaker 1: six characters in tournament mode, then they face a doppel 58 00:03:44,960 --> 00:03:48,280 Speaker 1: ganger of their own character, and after that, the player 59 00:03:48,320 --> 00:03:51,839 Speaker 1: has to win three endurance matches, which they face two 60 00:03:51,840 --> 00:03:54,720 Speaker 1: opponents per match instead of just one, though they don't 61 00:03:54,800 --> 00:03:57,680 Speaker 1: face both opponents at the same time. Essentially, you have 62 00:03:57,760 --> 00:04:01,000 Speaker 1: to defeat your first opponent, which and triggers the entrance 63 00:04:01,120 --> 00:04:04,520 Speaker 1: of the second opponent, and if you succeed in doing that, 64 00:04:05,080 --> 00:04:08,080 Speaker 1: then you would go up against a sub boss in 65 00:04:08,120 --> 00:04:12,160 Speaker 1: the game named Goro, who is a massive foe armed 66 00:04:12,320 --> 00:04:15,760 Speaker 1: monster who deals enormous amounts of damage, and if you 67 00:04:15,840 --> 00:04:19,800 Speaker 1: beat Goro, then you go up against the ultimate boss 68 00:04:19,880 --> 00:04:23,479 Speaker 1: in the game, Sheng Sung, and defeating Shank Sung leads 69 00:04:23,520 --> 00:04:27,479 Speaker 1: to an end screen that explains your character's fate after 70 00:04:27,839 --> 00:04:31,240 Speaker 1: winning the Mortal Kombat tournament, and that's where some of 71 00:04:31,279 --> 00:04:34,520 Speaker 1: the early lore came in. You had intro screens as 72 00:04:34,520 --> 00:04:38,479 Speaker 1: well in attract mode. Attract mode is what the arcade 73 00:04:38,520 --> 00:04:42,080 Speaker 1: Biz called the screens that games would show in order 74 00:04:42,120 --> 00:04:44,040 Speaker 1: to kind of entice people to come in and play 75 00:04:44,080 --> 00:04:47,360 Speaker 1: the game anyway. Those would explain who the characters were, 76 00:04:47,720 --> 00:04:49,720 Speaker 1: and then you had your victory screens that gave a 77 00:04:49,760 --> 00:04:52,800 Speaker 1: little more information about them, but at the time it 78 00:04:52,839 --> 00:04:56,640 Speaker 1: was pretty threadbare. Future chapters in the Mortal Kombat saga 79 00:04:56,880 --> 00:04:59,080 Speaker 1: would give a lot more background, as would a lot 80 00:04:59,120 --> 00:05:04,799 Speaker 1: of additional material provided by stuff like comic books and movies, 81 00:05:05,440 --> 00:05:11,000 Speaker 1: and sometimes this would end up having contradictory information, so 82 00:05:11,080 --> 00:05:15,440 Speaker 1: the lore does not always stay in line throughout the 83 00:05:15,600 --> 00:05:18,559 Speaker 1: entire series. For fighting games, I'm not sure you need 84 00:05:18,880 --> 00:05:22,520 Speaker 1: that much background. But then Mortal Kombat has obviously extended 85 00:05:22,520 --> 00:05:25,240 Speaker 1: well beyond just the games. We'll talk about that more 86 00:05:25,279 --> 00:05:29,680 Speaker 1: in a little bit. Mortal Kombat spawned countless imitators, as 87 00:05:29,720 --> 00:05:33,039 Speaker 1: well as inspired game developers from other companies to make 88 00:05:33,200 --> 00:05:36,920 Speaker 1: similarly violent games. Not just fighting games, but other styles 89 00:05:36,920 --> 00:05:39,760 Speaker 1: of games too. Started to get more violent and more 90 00:05:39,839 --> 00:05:43,400 Speaker 1: graphic and gory. While in the golden age of arcades, 91 00:05:43,839 --> 00:05:48,200 Speaker 1: games were kind of more abstract and fanciful. Uh not 92 00:05:48,240 --> 00:05:52,520 Speaker 1: necessarily better, They just, you know, they couldn't be graphic 93 00:05:52,680 --> 00:05:55,040 Speaker 1: because we just didn't have the technology to do it. 94 00:05:55,680 --> 00:05:58,440 Speaker 1: But there was a shift towards more violent and gory 95 00:05:58,520 --> 00:06:01,640 Speaker 1: games upon the success of More Combat. Not that we 96 00:06:01,680 --> 00:06:04,640 Speaker 1: suddenly saw all other types of games just disappear, but 97 00:06:04,720 --> 00:06:07,960 Speaker 1: the trend certainly favored violence and over the top gore. 98 00:06:08,640 --> 00:06:12,080 Speaker 1: While some media coverage took midway to task for releasing 99 00:06:12,080 --> 00:06:16,040 Speaker 1: such a violent game, criticism didn't really pick up until 100 00:06:16,040 --> 00:06:19,320 Speaker 1: the title made its way to home systems, ported to 101 00:06:19,440 --> 00:06:23,800 Speaker 1: the Nintendo and Sega game systems of the time. Nintendo's 102 00:06:23,880 --> 00:06:28,479 Speaker 1: version infamously removed all the blood, replacing it with gray fluid. 103 00:06:28,560 --> 00:06:33,640 Speaker 1: That was I guess sweat. Sega's system if you entered 104 00:06:33,680 --> 00:06:36,000 Speaker 1: a code at the beginning of the game, kept all 105 00:06:36,000 --> 00:06:39,880 Speaker 1: that blood in so you can actually enact the the 106 00:06:39,920 --> 00:06:43,200 Speaker 1: blood mode in Mortal Kombat. And that was actually part 107 00:06:43,240 --> 00:06:46,680 Speaker 1: of Sega's campaign, saying that Sega does what Nintendo don't 108 00:06:47,560 --> 00:06:51,320 Speaker 1: cute right. Those home games got the attention of various 109 00:06:51,360 --> 00:06:55,479 Speaker 1: parental groups and politicians, and there followed a great debate 110 00:06:55,680 --> 00:06:59,159 Speaker 1: about video games and their role in corrupting the youth. 111 00:06:59,680 --> 00:07:05,360 Speaker 1: Won't somebody please think of the children? This was extremely similar, 112 00:07:05,720 --> 00:07:09,760 Speaker 1: one might even say identical to previous waves of parental 113 00:07:09,840 --> 00:07:14,400 Speaker 1: concern about such societal threats as rock and or roll music, 114 00:07:14,800 --> 00:07:19,000 Speaker 1: Dungeons and Dragons, and violent movies or TV shows. To 115 00:07:19,120 --> 00:07:24,040 Speaker 1: this day, studies show no correlation between violent video games 116 00:07:24,080 --> 00:07:28,400 Speaker 1: and violent behavior, and suggest that perhaps people who are 117 00:07:28,480 --> 00:07:32,960 Speaker 1: prone to violent outbursts may also like violent video games, 118 00:07:33,000 --> 00:07:36,600 Speaker 1: but that violent video games don't necessarily make people prone 119 00:07:36,600 --> 00:07:40,800 Speaker 1: to violent outbursts. So, in other words, maybe there's some 120 00:07:40,840 --> 00:07:43,520 Speaker 1: sort of relationship here, but there doesn't appear to be 121 00:07:43,560 --> 00:07:47,400 Speaker 1: any causation, and the correlation kind of goes in the 122 00:07:47,440 --> 00:07:51,040 Speaker 1: opposite direction that these groups seem to believe. In other words, 123 00:07:51,480 --> 00:07:54,800 Speaker 1: it's not that violent games make violent people, but that 124 00:07:54,960 --> 00:07:59,160 Speaker 1: violent people might like violent games. The home release of 125 00:07:59,200 --> 00:08:02,480 Speaker 1: Mortal Kombat was one of the events that precipitated the 126 00:08:02,520 --> 00:08:06,920 Speaker 1: creation of the Entertainment Software Rating Board or e s RB. 127 00:08:07,960 --> 00:08:11,160 Speaker 1: The concern about video game violence and its influence on young, 128 00:08:11,240 --> 00:08:14,880 Speaker 1: impressionable minds went all the way up to US Congress 129 00:08:14,920 --> 00:08:22,080 Speaker 1: in and ninety four. In these hearings, which were pretty 130 00:08:22,080 --> 00:08:25,400 Speaker 1: difficult to listen to, it became clear that Congress was 131 00:08:25,440 --> 00:08:28,240 Speaker 1: getting ready to wade into the world of video games 132 00:08:28,600 --> 00:08:32,040 Speaker 1: and potentially start censoring stuff unless the industry guides act 133 00:08:32,080 --> 00:08:35,000 Speaker 1: together and took care of things itself. The response from 134 00:08:35,040 --> 00:08:38,400 Speaker 1: the industry was the e s r B, which would 135 00:08:38,559 --> 00:08:42,679 Speaker 1: have a uniform system to assign ratings to games, which 136 00:08:42,720 --> 00:08:45,520 Speaker 1: would give parents an indication of what sort of content 137 00:08:45,640 --> 00:08:49,720 Speaker 1: the games contained and an estimation of the appropriate age 138 00:08:49,760 --> 00:08:52,760 Speaker 1: of player. So, in other words, you would come across 139 00:08:52,800 --> 00:08:54,920 Speaker 1: a game in a store, there would be a label 140 00:08:54,960 --> 00:08:57,080 Speaker 1: on it and it would tell you, oh, this game 141 00:08:57,160 --> 00:09:00,320 Speaker 1: is not appropriate for young players. For people under the 142 00:09:00,320 --> 00:09:03,320 Speaker 1: age of say, thirteen, so I shouldn't give this to 143 00:09:03,640 --> 00:09:06,240 Speaker 1: you know, a little timmy. And just as a side 144 00:09:06,280 --> 00:09:09,760 Speaker 1: note on this Congress up, it's full of old people, 145 00:09:10,600 --> 00:09:14,319 Speaker 1: like really old people. There are a few younger people 146 00:09:14,320 --> 00:09:16,679 Speaker 1: in Congress too, but not many. And I say this 147 00:09:17,120 --> 00:09:21,400 Speaker 1: as someone who is admittedly a rapidly aging person, and 148 00:09:21,600 --> 00:09:25,319 Speaker 1: old people have trouble keeping up with the way trends change. 149 00:09:25,720 --> 00:09:29,480 Speaker 1: To the old people, video games were just things for 150 00:09:29,559 --> 00:09:32,320 Speaker 1: little kids. They were toys. It didn't occur to most 151 00:09:32,360 --> 00:09:35,320 Speaker 1: of these old people that the young folks who grew 152 00:09:35,400 --> 00:09:37,840 Speaker 1: up with video games in the early eighties were still 153 00:09:37,880 --> 00:09:41,680 Speaker 1: playing video games on more recent systems by the mid nineties, 154 00:09:42,000 --> 00:09:45,079 Speaker 1: and that this meant the young kids were now young adults. 155 00:09:45,480 --> 00:09:47,920 Speaker 1: So to the old people, it was all like five 156 00:09:47,960 --> 00:09:50,480 Speaker 1: and six year olds that were playing Mortal Kombat and 157 00:09:50,559 --> 00:09:52,280 Speaker 1: learning that if you take off your mask you can 158 00:09:52,280 --> 00:09:55,280 Speaker 1: incinerate someone and leave a scorched skeleton in their place. 159 00:09:55,559 --> 00:10:00,559 Speaker 1: Because remember we're talking about realistic violence here. Okay, I 160 00:10:00,600 --> 00:10:03,200 Speaker 1: might be getting a little snarky. I would say that 161 00:10:03,240 --> 00:10:06,320 Speaker 1: there was probably a knowledge gap for parents, so a 162 00:10:06,400 --> 00:10:10,640 Speaker 1: rating system wasn't a bad idea. Necessarily, many parents are 163 00:10:10,679 --> 00:10:15,439 Speaker 1: also rapidly aging people and maybe are unaware that video 164 00:10:15,480 --> 00:10:17,880 Speaker 1: games had sort of changed from the days when you 165 00:10:17,880 --> 00:10:21,640 Speaker 1: were a yellow disc eating dots and avoiding ghosts. So 166 00:10:21,760 --> 00:10:24,600 Speaker 1: a rating system that would let parents know, hey, this 167 00:10:24,679 --> 00:10:27,400 Speaker 1: game might not be right for little Timmy who is five. 168 00:10:27,840 --> 00:10:30,480 Speaker 1: That wasn't necessarily a bad idea, though I would argue 169 00:10:30,679 --> 00:10:34,480 Speaker 1: that if you have a game titled Mortal Kombat and 170 00:10:34,760 --> 00:10:38,400 Speaker 1: the game box shows people fighting each other, then that 171 00:10:38,480 --> 00:10:40,400 Speaker 1: might already be a bit of an indicator. But what 172 00:10:40,440 --> 00:10:44,560 Speaker 1: the heck do I know? Anyway, the moral panic fed 173 00:10:44,640 --> 00:10:47,800 Speaker 1: into the creation of the e s RB, and the 174 00:10:47,880 --> 00:10:51,000 Speaker 1: industry would assign ratings to keep the government out of 175 00:10:51,080 --> 00:10:53,800 Speaker 1: regulating the video game industry. As long as they did it, 176 00:10:54,200 --> 00:10:57,840 Speaker 1: the government would need to. For Midway, this was really 177 00:10:57,880 --> 00:11:01,439 Speaker 1: all great publicity. The company wasn't actually in the business 178 00:11:01,480 --> 00:11:04,800 Speaker 1: of making home video games right now. In fact, it 179 00:11:04,880 --> 00:11:08,280 Speaker 1: wasn't responsible for those home ports. It was still firmly 180 00:11:08,320 --> 00:11:12,840 Speaker 1: in the coin operated arcade game business, so it licensed 181 00:11:12,840 --> 00:11:16,400 Speaker 1: out its titles to other developers, who then went on 182 00:11:16,440 --> 00:11:19,840 Speaker 1: to make the home console versions of the Midway titles. 183 00:11:20,280 --> 00:11:22,600 Speaker 1: But Midway itself was still firmly in the business of 184 00:11:22,640 --> 00:11:25,640 Speaker 1: taking people's money one quarter at a time, or you know, 185 00:11:25,760 --> 00:11:29,120 Speaker 1: sometimes two quarters. Mortal Kombat had sort of gained this 186 00:11:29,160 --> 00:11:33,679 Speaker 1: reputation for being edgy, and that helped push sales. Arcade 187 00:11:33,720 --> 00:11:37,720 Speaker 1: owners and you know, other proprietors who had purchased arcade cabinets. 188 00:11:38,200 --> 00:11:41,080 Speaker 1: We're pretty happy because the games were popular and it 189 00:11:41,120 --> 00:11:44,520 Speaker 1: was possible to recoup the investment of purchasing an arcade 190 00:11:44,520 --> 00:11:48,560 Speaker 1: machine within a few weeks. Meanwhile, back at Midway, the 191 00:11:48,600 --> 00:11:51,960 Speaker 1: plan was to build on success. The Mortal Kombat team 192 00:11:52,000 --> 00:11:54,880 Speaker 1: began working on a sequel pretty much right away after 193 00:11:54,920 --> 00:11:59,280 Speaker 1: the release of the first game. In Midway released other 194 00:11:59,320 --> 00:12:02,440 Speaker 1: games too, not just Mortal Kombat. One of the big 195 00:12:02,440 --> 00:12:07,600 Speaker 1: ones was NBA jam in nine. That game featured two 196 00:12:07,640 --> 00:12:11,680 Speaker 1: on two basketball games with digitized images of players from 197 00:12:11,720 --> 00:12:16,000 Speaker 1: the NBA officially licensed for the arcade game. The team 198 00:12:16,080 --> 00:12:19,319 Speaker 1: used images of various players grabbing pictures of their heads 199 00:12:19,320 --> 00:12:22,960 Speaker 1: looking in directions like up, down, left, right, and diagonal up, 200 00:12:23,000 --> 00:12:26,240 Speaker 1: diagonal down, that kind of stuff. The digitized heads were 201 00:12:26,280 --> 00:12:29,640 Speaker 1: plopped onto, you know, kind of cartoonish bodies, and the 202 00:12:29,720 --> 00:12:33,480 Speaker 1: game featured over the top action, enthusiastic commentary from a 203 00:12:33,559 --> 00:12:36,800 Speaker 1: voice actor and a lot of fast paced action on 204 00:12:36,840 --> 00:12:41,120 Speaker 1: the screen. It also incorporated rubber banding, meaning that if 205 00:12:41,120 --> 00:12:43,280 Speaker 1: you were playing against the computer and you were starting 206 00:12:43,280 --> 00:12:46,520 Speaker 1: to get ahead, then that computer would start to make 207 00:12:46,559 --> 00:12:49,559 Speaker 1: your shots miss and your opponents would start to hit 208 00:12:49,640 --> 00:12:53,320 Speaker 1: their shots. Likewise, if you were falling way behind, well 209 00:12:53,360 --> 00:12:56,560 Speaker 1: and suddenly the computer controlled team wouldn't make as many 210 00:12:56,640 --> 00:12:59,080 Speaker 1: shots and you would be able to catch up. So 211 00:12:59,160 --> 00:13:01,640 Speaker 1: the goal from the games perspective was to keep those 212 00:13:01,679 --> 00:13:05,360 Speaker 1: games close and exciting, and also to keep convincing players 213 00:13:05,360 --> 00:13:08,320 Speaker 1: to plunk in quarters to continue the game to completion. 214 00:13:08,880 --> 00:13:11,959 Speaker 1: But it did feel a little bit like cheating. There 215 00:13:12,040 --> 00:13:14,720 Speaker 1: was also some legit chicanery going on with the game. 216 00:13:14,920 --> 00:13:18,360 Speaker 1: The dominant team at the time were the Chicago Bulls, 217 00:13:18,559 --> 00:13:22,400 Speaker 1: represented in NBA Jam by Scottie Pippen and Horace Grant. 218 00:13:23,040 --> 00:13:26,000 Speaker 1: But a big rival to the Chicago Bulls were the 219 00:13:26,040 --> 00:13:29,920 Speaker 1: Detroit Pistons, and it turned out that Mark Termel you 220 00:13:30,040 --> 00:13:33,200 Speaker 1: remember from the previous episode that he came into William's 221 00:13:33,280 --> 00:13:37,120 Speaker 1: Slash midway and began work on Smash TV. Well, anyway, 222 00:13:37,240 --> 00:13:40,320 Speaker 1: while he was working on NBA Jam, he decided, as 223 00:13:40,360 --> 00:13:43,319 Speaker 1: a big Detroit Pistons fan, that he was going to 224 00:13:43,480 --> 00:13:45,920 Speaker 1: change the odds a little bit. So if you happen 225 00:13:46,000 --> 00:13:50,040 Speaker 1: to be playing the Pistons against the Bulls, you would 226 00:13:50,080 --> 00:13:54,120 Speaker 1: see that the Bulls players tend to miss shots at 227 00:13:54,120 --> 00:13:56,280 Speaker 1: a critical point in the game, like if it's a 228 00:13:56,320 --> 00:14:01,000 Speaker 1: buzzer beating type of shot, they miss, Whereas if you're 229 00:14:01,280 --> 00:14:03,880 Speaker 1: playing the Pistons and you make a buzzer beating shot 230 00:14:04,040 --> 00:14:07,040 Speaker 1: that would win you the game, you hit it and 231 00:14:07,200 --> 00:14:11,840 Speaker 1: take that Chicago Bowls. Originally, Midway wanted to put a 232 00:14:11,880 --> 00:14:16,120 Speaker 1: bunch of special characters in NBA Jam, including Mortal Kombat characters, 233 00:14:16,120 --> 00:14:19,040 Speaker 1: a sort of Easter eggs, but the NBA objected to 234 00:14:19,080 --> 00:14:22,600 Speaker 1: that idea, so only a few special characters actually made 235 00:14:22,600 --> 00:14:25,320 Speaker 1: it into that first game, and they were all Midway 236 00:14:25,400 --> 00:14:29,800 Speaker 1: employees like John Carlton and Tony Gotsky, and you know, 237 00:14:30,000 --> 00:14:32,840 Speaker 1: Mortal Kombat was a big hit for Midway, but NBA 238 00:14:32,960 --> 00:14:36,200 Speaker 1: Jam blew the doors off it. Midway got a call 239 00:14:36,240 --> 00:14:39,200 Speaker 1: early on when they were testing NBA Jam in a 240 00:14:39,240 --> 00:14:42,720 Speaker 1: few locations around Chicago, and the call said that the 241 00:14:42,760 --> 00:14:46,120 Speaker 1: game was broken, which was a huge issue. I mean, obviously, 242 00:14:46,160 --> 00:14:48,800 Speaker 1: if something is wrong with the game, the team would 243 00:14:48,800 --> 00:14:50,920 Speaker 1: have to come up with a fix before the game 244 00:14:50,960 --> 00:14:53,480 Speaker 1: goes into full production or else they're going to be 245 00:14:53,600 --> 00:14:57,720 Speaker 1: sending out, you know, replacement chips to potentially thousands of 246 00:14:57,720 --> 00:15:01,080 Speaker 1: different proprietors. So the t went out to check on 247 00:15:01,120 --> 00:15:03,240 Speaker 1: the machine to find out what was wrong. They found 248 00:15:03,240 --> 00:15:06,160 Speaker 1: out that the problem was so many people had been 249 00:15:06,200 --> 00:15:09,520 Speaker 1: playing the game that the coin receptacle in the machine 250 00:15:10,040 --> 00:15:13,640 Speaker 1: was over full and it could not accept any more quarters, 251 00:15:14,200 --> 00:15:17,200 Speaker 1: which is actually a pretty darn good problem to have, 252 00:15:17,760 --> 00:15:20,400 Speaker 1: and it indicated that NBA Jam was going to be 253 00:15:20,440 --> 00:15:24,520 Speaker 1: a monster hit. Not all of Midways titles were as 254 00:15:24,680 --> 00:15:27,880 Speaker 1: big of a success, however. There was also Revolution X. 255 00:15:28,320 --> 00:15:31,640 Speaker 1: That game was a shooter game, so the arcade version 256 00:15:31,960 --> 00:15:34,920 Speaker 1: had gun controllers attached to it, so you held a 257 00:15:34,920 --> 00:15:38,560 Speaker 1: little plastic gun and fired at the screen, and the 258 00:15:38,600 --> 00:15:40,840 Speaker 1: targets on the screen were all sorts of different stuff. 259 00:15:40,840 --> 00:15:42,560 Speaker 1: I guess you guys are probably familiar with this type 260 00:15:42,560 --> 00:15:47,440 Speaker 1: of arcade game. Anyway, Revolution X had a really bizarre plot, 261 00:15:47,600 --> 00:15:51,680 Speaker 1: and even more bizarre was the involvement of the band Aerosmith. 262 00:15:52,520 --> 00:15:56,840 Speaker 1: The band actually appeared on screen as characters in the game. 263 00:15:56,920 --> 00:16:00,880 Speaker 1: They would encourage you in between sequel this is uh 264 00:16:00,960 --> 00:16:07,480 Speaker 1: they're acting? Was um not great, but the game was 265 00:16:07,520 --> 00:16:10,440 Speaker 1: really weird. It hadn't share of fans, but overall it 266 00:16:10,520 --> 00:16:13,800 Speaker 1: just didn't, you know, do so well for Midway. But 267 00:16:13,960 --> 00:16:16,400 Speaker 1: let's get back to the Mortal Kombat team. They were 268 00:16:16,440 --> 00:16:19,960 Speaker 1: busy making the sequel to Mortal Kombat, and the bosses 269 00:16:20,000 --> 00:16:22,720 Speaker 1: in charge were making sure that they were covering their 270 00:16:22,760 --> 00:16:26,520 Speaker 1: bases with a real carrot and stick approach in order 271 00:16:26,560 --> 00:16:30,240 Speaker 1: to motivate employees. I'll explain more when we come back 272 00:16:30,320 --> 00:16:42,400 Speaker 1: after these messages. According to Mortal Kombat co creator Ed Boone, 273 00:16:42,600 --> 00:16:45,360 Speaker 1: originally his team was thinking of moving forward on pursuing 274 00:16:45,400 --> 00:16:49,120 Speaker 1: a licensed Star Wars arcade game. Depending on which version 275 00:16:49,160 --> 00:16:52,640 Speaker 1: of the history of Midway you're looking at, this could 276 00:16:52,640 --> 00:16:56,960 Speaker 1: fall either after Mortal Kombat, before Mortal Kombat two, or 277 00:16:57,040 --> 00:16:59,400 Speaker 1: between two and three, or even between three and four. 278 00:17:00,080 --> 00:17:02,040 Speaker 1: It kind of I think a lot of people just 279 00:17:02,120 --> 00:17:07,119 Speaker 1: have mixed up memories and it's hard to place them 280 00:17:07,160 --> 00:17:10,479 Speaker 1: in the correct chronology. But anyway, they were thinking about 281 00:17:10,840 --> 00:17:13,520 Speaker 1: moving on to something else. However, they were told by 282 00:17:13,560 --> 00:17:17,240 Speaker 1: management that that was crazy, that they should make another 283 00:17:17,240 --> 00:17:21,520 Speaker 1: Mortal Kombat game, because that game was exploding in popularity 284 00:17:21,560 --> 00:17:25,359 Speaker 1: and people wanted more, and they thought Oh, that's We 285 00:17:25,400 --> 00:17:27,199 Speaker 1: hadn't even really thought about that because we were so 286 00:17:27,280 --> 00:17:30,520 Speaker 1: used to making a game and then you switch and 287 00:17:30,600 --> 00:17:34,000 Speaker 1: change to develop a totally different game. So their goal 288 00:17:34,160 --> 00:17:37,440 Speaker 1: was to improve upon the original Mortal Kombat. They wanted 289 00:17:37,440 --> 00:17:41,400 Speaker 1: to introduce some new fighters, some new moves, some new stages, 290 00:17:41,800 --> 00:17:45,520 Speaker 1: and new storylines. To that end, the fighting roster went 291 00:17:45,600 --> 00:17:48,960 Speaker 1: from seven playable characters from the first Mortal Kombat game 292 00:17:49,240 --> 00:17:53,560 Speaker 1: to twelve in the sequel. Sonja Blade and Kano, two 293 00:17:53,560 --> 00:17:57,879 Speaker 1: of the original fighters, would actually be unavailable Immortal Kombat too. 294 00:17:58,240 --> 00:18:00,680 Speaker 1: They appeared in the background in the relient in the game. 295 00:18:00,720 --> 00:18:02,960 Speaker 1: They had both been captured by the big bad guy, 296 00:18:03,119 --> 00:18:06,919 Speaker 1: Shao Khan, who was the boss of Shang Sung. That 297 00:18:07,000 --> 00:18:09,720 Speaker 1: was the the big bad guy from the first game, 298 00:18:10,160 --> 00:18:13,960 Speaker 1: so now Seng Sung would serve as a sub boss fight. 299 00:18:14,040 --> 00:18:16,199 Speaker 1: He had been rejuvenated, so in the first game he 300 00:18:16,200 --> 00:18:19,000 Speaker 1: appeared as an old Nan and in the second game 301 00:18:19,040 --> 00:18:22,280 Speaker 1: he appeared as a much younger man. Following Sean Sung 302 00:18:22,600 --> 00:18:24,920 Speaker 1: if you were to defeat him, would be Shao Khan's 303 00:18:24,960 --> 00:18:28,280 Speaker 1: bodyguard Kintaro, who was kind of like a tiger striped 304 00:18:28,400 --> 00:18:31,520 Speaker 1: version of Goro from the first game, and then The 305 00:18:31,560 --> 00:18:34,600 Speaker 1: final boss of the game was Shao Khan himself. New 306 00:18:34,720 --> 00:18:39,560 Speaker 1: characters included women ninja like Molina and Katana. There was 307 00:18:39,600 --> 00:18:43,840 Speaker 1: also a hidden female ninja named Jade. There was a 308 00:18:43,920 --> 00:18:48,200 Speaker 1: monstrous new character named Baraka who could extend blades from 309 00:18:48,200 --> 00:18:51,919 Speaker 1: his arms. There were new male ninja that included Smoke, 310 00:18:52,119 --> 00:18:56,680 Speaker 1: and new Saibot, whom perceptive listeners will recognize is having 311 00:18:56,720 --> 00:19:01,600 Speaker 1: a name that is Boon and Tobias old backward, so 312 00:19:01,720 --> 00:19:04,680 Speaker 1: John Tobias and Ed Boone were the co creators of 313 00:19:04,680 --> 00:19:09,160 Speaker 1: Mortal Kombat, Boon being the lead programmer and Tobias being 314 00:19:09,280 --> 00:19:13,760 Speaker 1: the lead artist. You also had new characters like Jack's 315 00:19:13,800 --> 00:19:17,480 Speaker 1: and Kung Lao, and among the new moves were some 316 00:19:17,720 --> 00:19:21,080 Speaker 1: that were kind of jokes. You still had fatalities, in fact, 317 00:19:21,320 --> 00:19:25,640 Speaker 1: now each character had two different fatalities to choose from, 318 00:19:25,680 --> 00:19:29,040 Speaker 1: but perhaps to poke fun at the reaction to the 319 00:19:29,080 --> 00:19:32,480 Speaker 1: over the top gore from the previous game. UH. You 320 00:19:32,600 --> 00:19:36,080 Speaker 1: also had babilities that would turn the loser into a 321 00:19:36,200 --> 00:19:40,680 Speaker 1: crying baby. And then you also had friendships which uh. 322 00:19:40,720 --> 00:19:44,399 Speaker 1: Instead of the winner slaughtering the loser, the winner would 323 00:19:44,400 --> 00:19:47,000 Speaker 1: do something nice like give a present or a smooch, 324 00:19:47,400 --> 00:19:50,840 Speaker 1: you know, very sweet. On top of that, the developers 325 00:19:50,920 --> 00:19:54,280 Speaker 1: chose to speed up the gameplay from the first game, 326 00:19:54,359 --> 00:19:58,560 Speaker 1: so there was less recovery time between strikes, which amped 327 00:19:58,640 --> 00:20:01,480 Speaker 1: up the energy of the man, which is considerably The 328 00:20:01,560 --> 00:20:05,280 Speaker 1: game was the first Midway Cabinet to use the DCS 329 00:20:05,440 --> 00:20:10,560 Speaker 1: sound system, that was the digital compression system. Williams Electronics 330 00:20:10,560 --> 00:20:16,040 Speaker 1: had developed the DCS for the pinball game line of Williams. 331 00:20:16,320 --> 00:20:19,040 Speaker 1: Uh Those were actually still marketed either as Williams Machines 332 00:20:19,160 --> 00:20:22,520 Speaker 1: or Bally Machines. So funny that in the old days, 333 00:20:22,560 --> 00:20:25,639 Speaker 1: Bally and Williams were competitors. Now they both belonged to 334 00:20:25,680 --> 00:20:29,399 Speaker 1: the same company, but you still had pinball machines that 335 00:20:29,480 --> 00:20:32,400 Speaker 1: were branded either Bally or Williams as if they were 336 00:20:32,400 --> 00:20:36,720 Speaker 1: still competing. The Mortal Kombat team received more resources while 337 00:20:36,720 --> 00:20:39,200 Speaker 1: they were developing the sequel, and while they were busy 338 00:20:39,200 --> 00:20:41,840 Speaker 1: putting it together, they saw that the home version of 339 00:20:41,880 --> 00:20:45,720 Speaker 1: Mortal Kombat was selling extremely well. It's probably a pretty 340 00:20:45,720 --> 00:20:48,639 Speaker 1: good time to be working within that team over at Midway, 341 00:20:48,760 --> 00:20:52,080 Speaker 1: probably feeling pretty good about your work. Making things sweeter 342 00:20:52,240 --> 00:20:54,040 Speaker 1: was that the company was putting in place a kind 343 00:20:54,040 --> 00:20:57,720 Speaker 1: of bonus policy if a game sold really well, then 344 00:20:57,760 --> 00:21:00,200 Speaker 1: the team making that game would get a bonus from 345 00:21:00,240 --> 00:21:02,919 Speaker 1: the revenue generated through the sales. Essentially you're getting like 346 00:21:03,000 --> 00:21:08,000 Speaker 1: a cut. According to the documentary insert Coin, these bonuses 347 00:21:08,040 --> 00:21:12,760 Speaker 1: had a cap of two million dollars, which that is 348 00:21:12,800 --> 00:21:15,320 Speaker 1: a lot of money. But you might ask, well, why 349 00:21:15,400 --> 00:21:18,280 Speaker 1: is it capped? Why was there a limit? Well, according 350 00:21:18,320 --> 00:21:21,760 Speaker 1: to that that documentary where they were interviewing various people 351 00:21:21,920 --> 00:21:25,520 Speaker 1: from Midway, the managers wanted to make sure that the 352 00:21:25,560 --> 00:21:29,360 Speaker 1: developers wouldn't get rich and then just retire because they 353 00:21:29,359 --> 00:21:32,240 Speaker 1: needed those folks to to keep making games so the 354 00:21:32,280 --> 00:21:34,720 Speaker 1: company would keep making money. So they said, well, we 355 00:21:34,800 --> 00:21:37,520 Speaker 1: can't give them more than that or they'll just quit. 356 00:21:37,600 --> 00:21:40,600 Speaker 1: Why would they keep working? So that was the the 357 00:21:40,680 --> 00:21:44,679 Speaker 1: reasoning from the management level of capping the bonuses. So 358 00:21:44,720 --> 00:21:47,920 Speaker 1: the revenue sharing was a carrot. But I also mentioned 359 00:21:47,960 --> 00:21:50,399 Speaker 1: before the break that there was a stick. So in 360 00:21:50,440 --> 00:21:53,680 Speaker 1: this case, the real stick was a non compete clause. 361 00:21:54,119 --> 00:21:57,000 Speaker 1: The employees at Midway were under a non compete agreement 362 00:21:57,119 --> 00:21:59,320 Speaker 1: that said they weren't allowed to just leave Midway and 363 00:21:59,320 --> 00:22:01,960 Speaker 1: work for a compat editor. And while the legality of 364 00:22:02,040 --> 00:22:05,320 Speaker 1: non compete clauses is something that tends to be a 365 00:22:05,320 --> 00:22:09,560 Speaker 1: bit questionable legally speaking, it did give Midway the gateway 366 00:22:09,600 --> 00:22:12,439 Speaker 1: to sue former employees should they try to leave the 367 00:22:12,480 --> 00:22:15,720 Speaker 1: company and work for someone else, And the goal wasn't 368 00:22:15,840 --> 00:22:19,720 Speaker 1: to win the lawsuit. The goal was to discourage former 369 00:22:19,760 --> 00:22:24,720 Speaker 1: employees all by forcing an expensive, lengthy and stressful process 370 00:22:24,920 --> 00:22:29,080 Speaker 1: into the mix, and it helped intimidate existing employees at Midway. 371 00:22:29,200 --> 00:22:32,200 Speaker 1: They would discourage them from following in the footsteps of 372 00:22:32,240 --> 00:22:34,760 Speaker 1: the person who left. So, if you think that sounds 373 00:22:34,800 --> 00:22:38,240 Speaker 1: kind of gross, um in agreement with you. The company 374 00:22:38,280 --> 00:22:40,960 Speaker 1: wanted to keep making hits and for that and he 375 00:22:41,000 --> 00:22:43,600 Speaker 1: had to hold on to talent, and this was kind 376 00:22:43,600 --> 00:22:46,040 Speaker 1: of how Midway went about doing that by giving them 377 00:22:46,040 --> 00:22:48,520 Speaker 1: bonuses and telling them, if you leave and try to 378 00:22:48,560 --> 00:22:52,199 Speaker 1: work for someone else, we will sue you to the 379 00:22:52,320 --> 00:22:56,520 Speaker 1: ends of the earth. Fun times. Meanwhile, there was a 380 00:22:56,600 --> 00:22:58,919 Speaker 1: little bit of a kerfuffle behind the scenes due to 381 00:22:58,960 --> 00:23:02,439 Speaker 1: Mortal Kombat two. Three of the actors who were involved 382 00:23:02,440 --> 00:23:07,480 Speaker 1: in the development Elizabeth Malecki, who had been used as 383 00:23:07,520 --> 00:23:10,440 Speaker 1: the the stand in for Sonja Blade and the first game, 384 00:23:11,119 --> 00:23:15,359 Speaker 1: Catalan Zamyar who played Katana, Molina and Jade, and Dr 385 00:23:15,400 --> 00:23:19,120 Speaker 1: Philip On, who played the Young Shank Sung Immortal Combat Too. 386 00:23:19,600 --> 00:23:23,439 Speaker 1: They all filed a lawsuit against Midway seeking compensation and 387 00:23:23,480 --> 00:23:26,840 Speaker 1: form of royalties. They argue that they should be due 388 00:23:27,040 --> 00:23:30,719 Speaker 1: some of those royalties because of the revenue generated by 389 00:23:30,760 --> 00:23:33,520 Speaker 1: sales of the game. So these were the actors who 390 00:23:33,520 --> 00:23:37,040 Speaker 1: were shot on video and that video was then digitized 391 00:23:37,440 --> 00:23:40,600 Speaker 1: in order to become part of the animation of the games. 392 00:23:40,600 --> 00:23:43,159 Speaker 1: In fact, they were more digitized. They use more of 393 00:23:43,160 --> 00:23:46,680 Speaker 1: the digitized footage in World Combat Too than the stuff 394 00:23:46,720 --> 00:23:49,840 Speaker 1: that they had shot for Mortal Kombat one. This isn't 395 00:23:50,080 --> 00:23:54,040 Speaker 1: that strange in the world of acting to demand royalties. 396 00:23:54,080 --> 00:23:57,280 Speaker 1: I mean, it's pretty much standard procedure. If your work 397 00:23:57,400 --> 00:24:00,840 Speaker 1: is going to continue generating revenue then and it stands 398 00:24:01,119 --> 00:24:05,200 Speaker 1: to reason that you deserve some of that revenue. Um. 399 00:24:05,240 --> 00:24:08,600 Speaker 1: It's the reason why organizations like the Screen Actors Guild 400 00:24:08,640 --> 00:24:11,320 Speaker 1: exists in order to help guarantee fairness when it comes 401 00:24:11,359 --> 00:24:14,760 Speaker 1: to compensation for work. But Midway argued that the actors 402 00:24:14,760 --> 00:24:18,119 Speaker 1: were all in a work for higher status and thus 403 00:24:18,160 --> 00:24:22,040 Speaker 1: not eligible for royalties. The judge found in favor of Midway, 404 00:24:22,280 --> 00:24:25,200 Speaker 1: and those actors would not return for Mortal Kombat three, 405 00:24:25,240 --> 00:24:28,160 Speaker 1: which meant the company had to either leave them out 406 00:24:28,280 --> 00:24:31,719 Speaker 1: or recast those roles with new actors. They also had 407 00:24:31,720 --> 00:24:35,040 Speaker 1: to get a new Johnny Cage. Daniel Pasina, the actor 408 00:24:35,080 --> 00:24:37,440 Speaker 1: who had served as the model for Johnny Cage, as 409 00:24:37,440 --> 00:24:41,640 Speaker 1: well as sub Zero and some others, had also sued Midway. 410 00:24:41,920 --> 00:24:45,000 Speaker 1: Passina was seeking compensation for the use of his likeness 411 00:24:45,160 --> 00:24:48,880 Speaker 1: in the home versions of Mortal Kombat Too, which we're 412 00:24:48,920 --> 00:24:52,240 Speaker 1: selling really well. He and his fellow actors had been 413 00:24:52,240 --> 00:24:55,240 Speaker 1: paid a flat hourly rate. Passina says that for the 414 00:24:55,320 --> 00:24:59,040 Speaker 1: first Mortal Kombat it was fifty dollars an hour, which 415 00:24:59,320 --> 00:25:01,960 Speaker 1: ended up being a paycheck of a few thousand dollars, 416 00:25:02,200 --> 00:25:04,560 Speaker 1: and for the second game it was seventy five an hour, 417 00:25:05,119 --> 00:25:07,639 Speaker 1: but like the other actors, there were no guarantees of 418 00:25:07,760 --> 00:25:11,440 Speaker 1: royalties or a cut of any of the homes sales. Ultimately, 419 00:25:11,520 --> 00:25:15,560 Speaker 1: the court found in favor of Midway, saying that only 420 00:25:15,680 --> 00:25:19,639 Speaker 1: six percent of players surveyed felt that Passina resembled Johnny 421 00:25:19,720 --> 00:25:22,840 Speaker 1: Cage in the games, which would mean that his likeness 422 00:25:22,880 --> 00:25:26,640 Speaker 1: wasn't terribly important. Moreover, the judge essentially said that Possina 423 00:25:26,760 --> 00:25:29,119 Speaker 1: wasn't famous enough for his likeness to have been a 424 00:25:29,160 --> 00:25:31,760 Speaker 1: selling point. For Midway, So in other words, no one 425 00:25:31,840 --> 00:25:34,479 Speaker 1: was rushing to buy the game because Daniel Possina was 426 00:25:34,640 --> 00:25:38,480 Speaker 1: in it. Thus no one was trading upon Possina's likeness 427 00:25:38,640 --> 00:25:45,160 Speaker 1: or fame. Ouch Carlos Posina, Daniel's brother, was working for Midway, 428 00:25:45,400 --> 00:25:48,159 Speaker 1: still was working for them as an art lead, but 429 00:25:48,640 --> 00:25:53,040 Speaker 1: he was also the person who portrayed Raydon in those games. 430 00:25:53,480 --> 00:25:57,240 Speaker 1: And then he helped out on a project called Tattoo Assassins, 431 00:25:57,480 --> 00:26:01,000 Speaker 1: which was a planned fighting game from Data East that 432 00:26:01,119 --> 00:26:04,080 Speaker 1: was meant to be a sort of Mortal Kombat competitor, 433 00:26:04,760 --> 00:26:07,320 Speaker 1: and Daniel Passina had been tagged to work on it, 434 00:26:07,400 --> 00:26:11,080 Speaker 1: and perhaps as a punishment, the character that Carlos Pasina 435 00:26:11,119 --> 00:26:13,120 Speaker 1: portrayed in the first two Mortal Kombat games that being 436 00:26:13,440 --> 00:26:17,120 Speaker 1: raid in would be absent in Mortal Kombat three. Pessina 437 00:26:17,160 --> 00:26:19,159 Speaker 1: would stay on it Midway, but I bet it was 438 00:26:19,160 --> 00:26:22,879 Speaker 1: awkward that, you know, he had been associated with a 439 00:26:23,080 --> 00:26:28,240 Speaker 1: planned game to compete with the company's flagship fighting franchise. 440 00:26:28,680 --> 00:26:32,360 Speaker 1: By the way, Tattoo Assassin never came out. It was planned, 441 00:26:32,359 --> 00:26:35,480 Speaker 1: but it was never released. At the same time, Midway 442 00:26:35,520 --> 00:26:38,760 Speaker 1: developers were getting noticed within the gaming industry and beyond, 443 00:26:39,160 --> 00:26:42,160 Speaker 1: and that interest did give the employees a little bit 444 00:26:42,160 --> 00:26:45,760 Speaker 1: more leverage when it came to negotiating salaries and benefits. Yeah, 445 00:26:45,800 --> 00:26:47,680 Speaker 1: there was the non competing there, but those can only 446 00:26:47,800 --> 00:26:51,400 Speaker 1: last so long, and that was giving them the chance 447 00:26:51,440 --> 00:26:54,280 Speaker 1: to say, hey, these other companies are really interested in me. 448 00:26:54,720 --> 00:26:58,399 Speaker 1: If you don't, you know, if you don't help work 449 00:26:58,440 --> 00:27:01,480 Speaker 1: with me to to come up with an agreeable compensation plan, 450 00:27:02,080 --> 00:27:04,800 Speaker 1: I'll leave waited out and then I'll work for them. 451 00:27:05,200 --> 00:27:08,800 Speaker 1: So there was some leverage that the employees had as well. 452 00:27:08,840 --> 00:27:11,200 Speaker 1: It wasn't all a one way street with Midway holding 453 00:27:11,240 --> 00:27:14,639 Speaker 1: all the cards. Something else that was taking shape in 454 00:27:14,680 --> 00:27:18,000 Speaker 1: the mid nineties was the movie adaptation of Mortal Kombat, 455 00:27:18,359 --> 00:27:22,800 Speaker 1: directed by Paul W. S Anderson, who also directed the 456 00:27:22,840 --> 00:27:25,560 Speaker 1: movie Event Horizon. That's a movie that we've talked about 457 00:27:25,600 --> 00:27:28,520 Speaker 1: on Tech Stuff several years ago. We I watched it, 458 00:27:28,600 --> 00:27:30,919 Speaker 1: I think for the first time for that episode to 459 00:27:31,000 --> 00:27:34,800 Speaker 1: talk about the science and tech in that movie. It 460 00:27:34,880 --> 00:27:39,560 Speaker 1: was wacky anyway. The Mortal Kombat movie stitched together a 461 00:27:39,640 --> 00:27:43,320 Speaker 1: narrative about the tournament and Shang Sung and the various fighters. 462 00:27:43,760 --> 00:27:48,639 Speaker 1: It's a cheesy, schlocky movie. I can't exactly recommend it. 463 00:27:49,240 --> 00:27:51,920 Speaker 1: But it did help illustrate how Mortal Kombat had become 464 00:27:52,000 --> 00:27:56,760 Speaker 1: a legitimate cultural touchstone beyond just the arcades. A sequel 465 00:27:56,840 --> 00:28:01,160 Speaker 1: came out for that movie in was called Mortal Combat Annihilation. 466 00:28:01,480 --> 00:28:04,920 Speaker 1: I have never watched that one, and of course now 467 00:28:04,920 --> 00:28:08,200 Speaker 1: we've got the one movie. So those are just three 468 00:28:08,240 --> 00:28:11,639 Speaker 1: examples of Mortal Kombat beyond the arcades. In addition, the 469 00:28:11,640 --> 00:28:15,119 Speaker 1: game inspired a line of toys and clothing lines, uh 470 00:28:15,320 --> 00:28:18,920 Speaker 1: comic book series, I mean, Mortal Kombat became a merchandise 471 00:28:19,119 --> 00:28:23,159 Speaker 1: gold mine. Back at Midway, things were starting to change. 472 00:28:23,200 --> 00:28:26,119 Speaker 1: The home video game market was really exploding, and the 473 00:28:26,160 --> 00:28:29,880 Speaker 1: execs a Midway figured they weren't leveraging that enough by 474 00:28:30,080 --> 00:28:33,359 Speaker 1: licensing their I P out to other companies, because up 475 00:28:33,359 --> 00:28:36,040 Speaker 1: to that point, the strategy was partner with other developers, 476 00:28:36,480 --> 00:28:39,600 Speaker 1: have them create home versions of the arcade games that 477 00:28:39,640 --> 00:28:43,600 Speaker 1: Midway was producing, and in return, those developers would pay 478 00:28:43,600 --> 00:28:47,440 Speaker 1: Midway a licensing fee. But the executives wanted to switch 479 00:28:47,480 --> 00:28:50,160 Speaker 1: things up and start developing games for the home market 480 00:28:50,440 --> 00:28:54,840 Speaker 1: directly through Midway or rather Williams. So in the mid 481 00:28:54,920 --> 00:28:58,640 Speaker 1: nineties the company established a home console game developer division 482 00:28:58,720 --> 00:29:02,960 Speaker 1: within Midway and started producing games in house. As part 483 00:29:02,960 --> 00:29:06,240 Speaker 1: of the effort, Midway acquired a company called trade West, 484 00:29:06,440 --> 00:29:11,240 Speaker 1: transforming into Williams Electronics Incorporated, and then eventually Trade West 485 00:29:11,240 --> 00:29:15,760 Speaker 1: would become Midway Home Entertainment. Trade West was the company 486 00:29:15,880 --> 00:29:19,960 Speaker 1: responsible for some big video game hits, like the infamously 487 00:29:20,160 --> 00:29:25,280 Speaker 1: difficult Battletoads game and the home console version of Double Dragon. 488 00:29:25,800 --> 00:29:28,360 Speaker 1: This would be the early foundation of Midway's home video 489 00:29:28,400 --> 00:29:31,760 Speaker 1: game division. At the same time, the company was still 490 00:29:31,760 --> 00:29:36,400 Speaker 1: producing arcade games coin operated games. The arcade was entering 491 00:29:36,440 --> 00:29:39,000 Speaker 1: a slow decline, but it wasn't yet at a point 492 00:29:39,000 --> 00:29:41,960 Speaker 1: where companies were all ready to just throw in the towel. 493 00:29:42,480 --> 00:29:46,000 Speaker 1: The Williams side of Midway was still producing pinball machines 494 00:29:46,000 --> 00:29:49,160 Speaker 1: branded as either Bally or Williams, and the team's over 495 00:29:49,200 --> 00:29:53,520 Speaker 1: at Midway. We're still working on arcade video machines. One 496 00:29:53,560 --> 00:29:56,800 Speaker 1: of those projects even involved the return of a former 497 00:29:56,960 --> 00:30:00,600 Speaker 1: Midway employee, Eugene Jarvis, who had left company a few 498 00:30:00,680 --> 00:30:03,880 Speaker 1: years earlier. He was developing a race card game called 499 00:30:04,000 --> 00:30:07,720 Speaker 1: Cruise in USA. He had found a partnership with Nintendo, 500 00:30:08,240 --> 00:30:11,360 Speaker 1: but still lacked the resources to get the game finished 501 00:30:11,440 --> 00:30:14,320 Speaker 1: on time and on budget. He was able to bring 502 00:30:14,360 --> 00:30:18,520 Speaker 1: that game under the umbrella of Midway and thus returned 503 00:30:18,520 --> 00:30:22,920 Speaker 1: to Midway and the game would launch in The Mortal 504 00:30:23,000 --> 00:30:25,760 Speaker 1: Kombat team got to work on the third game in 505 00:30:25,800 --> 00:30:30,400 Speaker 1: that series, unsurprisingly called Mortal Kombat three. By this time, 506 00:30:30,800 --> 00:30:33,600 Speaker 1: the team was starting to feel the grind. They kept 507 00:30:33,600 --> 00:30:36,440 Speaker 1: at it, but I'm sure enthusiasm was starting to flag 508 00:30:36,480 --> 00:30:39,120 Speaker 1: a little bit. Once upon a time, the teams would 509 00:30:39,120 --> 00:30:42,200 Speaker 1: move to tackle a totally different game with new challenges 510 00:30:42,280 --> 00:30:46,000 Speaker 1: and new approaches, But Mortal Kombat was a cash cow 511 00:30:46,880 --> 00:30:49,920 Speaker 1: with k's instead of seas, I guess, and leadership at 512 00:30:49,960 --> 00:30:53,280 Speaker 1: Midway saw no reason to stop printing money all of 513 00:30:53,360 --> 00:30:56,560 Speaker 1: a sudden now. The third game saw a couple of 514 00:30:56,600 --> 00:31:00,680 Speaker 1: big changes. For one, several characters were absent, like Onny Cage, 515 00:31:00,760 --> 00:31:03,120 Speaker 1: raid In, and Scorpion. None of them were in the game. 516 00:31:03,680 --> 00:31:06,360 Speaker 1: There were lots of new characters as well, and not 517 00:31:06,520 --> 00:31:10,000 Speaker 1: all of them were big hits. For example, Striker, a 518 00:31:10,280 --> 00:31:14,760 Speaker 1: riot police kind of character, consistently ranks pretty low on 519 00:31:14,800 --> 00:31:18,640 Speaker 1: the Mortal Kombat character lists. The game also introduced a 520 00:31:18,720 --> 00:31:22,120 Speaker 1: run button with a run meter that would deplete as 521 00:31:22,160 --> 00:31:25,600 Speaker 1: you ran, it would refill over time, and the game 522 00:31:25,760 --> 00:31:29,200 Speaker 1: also featured combos, allowing players to string together certain moves 523 00:31:29,360 --> 00:31:34,640 Speaker 1: to create more devastating attacks. Oh in addition to fatalities, bibelities, 524 00:31:34,920 --> 00:31:39,160 Speaker 1: and friendships were the animal itties, which were finishing moves 525 00:31:39,200 --> 00:31:42,320 Speaker 1: in which your character would transform into an animal and 526 00:31:42,360 --> 00:31:46,000 Speaker 1: then slaughter your defeated opponent. You first had to do 527 00:31:46,080 --> 00:31:49,880 Speaker 1: a mercy move before you did that. Mercy was where 528 00:31:49,920 --> 00:31:53,200 Speaker 1: you would give your opponent back a little sliver of 529 00:31:53,240 --> 00:31:57,200 Speaker 1: health just to knock them silly again and then hopefully 530 00:31:57,240 --> 00:32:00,440 Speaker 1: pull off the animal itty. The arcade version, An Immortal 531 00:32:00,480 --> 00:32:05,320 Speaker 1: Comment three, came out on April, and just a few 532 00:32:05,360 --> 00:32:09,560 Speaker 1: months later the company put out home versions out for 533 00:32:09,720 --> 00:32:13,640 Speaker 1: various platforms like the PlayStation, the Sega Genesis, and the Supernintendo. 534 00:32:14,400 --> 00:32:17,760 Speaker 1: At that time, home consoles still couldn't quite match the 535 00:32:17,840 --> 00:32:20,880 Speaker 1: quality of graphics and gameplay you would get at the arcade, 536 00:32:21,200 --> 00:32:24,200 Speaker 1: but that gap was narrowing and the home video game 537 00:32:24,240 --> 00:32:28,040 Speaker 1: market was starting to overtake arcade games. Midway saw its 538 00:32:28,040 --> 00:32:31,680 Speaker 1: flagship arcade division lose ground to the home video game department. 539 00:32:32,080 --> 00:32:35,000 Speaker 1: It was a sign that things were shifting, though Midway 540 00:32:35,120 --> 00:32:37,280 Speaker 1: was not quite ready to throw in the towel on 541 00:32:37,360 --> 00:32:41,240 Speaker 1: coin op machines, just yet when we come back, we 542 00:32:41,280 --> 00:32:44,920 Speaker 1: will wrap up our story about Midway, and this next 543 00:32:45,000 --> 00:32:48,680 Speaker 1: chapter is the most tumultuous out of all of them, 544 00:32:48,680 --> 00:32:51,720 Speaker 1: and that's saying something. But first let's take a quick break. 545 00:32:59,240 --> 00:33:02,959 Speaker 1: So Midway released the home version of Mortal Kombat three, 546 00:33:03,040 --> 00:33:06,920 Speaker 1: and that actually cheesed off some arcade operators, the people 547 00:33:06,920 --> 00:33:10,320 Speaker 1: who own arcades that had Mortal Kombat three arcade machines 548 00:33:10,360 --> 00:33:12,479 Speaker 1: in them, because they were pointing out that they were 549 00:33:12,520 --> 00:33:16,760 Speaker 1: paying thousands of dollars for each arcade machine cabinet and 550 00:33:16,760 --> 00:33:20,360 Speaker 1: then hoping to recoup those costs as players would shove 551 00:33:20,440 --> 00:33:24,600 Speaker 1: quarters into the machines. But then Midway goes around and 552 00:33:24,680 --> 00:33:27,440 Speaker 1: just within a couple of months throws out the home 553 00:33:27,560 --> 00:33:30,480 Speaker 1: version of Mortal Kombat three. They said, well, now you've 554 00:33:30,640 --> 00:33:33,800 Speaker 1: removed a big selling point we have, which was that 555 00:33:33,920 --> 00:33:36,600 Speaker 1: people had to come to our arcade to play this game, 556 00:33:36,640 --> 00:33:40,280 Speaker 1: and now they don't. So to help appease these customers, 557 00:33:40,600 --> 00:33:43,840 Speaker 1: Midway developed a second version of Mortal Kombat three called 558 00:33:44,000 --> 00:33:48,959 Speaker 1: Ultimate Mortal Kombat three. This version included more characters like 559 00:33:49,040 --> 00:33:52,120 Speaker 1: Scorpion and Katana who had previously been left out of 560 00:33:52,200 --> 00:33:56,720 Speaker 1: Vanilla MK three, and it also included some other gameplay elements, 561 00:33:57,040 --> 00:34:00,360 Speaker 1: and arcade operators who had purchased a Mortal Kombat three 562 00:34:00,360 --> 00:34:04,200 Speaker 1: machine had the option to upgrade to Ultimate Mortal Kombat 563 00:34:04,200 --> 00:34:07,720 Speaker 1: three and no additional charge, so that helped create more 564 00:34:07,720 --> 00:34:09,640 Speaker 1: of a selling point to get people to come in 565 00:34:09,640 --> 00:34:12,920 Speaker 1: and play the arcade games. There would be home versions 566 00:34:13,120 --> 00:34:17,680 Speaker 1: of Ultimate Mortal Kombat three and also Mortal Kombat Trilogy, 567 00:34:18,000 --> 00:34:22,600 Speaker 1: which tried to do similar things, but no home version 568 00:34:22,960 --> 00:34:27,400 Speaker 1: is exactly the same experience as the arcade version. Midway 569 00:34:27,440 --> 00:34:32,160 Speaker 1: management was really keen on using competition within the company 570 00:34:32,200 --> 00:34:35,719 Speaker 1: to fuel development, so there were multiple teams working on 571 00:34:35,800 --> 00:34:39,160 Speaker 1: different games and Midway so the Mortal Kombat team was 572 00:34:39,200 --> 00:34:42,800 Speaker 1: just one group of developers. Within Midway, there were others 573 00:34:42,800 --> 00:34:46,160 Speaker 1: working on other projects, and management had a tendency to 574 00:34:46,239 --> 00:34:48,799 Speaker 1: pit the teams against each other and the belief that 575 00:34:48,880 --> 00:34:52,279 Speaker 1: competition would drive the teams to greater success, but it 576 00:34:52,360 --> 00:34:55,360 Speaker 1: also bred a certain amount of resentment within the company 577 00:34:55,400 --> 00:34:58,600 Speaker 1: between teams. One other team that was working on a 578 00:34:58,680 --> 00:35:03,040 Speaker 1: new fighting game was The game was called War Gods. 579 00:35:03,680 --> 00:35:06,560 Speaker 1: This was in response to new fighting games hitting the 580 00:35:06,719 --> 00:35:11,439 Speaker 1: arcades like Virtua Fighter, which incorporated depth into the game. 581 00:35:11,520 --> 00:35:14,480 Speaker 1: It created a sort of three D element, not that 582 00:35:14,520 --> 00:35:16,680 Speaker 1: you were looking at the game in three D, but 583 00:35:17,040 --> 00:35:21,800 Speaker 1: you could move within this fighting realm uh in three dimensions. 584 00:35:21,840 --> 00:35:23,680 Speaker 1: So the team set out to make a fighting game 585 00:35:23,760 --> 00:35:26,439 Speaker 1: that would be as popular as Mortal Kombat, but using 586 00:35:26,440 --> 00:35:30,279 Speaker 1: this approach to three D gameplay elements, and that ended 587 00:35:30,360 --> 00:35:34,680 Speaker 1: up creating some friction within Midway, particularly as it became 588 00:35:34,719 --> 00:35:38,120 Speaker 1: clear that war Gods was borrowing a lot of elements 589 00:35:38,120 --> 00:35:41,480 Speaker 1: from Mortal Kombat, including certain move sets and the use 590 00:35:41,520 --> 00:35:45,279 Speaker 1: of fatalities that rubbed some of the m K developers 591 00:35:45,320 --> 00:35:48,160 Speaker 1: the wrong way, and the company itself was going through 592 00:35:48,239 --> 00:35:54,640 Speaker 1: yet another change. In Midway acquired Atari Games. Really Williams 593 00:35:54,680 --> 00:35:57,920 Speaker 1: acquired Atari Games. That was one of the fragments of 594 00:35:57,960 --> 00:36:00,239 Speaker 1: the old Atari company from the early day is of 595 00:36:00,239 --> 00:36:03,960 Speaker 1: home video games. That story is a very complicated one. 596 00:36:04,080 --> 00:36:06,880 Speaker 1: Chuck Bryant of Stuff you should know Fame joined me 597 00:36:06,920 --> 00:36:09,120 Speaker 1: for a couple of episodes about the history of Atari 598 00:36:09,160 --> 00:36:13,600 Speaker 1: where we tried to unravel all that. It is crazy complicated, 599 00:36:13,880 --> 00:36:17,279 Speaker 1: but anyway. Also in Williams launched an I p O 600 00:36:17,600 --> 00:36:21,000 Speaker 1: for Midway Games and just spun off Midway so that 601 00:36:21,080 --> 00:36:24,880 Speaker 1: the arcade in Pinball, parts of what had been w 602 00:36:25,239 --> 00:36:28,640 Speaker 1: m S, the parent company, would now exist as its 603 00:36:28,680 --> 00:36:33,040 Speaker 1: own independent entity, with the rest of w MS, the 604 00:36:33,080 --> 00:36:38,280 Speaker 1: old Williams company, focusing really on casino games. The Williams 605 00:36:38,320 --> 00:36:40,960 Speaker 1: also ended up including all of the I P for 606 00:36:41,280 --> 00:36:44,840 Speaker 1: old Williams based arcade games like Defender and Joust. In 607 00:36:44,920 --> 00:36:51,000 Speaker 1: that deal, w MS transferred its stake in Midway to 608 00:36:51,600 --> 00:36:56,360 Speaker 1: WMS shareholders, So now Midway was truly an independent company. 609 00:36:56,480 --> 00:36:59,960 Speaker 1: And while it was an independent company, Midway in WMS 610 00:37:00,000 --> 00:37:03,280 Speaker 1: would still share some of the same you know, facility 611 00:37:03,360 --> 00:37:06,319 Speaker 1: space and also some of the same executive leadership for 612 00:37:06,320 --> 00:37:09,399 Speaker 1: a while. But this began the process of the two 613 00:37:09,400 --> 00:37:13,799 Speaker 1: companies parting ways. Neil Nicastro became the CEO of the 614 00:37:13,840 --> 00:37:17,719 Speaker 1: new independent company. Neil is the son of Louis Nicastro, 615 00:37:18,120 --> 00:37:22,319 Speaker 1: who was responsible for purchasing Williams Electronics from another company 616 00:37:22,360 --> 00:37:24,399 Speaker 1: many many years ago. You might have heard me talk 617 00:37:24,440 --> 00:37:28,120 Speaker 1: about that. In the first part of this series, the 618 00:37:28,280 --> 00:37:32,040 Speaker 1: MK team was working on Mortal Kombat four, which would 619 00:37:32,040 --> 00:37:34,239 Speaker 1: be the final game in the series that would be 620 00:37:34,280 --> 00:37:38,279 Speaker 1: released as a coin operated arcade machine. Now, for the 621 00:37:38,320 --> 00:37:40,880 Speaker 1: first game in the series, ed Boone had served as 622 00:37:40,920 --> 00:37:44,360 Speaker 1: the soul programmer, but the projects were getting a complex 623 00:37:44,440 --> 00:37:46,640 Speaker 1: enough that he actually needed to bring on a couple 624 00:37:46,680 --> 00:37:49,759 Speaker 1: of extra people to help him out as code developers 625 00:37:49,800 --> 00:37:53,920 Speaker 1: co programmers. This version of Mortal Kombat would rely more 626 00:37:53,920 --> 00:37:57,600 Speaker 1: heavily on straight up computer animation, so they ditched the 627 00:37:57,640 --> 00:38:01,759 Speaker 1: digitized version. They were no longer using video of actors 628 00:38:02,040 --> 00:38:08,240 Speaker 1: to create characters. They were creating three dimensional, rendered animated models. Uh. 629 00:38:08,280 --> 00:38:12,000 Speaker 1: The big addition in Mortal Kombat Fur, apart from new 630 00:38:12,239 --> 00:38:14,759 Speaker 1: characters who were part of the roster, was now that 631 00:38:14,920 --> 00:38:17,440 Speaker 1: characters also had weapons that they could use with certain 632 00:38:17,520 --> 00:38:22,000 Speaker 1: move combinations. Before m K four hit arcades, the Home 633 00:38:22,120 --> 00:38:25,600 Speaker 1: Video Game Division released a side scrolling game called Mortal 634 00:38:25,680 --> 00:38:31,120 Speaker 1: Kombat Mythologies sub Zero. As the name suggests, this game 635 00:38:31,239 --> 00:38:34,600 Speaker 1: was focusing on the Sub Zero character, and it was 636 00:38:34,640 --> 00:38:38,640 Speaker 1: a big departure from the fighting game format. The PlayStation 637 00:38:38,760 --> 00:38:42,120 Speaker 1: version also had live action cut scenes, pushing this game 638 00:38:42,160 --> 00:38:46,239 Speaker 1: into the general realm of FMV games, a category that's 639 00:38:46,320 --> 00:38:49,400 Speaker 1: near and dear to my heart. They also fm V 640 00:38:49,560 --> 00:38:52,239 Speaker 1: games tend to be terrible, but I will say the 641 00:38:52,280 --> 00:38:55,360 Speaker 1: cut scenes for Sub Zero we're not as cringe e 642 00:38:55,760 --> 00:38:58,160 Speaker 1: as a lot of other FMV games, though I still 643 00:38:58,520 --> 00:39:02,440 Speaker 1: found them pretty awkward with fairly low production value. The 644 00:39:02,480 --> 00:39:05,600 Speaker 1: game itself got mixed reviews, largely because it was seemed 645 00:39:05,600 --> 00:39:09,040 Speaker 1: to be a punishing experience to play, with a very 646 00:39:09,080 --> 00:39:13,840 Speaker 1: steep learning curve. Both Mortal Kombat Mythologies and Mortal Kombat 647 00:39:13,920 --> 00:39:19,000 Speaker 1: four launched in nine seven. Mythologies went to the home market, 648 00:39:19,400 --> 00:39:22,680 Speaker 1: Mortal Kombat four went to arcades. Around the time m 649 00:39:22,800 --> 00:39:26,040 Speaker 1: K four hit, John Tobias was eager to start to 650 00:39:26,120 --> 00:39:28,920 Speaker 1: look into doing something new. He had worked on a 651 00:39:29,000 --> 00:39:31,400 Speaker 1: lot of Mortal Kombat titles and he hoped to branch 652 00:39:31,440 --> 00:39:33,919 Speaker 1: out and make some games that he wanted to make. 653 00:39:34,480 --> 00:39:37,520 Speaker 1: So he began to think about that, and he chose 654 00:39:37,600 --> 00:39:41,400 Speaker 1: to resign from Midway in the late nineties, and he 655 00:39:41,520 --> 00:39:43,920 Speaker 1: left to found his own game studio. Sadly, that did 656 00:39:43,920 --> 00:39:46,879 Speaker 1: not stay in business for very long and it would 657 00:39:46,960 --> 00:39:50,160 Speaker 1: close up shop as well. But this is where Tobias 658 00:39:50,239 --> 00:39:54,160 Speaker 1: kind of says bye bye to Midway now. He left 659 00:39:54,160 --> 00:39:57,880 Speaker 1: the company just as Midway was transitioning away from arcade 660 00:39:57,920 --> 00:40:02,360 Speaker 1: machines entirely. The arcade business in general was slowing way down. 661 00:40:02,400 --> 00:40:06,319 Speaker 1: The home video game market was clearly more profitable. More 662 00:40:06,360 --> 00:40:09,000 Speaker 1: people were buying games and staying home to play them 663 00:40:09,040 --> 00:40:12,520 Speaker 1: on home consoles than going someplace and playing a stand 664 00:40:12,600 --> 00:40:16,839 Speaker 1: up coin fed arcade machine. The last coin arcade game 665 00:40:16,920 --> 00:40:20,120 Speaker 1: Midway would release would be The Grid, which was a 666 00:40:20,160 --> 00:40:24,640 Speaker 1: first person shooter style multiplayer game that the Mortal Kombat 667 00:40:24,719 --> 00:40:27,600 Speaker 1: team actually developed, and from why I understand it was 668 00:40:27,640 --> 00:40:31,640 Speaker 1: sort of a reinvigorating experience to work on something new. However, 669 00:40:32,120 --> 00:40:34,560 Speaker 1: the title did not sell very well for Midway. It 670 00:40:34,560 --> 00:40:37,440 Speaker 1: was kind of a flop for Midway. Not a not 671 00:40:37,560 --> 00:40:43,080 Speaker 1: a creative flop, but a commercial flop. In Midway shut 672 00:40:43,120 --> 00:40:47,120 Speaker 1: down the pinball division of its arcade business, so you 673 00:40:47,120 --> 00:40:50,840 Speaker 1: wouldn't get any more new Bally or Williams tables coming out. 674 00:40:51,160 --> 00:40:54,279 Speaker 1: The pinball machine was practically abandoned at this point. But 675 00:40:54,360 --> 00:40:58,120 Speaker 1: then Gary Stern, the son of Sam Stern, who was 676 00:40:58,160 --> 00:41:02,200 Speaker 1: once an executive at Williams. So you heard me talk 677 00:41:02,280 --> 00:41:06,280 Speaker 1: briefly about Sam Stern in the previous episode. Anyway, Gary 678 00:41:06,320 --> 00:41:12,360 Speaker 1: Stern would found Stern Pinball, thus keeping that technology alive. 679 00:41:12,960 --> 00:41:15,239 Speaker 1: Since then, we've had a few other companies that have 680 00:41:15,320 --> 00:41:18,440 Speaker 1: grown to produce pinball machines, but for a while, Stern 681 00:41:18,600 --> 00:41:21,600 Speaker 1: was really the only game in town, so to speak. 682 00:41:22,080 --> 00:41:24,759 Speaker 1: And um, yeah, I've gotten a chance to speak with 683 00:41:24,760 --> 00:41:28,760 Speaker 1: Gary Stern a couple of times. Interesting guy, very passionate 684 00:41:28,800 --> 00:41:33,200 Speaker 1: about the coin operated and pinball industries, and fun to 685 00:41:33,239 --> 00:41:37,880 Speaker 1: talk to. Midway also changed the name of Atari Games 686 00:41:37,920 --> 00:41:41,840 Speaker 1: to Midway Games West, but that division only remained in 687 00:41:41,920 --> 00:41:44,680 Speaker 1: operation for a couple more years before Midway shut it 688 00:41:44,719 --> 00:41:49,200 Speaker 1: down in two thousand three. Didn't eliminate it, but it 689 00:41:49,239 --> 00:41:54,040 Speaker 1: was effectively mothballed. By two thousand one, Midway had shut 690 00:41:54,080 --> 00:41:57,719 Speaker 1: down its entire arcade division and focused solely on developing 691 00:41:57,719 --> 00:42:00,600 Speaker 1: for the home video game market. This meant the company 692 00:42:00,640 --> 00:42:03,239 Speaker 1: would let go some employees who weren't really able to 693 00:42:03,280 --> 00:42:06,640 Speaker 1: transition over to the home market, but the company would 694 00:42:06,640 --> 00:42:10,920 Speaker 1: stay in business while longer releasing several titles for various systems. 695 00:42:11,280 --> 00:42:14,040 Speaker 1: Mortal Kombat would live on as a series of games 696 00:42:14,080 --> 00:42:17,880 Speaker 1: released to home and handhold held consoles UH that included 697 00:42:17,920 --> 00:42:22,600 Speaker 1: sequels like Mortal Kombat Deadly Alliance, which was a sequel 698 00:42:22,640 --> 00:42:26,000 Speaker 1: to Mortal Kombat four and You. Also had spinoffs like 699 00:42:26,080 --> 00:42:30,480 Speaker 1: the universally loathed Mortal Kombat Special Forces for the PlayStation, 700 00:42:30,719 --> 00:42:34,360 Speaker 1: which followed the Adventures of Jack's and was pretty terrible 701 00:42:35,080 --> 00:42:38,800 Speaker 1: on the financial front. Things were not looking great for Midway. 702 00:42:39,080 --> 00:42:41,320 Speaker 1: The company had been in a bit of decline before 703 00:42:41,360 --> 00:42:44,000 Speaker 1: getting out of the arcade business. You might argue that 704 00:42:44,040 --> 00:42:47,560 Speaker 1: they got out a little too late, or that they 705 00:42:47,560 --> 00:42:51,040 Speaker 1: did not invest enough in the home video game market 706 00:42:51,520 --> 00:42:54,759 Speaker 1: to make a good presence there um. In fact, this 707 00:42:54,880 --> 00:42:56,879 Speaker 1: was all coming to a head not long after the 708 00:42:56,920 --> 00:42:59,719 Speaker 1: company first had its I p O. So it goes 709 00:43:00,040 --> 00:43:01,960 Speaker 1: look on the stock market, and not long after that 710 00:43:02,080 --> 00:43:07,200 Speaker 1: starts to enter serious financial difficulty. In night, the company 711 00:43:07,320 --> 00:43:10,680 Speaker 1: had boasted a profit of sixty five million dollars. In 712 00:43:10,760 --> 00:43:14,760 Speaker 1: nine the operating profit had fallen to eight point three 713 00:43:14,840 --> 00:43:17,279 Speaker 1: million dollars, which is not the way you want to 714 00:43:17,320 --> 00:43:21,400 Speaker 1: see that number go from year to year. In fact, 715 00:43:21,880 --> 00:43:25,040 Speaker 1: was the last year Midway would post an operating profit 716 00:43:25,120 --> 00:43:28,480 Speaker 1: at all. Even after shuttering down the arcade division to 717 00:43:28,520 --> 00:43:32,880 Speaker 1: focus exclusively on the home market, the company still saw losses. 718 00:43:33,400 --> 00:43:36,280 Speaker 1: In two thousand two, it was a fifty two million 719 00:43:36,400 --> 00:43:40,920 Speaker 1: dollar operating loss. Ouch In two thousand three, Neil nic 720 00:43:40,920 --> 00:43:44,560 Speaker 1: Castro stepped down as head of Midway. He still remained 721 00:43:44,560 --> 00:43:46,799 Speaker 1: on the chair as the chair of the board, but 722 00:43:46,880 --> 00:43:49,759 Speaker 1: he stepped down as as president. He was replaced by 723 00:43:49,760 --> 00:43:53,440 Speaker 1: a man named David F. Zucker, who had previously served 724 00:43:53,480 --> 00:43:59,280 Speaker 1: as president of Playboy Enterprises, publishers of the Playboy magazine. Anyway, 725 00:43:59,360 --> 00:44:05,120 Speaker 1: Zucker didn't exactly reinvigorate Midway's financial performance. In two thousand four, 726 00:44:05,920 --> 00:44:08,680 Speaker 1: there was a twenty five million dollar loss. In two 727 00:44:08,719 --> 00:44:13,120 Speaker 1: thousand five, it was a one hundred eight million dollar loss. 728 00:44:13,640 --> 00:44:17,040 Speaker 1: This was grim stuff. Now. Zucker served as president of 729 00:44:17,040 --> 00:44:20,040 Speaker 1: Midway for four years or so, but the company telling 730 00:44:20,120 --> 00:44:23,200 Speaker 1: up a few hundred million dollars in losses in that time. 731 00:44:23,640 --> 00:44:26,400 Speaker 1: It was not a good look, as they say. And 732 00:44:26,440 --> 00:44:30,120 Speaker 1: in two thousand eight, Zucker got the boot and Booty 733 00:44:30,280 --> 00:44:33,839 Speaker 1: got the the position. Matt Booty, that's actually his name. 734 00:44:33,880 --> 00:44:37,000 Speaker 1: He was the guy who became the interim president of Midway. 735 00:44:37,360 --> 00:44:40,400 Speaker 1: Zucker also became one of the defendants in a class 736 00:44:40,400 --> 00:44:45,000 Speaker 1: action lawsuit that alleged that Midway executives had misled investors 737 00:44:45,000 --> 00:44:48,880 Speaker 1: with regard to the company's performance. The court ultimately found 738 00:44:49,040 --> 00:44:52,120 Speaker 1: that all the defendants were not guilty on the basis 739 00:44:52,160 --> 00:44:56,680 Speaker 1: that the prosecution failed to link investor losses to direct 740 00:44:56,719 --> 00:45:01,920 Speaker 1: actions taken by company leadership. Sumner Redstone, the late billionaire 741 00:45:01,960 --> 00:45:07,120 Speaker 1: and majority shareholder in Viacom CBS invested heavily in Midway 742 00:45:07,160 --> 00:45:11,200 Speaker 1: back in two thousand four, essentially getting shareholder control of 743 00:45:11,200 --> 00:45:14,640 Speaker 1: the company. But by two thousand eight he cashed out 744 00:45:14,880 --> 00:45:17,720 Speaker 1: and he sold all his shares to an investor named 745 00:45:17,800 --> 00:45:22,520 Speaker 1: Mark Thomas. Every reference I could find to Mark Thomas 746 00:45:22,600 --> 00:45:26,520 Speaker 1: referred to him as a mysterious investor, so I like 747 00:45:26,600 --> 00:45:28,840 Speaker 1: to think that he was like in a tan trench 748 00:45:28,920 --> 00:45:32,280 Speaker 1: coat and a fedora or something. Anyway, he bought sunder 749 00:45:32,320 --> 00:45:36,440 Speaker 1: Redstones shares for just a hundred thousand dollars. That was 750 00:45:36,680 --> 00:45:40,480 Speaker 1: pennies on the dollar for what Sumner had paid for 751 00:45:40,520 --> 00:45:44,319 Speaker 1: those shares. However, that price tag also carried with it 752 00:45:44,400 --> 00:45:48,600 Speaker 1: the debt of Midway, which amounted to about seventy million dollars. 753 00:45:49,520 --> 00:45:52,440 Speaker 1: By this point, the company was already in a death spiral. 754 00:45:52,680 --> 00:45:56,319 Speaker 1: In two thousand nine, it entered bankruptcy, and that was 755 00:45:56,400 --> 00:45:59,759 Speaker 1: the real beginning of the end, or maybe the end 756 00:45:59,760 --> 00:46:01,400 Speaker 1: of the end. I guess the beginning of the end 757 00:46:01,480 --> 00:46:06,440 Speaker 1: was really back in the late nineties, Warner Brothers Entertainment 758 00:46:06,520 --> 00:46:10,720 Speaker 1: swooped in and purchased Midways assets, including the Mortal Kombat 759 00:46:10,800 --> 00:46:15,200 Speaker 1: intellectual property. Oh And while the Atari Games, Midway West 760 00:46:15,239 --> 00:46:18,359 Speaker 1: had been shut down it was technically still among the 761 00:46:18,360 --> 00:46:21,560 Speaker 1: company's assets. That meant that Warner Brothers took possession of 762 00:46:21,560 --> 00:46:25,239 Speaker 1: Atari Games for a third time. I told you that 763 00:46:25,280 --> 00:46:29,360 Speaker 1: Atari story is bonkers. And out of all the folks 764 00:46:29,400 --> 00:46:32,960 Speaker 1: over at Midway, really only the Mortal Kombat team was 765 00:46:33,000 --> 00:46:36,279 Speaker 1: able to transition over to work for Warner Brothers. Most 766 00:46:36,320 --> 00:46:39,800 Speaker 1: of midways facilities were shut down, but that core team 767 00:46:40,160 --> 00:46:43,960 Speaker 1: survived the purge, and initially they were to join Warner 768 00:46:44,000 --> 00:46:48,200 Speaker 1: Brothers Video game publishing arm which was called Interactive Entertainment 769 00:46:48,800 --> 00:46:52,000 Speaker 1: UH and they became known as w B Games Chicago. 770 00:46:52,480 --> 00:46:56,960 Speaker 1: But in twos the group reincorporated into nether Realm Studios, 771 00:46:57,040 --> 00:46:59,880 Speaker 1: still part of Warner Brothers. The first game it published 772 00:47:00,200 --> 00:47:05,000 Speaker 1: in and can you guess what that game was? If 773 00:47:05,040 --> 00:47:08,960 Speaker 1: you said a soft reboot of Mortal Kombat, you are correct. 774 00:47:09,719 --> 00:47:12,919 Speaker 1: The studio has developed several games, not all of them 775 00:47:13,120 --> 00:47:17,120 Speaker 1: are Mortal Kombat titles. There's also the Injustice games, which 776 00:47:17,160 --> 00:47:21,000 Speaker 1: are fighting games that feature d C Comics characters in them. 777 00:47:21,080 --> 00:47:23,960 Speaker 1: The play style is a lot um it's a lot 778 00:47:24,000 --> 00:47:27,600 Speaker 1: like Mortal Kombat. There's a lot more to be said 779 00:47:27,840 --> 00:47:30,960 Speaker 1: about the story of Midway. Remember that began back in 780 00:47:30,960 --> 00:47:33,319 Speaker 1: the nineteen fifties or earlier, depending on how you look 781 00:47:33,360 --> 00:47:36,239 Speaker 1: at it, and it ended rather than ceremoniously in two 782 00:47:36,320 --> 00:47:38,200 Speaker 1: thousand nine or so. But there are a lot of 783 00:47:38,200 --> 00:47:40,680 Speaker 1: other things I didn't really touch on and related stories 784 00:47:40,680 --> 00:47:42,520 Speaker 1: that I hope to cover in future episodes of tech 785 00:47:42,600 --> 00:47:46,600 Speaker 1: Stuff to kind of talk about the whole industry of 786 00:47:46,640 --> 00:47:52,920 Speaker 1: coin operated entertainment, as well as the complicated history of 787 00:47:52,920 --> 00:47:56,520 Speaker 1: different video game developers and the companies that they've worked 788 00:47:56,520 --> 00:47:59,120 Speaker 1: for and the relationships they've had with one another. But 789 00:47:59,200 --> 00:48:01,640 Speaker 1: for now, I think it's time to step back from 790 00:48:01,680 --> 00:48:05,480 Speaker 1: this storied company and this topic, and we'll shift our 791 00:48:05,520 --> 00:48:08,719 Speaker 1: focus to something else next week. In the meantime, if 792 00:48:08,719 --> 00:48:11,440 Speaker 1: you have suggestions for things I should talk about on 793 00:48:11,560 --> 00:48:14,120 Speaker 1: tech Stuff, please reach out and let me know what 794 00:48:14,200 --> 00:48:16,319 Speaker 1: those are. The best way to do that is over 795 00:48:16,360 --> 00:48:19,440 Speaker 1: on Twitter. To handle for the show is text Stuff 796 00:48:19,760 --> 00:48:23,600 Speaker 1: H s W and I'll talk to you again really soon. 797 00:48:28,800 --> 00:48:31,839 Speaker 1: Text Stuff is an I Heart Radio production. For more 798 00:48:31,920 --> 00:48:35,279 Speaker 1: podcasts from I Heart Radio, visit the I Heart Radio app, 799 00:48:35,440 --> 00:48:38,600 Speaker 1: Apple Podcasts, or wherever you listen to your favorite shows.