WEBVTT - The Mortal Kombat Konquest

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<v Speaker 1>Welcome to Tech Stuff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio

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<v Speaker 1>and a lot of all things tech. And in Monday's episode,

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<v Speaker 1>I covered how the arcade game Mortal Kombat emerged out

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<v Speaker 1>of a company called Midway. That was a company that

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<v Speaker 1>was really a mishmash of several other companies that all

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<v Speaker 1>were in the coin operated amusement biz at elements of

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<v Speaker 1>Midway Manufacturing, Williams Electronics, and Bally all wrapped up in there.

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<v Speaker 1>It's pretty complicated stuff. The two leads in charge of

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<v Speaker 1>developing Mortal Kombat were Williams employees, but then Williams acquired

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<v Speaker 1>Midway and changed the name of that division of Williams

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<v Speaker 1>to Midway Games. And though they didn't necessarily set out

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<v Speaker 1>to make a video game with over the top violence

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<v Speaker 1>and even more over the top fatalities, that game naturally

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<v Speaker 1>evolved in that direction as they developed it and Mortal

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<v Speaker 1>Kombat hit the arcades. In I didn't really talk about

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<v Speaker 1>the structure of the game and how it worked from

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<v Speaker 1>a gameplay aspect very much in that last episode, So

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<v Speaker 1>I'm going to give a very brief overview here. Mortal

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<v Speaker 1>Kombat is modeled after fight tournaments, and really it's a

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<v Speaker 1>lot like fight tournament movies more than actual fight tournaments,

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<v Speaker 1>specifically the sort of gen Claude van Damn variety of

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<v Speaker 1>you know, martial arts tournament films. Players choose one of

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<v Speaker 1>seven characters, and then they go through a series of matches,

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<v Speaker 1>each match lasting up to three rounds. Winning two of

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<v Speaker 1>those three rounds would allow the player to progress further

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<v Speaker 1>up the tournament ladder, and winning two rounds in a

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<v Speaker 1>road just means that you wouldn't even have to play

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<v Speaker 1>through the third round. The controls for the game included

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<v Speaker 1>an eight direction joystick and five buttons. There were two

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<v Speaker 1>punch buttons high and low, to kick buttons also high

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<v Speaker 1>and low, and in the middle a block button. Each

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<v Speaker 1>character had numerous moves that would result from joystick and

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<v Speaker 1>button combinations, and the fatalities at the end of a

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<v Speaker 1>game where you had defeated your opponent, and one year,

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<v Speaker 1>two out of three those relied on specific inputs of

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<v Speaker 1>joystick and button combinations, So, for example, Scorpions fatality and

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<v Speaker 1>Mortal Kombat one was you had to start about half

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<v Speaker 1>a screen away from your opponent, hold the block button

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<v Speaker 1>and then push up on the joystick twice. Then Scorpion

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<v Speaker 1>would pull off his mask, revealing a skull and breathe

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<v Speaker 1>fire out onto his opponent, reducing that person to a skeleton. Now,

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<v Speaker 1>if you were playing the tournament against the actual arcade machine,

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<v Speaker 1>so you know a computer is controlling the second character,

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<v Speaker 1>then a second player could come up and actually interrupt things.

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<v Speaker 1>So player number two walks up, plunks in some quarters

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<v Speaker 1>and then joining in, and that would mean the first

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<v Speaker 1>player would enter into a new match against the second player,

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<v Speaker 1>and whoever won that contest, you know, contest with a K,

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<v Speaker 1>would then proceed through the tournament. So if the first

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<v Speaker 1>player lost, then they would be out of luck and

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<v Speaker 1>the second player could continue to play against the machine,

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<v Speaker 1>or maybe someone else comes up and challenges them. Like

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<v Speaker 1>I said in the last episode, you know, the loser pays,

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<v Speaker 1>the winner stays. If a player gets through the other

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<v Speaker 1>six characters in tournament mode, then they face a doppel

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<v Speaker 1>ganger of their own character, and after that, the player

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<v Speaker 1>has to win three endurance matches, which they face two

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<v Speaker 1>opponents per match instead of just one, though they don't

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<v Speaker 1>face both opponents at the same time. Essentially, you have

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<v Speaker 1>to defeat your first opponent, which and triggers the entrance

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<v Speaker 1>of the second opponent, and if you succeed in doing that,

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<v Speaker 1>then you would go up against a sub boss in

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<v Speaker 1>the game named Goro, who is a massive foe armed

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<v Speaker 1>monster who deals enormous amounts of damage, and if you

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<v Speaker 1>beat Goro, then you go up against the ultimate boss

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<v Speaker 1>in the game, Sheng Sung, and defeating Shank Sung leads

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<v Speaker 1>to an end screen that explains your character's fate after

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<v Speaker 1>winning the Mortal Kombat tournament, and that's where some of

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<v Speaker 1>the early lore came in. You had intro screens as

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<v Speaker 1>well in attract mode. Attract mode is what the arcade

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<v Speaker 1>Biz called the screens that games would show in order

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<v Speaker 1>to kind of entice people to come in and play

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<v Speaker 1>the game anyway. Those would explain who the characters were,

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<v Speaker 1>and then you had your victory screens that gave a

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<v Speaker 1>little more information about them, but at the time it

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<v Speaker 1>was pretty threadbare. Future chapters in the Mortal Kombat saga

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<v Speaker 1>would give a lot more background, as would a lot

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<v Speaker 1>of additional material provided by stuff like comic books and movies,

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<v Speaker 1>and sometimes this would end up having contradictory information, so

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<v Speaker 1>the lore does not always stay in line throughout the

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<v Speaker 1>entire series. For fighting games, I'm not sure you need

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<v Speaker 1>that much background. But then Mortal Kombat has obviously extended

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<v Speaker 1>well beyond just the games. We'll talk about that more

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<v Speaker 1>in a little bit. Mortal Kombat spawned countless imitators, as

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<v Speaker 1>well as inspired game developers from other companies to make

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<v Speaker 1>similarly violent games. Not just fighting games, but other styles

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<v Speaker 1>of games too. Started to get more violent and more

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<v Speaker 1>graphic and gory. While in the golden age of arcades,

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<v Speaker 1>games were kind of more abstract and fanciful. Uh not

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<v Speaker 1>necessarily better, They just, you know, they couldn't be graphic

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<v Speaker 1>because we just didn't have the technology to do it.

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<v Speaker 1>But there was a shift towards more violent and gory

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<v Speaker 1>games upon the success of More Combat. Not that we

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<v Speaker 1>suddenly saw all other types of games just disappear, but

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<v Speaker 1>the trend certainly favored violence and over the top gore.

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<v Speaker 1>While some media coverage took midway to task for releasing

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<v Speaker 1>such a violent game, criticism didn't really pick up until

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<v Speaker 1>the title made its way to home systems, ported to

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<v Speaker 1>the Nintendo and Sega game systems of the time. Nintendo's

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<v Speaker 1>version infamously removed all the blood, replacing it with gray fluid.

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<v Speaker 1>That was I guess sweat. Sega's system if you entered

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<v Speaker 1>a code at the beginning of the game, kept all

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<v Speaker 1>that blood in so you can actually enact the the

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<v Speaker 1>blood mode in Mortal Kombat. And that was actually part

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<v Speaker 1>of Sega's campaign, saying that Sega does what Nintendo don't

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<v Speaker 1>cute right. Those home games got the attention of various

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<v Speaker 1>parental groups and politicians, and there followed a great debate

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<v Speaker 1>about video games and their role in corrupting the youth.

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<v Speaker 1>Won't somebody please think of the children? This was extremely similar,

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<v Speaker 1>one might even say identical to previous waves of parental

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<v Speaker 1>concern about such societal threats as rock and or roll music,

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<v Speaker 1>Dungeons and Dragons, and violent movies or TV shows. To

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<v Speaker 1>this day, studies show no correlation between violent video games

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<v Speaker 1>and violent behavior, and suggest that perhaps people who are

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<v Speaker 1>prone to violent outbursts may also like violent video games,

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<v Speaker 1>but that violent video games don't necessarily make people prone

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<v Speaker 1>to violent outbursts. So, in other words, maybe there's some

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<v Speaker 1>sort of relationship here, but there doesn't appear to be

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<v Speaker 1>any causation, and the correlation kind of goes in the

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<v Speaker 1>opposite direction that these groups seem to believe. In other words,

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<v Speaker 1>it's not that violent games make violent people, but that

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<v Speaker 1>violent people might like violent games. The home release of

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<v Speaker 1>Mortal Kombat was one of the events that precipitated the

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<v Speaker 1>creation of the Entertainment Software Rating Board or e s RB.

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<v Speaker 1>The concern about video game violence and its influence on young,

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<v Speaker 1>impressionable minds went all the way up to US Congress

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<v Speaker 1>in and ninety four. In these hearings, which were pretty

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<v Speaker 1>difficult to listen to, it became clear that Congress was

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<v Speaker 1>getting ready to wade into the world of video games

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<v Speaker 1>and potentially start censoring stuff unless the industry guides act

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<v Speaker 1>together and took care of things itself. The response from

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<v Speaker 1>the industry was the e s r B, which would

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<v Speaker 1>have a uniform system to assign ratings to games, which

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<v Speaker 1>would give parents an indication of what sort of content

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<v Speaker 1>the games contained and an estimation of the appropriate age

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<v Speaker 1>of player. So, in other words, you would come across

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<v Speaker 1>a game in a store, there would be a label

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<v Speaker 1>on it and it would tell you, oh, this game

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<v Speaker 1>is not appropriate for young players. For people under the

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<v Speaker 1>age of say, thirteen, so I shouldn't give this to

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<v Speaker 1>you know, a little timmy. And just as a side

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<v Speaker 1>note on this Congress up, it's full of old people,

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<v Speaker 1>like really old people. There are a few younger people

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<v Speaker 1>in Congress too, but not many. And I say this

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<v Speaker 1>as someone who is admittedly a rapidly aging person, and

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<v Speaker 1>old people have trouble keeping up with the way trends change.

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<v Speaker 1>To the old people, video games were just things for

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<v Speaker 1>little kids. They were toys. It didn't occur to most

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<v Speaker 1>of these old people that the young folks who grew

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<v Speaker 1>up with video games in the early eighties were still

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<v Speaker 1>playing video games on more recent systems by the mid nineties,

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<v Speaker 1>and that this meant the young kids were now young adults.

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<v Speaker 1>So to the old people, it was all like five

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<v Speaker 1>and six year olds that were playing Mortal Kombat and

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<v Speaker 1>learning that if you take off your mask you can

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<v Speaker 1>incinerate someone and leave a scorched skeleton in their place.

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<v Speaker 1>Because remember we're talking about realistic violence here. Okay, I

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<v Speaker 1>might be getting a little snarky. I would say that

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<v Speaker 1>there was probably a knowledge gap for parents, so a

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<v Speaker 1>rating system wasn't a bad idea. Necessarily, many parents are

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<v Speaker 1>also rapidly aging people and maybe are unaware that video

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<v Speaker 1>games had sort of changed from the days when you

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<v Speaker 1>were a yellow disc eating dots and avoiding ghosts. So

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<v Speaker 1>a rating system that would let parents know, hey, this

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<v Speaker 1>game might not be right for little Timmy who is five.

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<v Speaker 1>That wasn't necessarily a bad idea, though I would argue

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<v Speaker 1>that if you have a game titled Mortal Kombat and

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<v Speaker 1>the game box shows people fighting each other, then that

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<v Speaker 1>might already be a bit of an indicator. But what

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<v Speaker 1>the heck do I know? Anyway, the moral panic fed

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<v Speaker 1>into the creation of the e s RB, and the

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<v Speaker 1>industry would assign ratings to keep the government out of

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<v Speaker 1>regulating the video game industry. As long as they did it,

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<v Speaker 1>the government would need to. For Midway, this was really

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<v Speaker 1>all great publicity. The company wasn't actually in the business

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<v Speaker 1>of making home video games right now. In fact, it

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<v Speaker 1>wasn't responsible for those home ports. It was still firmly

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<v Speaker 1>in the coin operated arcade game business, so it licensed

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<v Speaker 1>out its titles to other developers, who then went on

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<v Speaker 1>to make the home console versions of the Midway titles.

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<v Speaker 1>But Midway itself was still firmly in the business of

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<v Speaker 1>taking people's money one quarter at a time, or you know,

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<v Speaker 1>sometimes two quarters. Mortal Kombat had sort of gained this

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<v Speaker 1>reputation for being edgy, and that helped push sales. Arcade

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<v Speaker 1>owners and you know, other proprietors who had purchased arcade cabinets.

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<v Speaker 1>We're pretty happy because the games were popular and it

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<v Speaker 1>was possible to recoup the investment of purchasing an arcade

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<v Speaker 1>machine within a few weeks. Meanwhile, back at Midway, the

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<v Speaker 1>plan was to build on success. The Mortal Kombat team

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<v Speaker 1>began working on a sequel pretty much right away after

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<v Speaker 1>the release of the first game. In Midway released other

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<v Speaker 1>games too, not just Mortal Kombat. One of the big

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<v Speaker 1>ones was NBA jam in nine. That game featured two

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<v Speaker 1>on two basketball games with digitized images of players from

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<v Speaker 1>the NBA officially licensed for the arcade game. The team

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<v Speaker 1>used images of various players grabbing pictures of their heads

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<v Speaker 1>looking in directions like up, down, left, right, and diagonal up,

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<v Speaker 1>diagonal down, that kind of stuff. The digitized heads were

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<v Speaker 1>plopped onto, you know, kind of cartoonish bodies, and the

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<v Speaker 1>game featured over the top action, enthusiastic commentary from a

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<v Speaker 1>voice actor and a lot of fast paced action on

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<v Speaker 1>the screen. It also incorporated rubber banding, meaning that if

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<v Speaker 1>you were playing against the computer and you were starting

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<v Speaker 1>to get ahead, then that computer would start to make

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<v Speaker 1>your shots miss and your opponents would start to hit

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<v Speaker 1>their shots. Likewise, if you were falling way behind, well

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<v Speaker 1>and suddenly the computer controlled team wouldn't make as many

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<v Speaker 1>shots and you would be able to catch up. So

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<v Speaker 1>the goal from the games perspective was to keep those

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<v Speaker 1>games close and exciting, and also to keep convincing players

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<v Speaker 1>to plunk in quarters to continue the game to completion.

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<v Speaker 1>But it did feel a little bit like cheating. There

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<v Speaker 1>was also some legit chicanery going on with the game.

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<v Speaker 1>The dominant team at the time were the Chicago Bulls,

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<v Speaker 1>represented in NBA Jam by Scottie Pippen and Horace Grant.

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<v Speaker 1>But a big rival to the Chicago Bulls were the

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<v Speaker 1>Detroit Pistons, and it turned out that Mark Termel you

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<v Speaker 1>remember from the previous episode that he came into William's

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<v Speaker 1>Slash midway and began work on Smash TV. Well, anyway,

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<v Speaker 1>while he was working on NBA Jam, he decided, as

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<v Speaker 1>a big Detroit Pistons fan, that he was going to

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<v Speaker 1>change the odds a little bit. So if you happen

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<v Speaker 1>to be playing the Pistons against the Bulls, you would

0:13:50.080 --> 0:13:54.120
<v Speaker 1>see that the Bulls players tend to miss shots at

0:13:54.120 --> 0:13:56.280
<v Speaker 1>a critical point in the game, like if it's a

0:13:56.320 --> 0:14:01.000
<v Speaker 1>buzzer beating type of shot, they miss, Whereas if you're

0:14:01.280 --> 0:14:03.880
<v Speaker 1>playing the Pistons and you make a buzzer beating shot

0:14:04.040 --> 0:14:07.040
<v Speaker 1>that would win you the game, you hit it and

0:14:07.200 --> 0:14:11.840
<v Speaker 1>take that Chicago Bowls. Originally, Midway wanted to put a

0:14:11.880 --> 0:14:16.120
<v Speaker 1>bunch of special characters in NBA Jam, including Mortal Kombat characters,

0:14:16.120 --> 0:14:19.040
<v Speaker 1>a sort of Easter eggs, but the NBA objected to

0:14:19.080 --> 0:14:22.600
<v Speaker 1>that idea, so only a few special characters actually made

0:14:22.600 --> 0:14:25.320
<v Speaker 1>it into that first game, and they were all Midway

0:14:25.400 --> 0:14:29.800
<v Speaker 1>employees like John Carlton and Tony Gotsky, and you know,

0:14:30.000 --> 0:14:32.840
<v Speaker 1>Mortal Kombat was a big hit for Midway, but NBA

0:14:32.960 --> 0:14:36.200
<v Speaker 1>Jam blew the doors off it. Midway got a call

0:14:36.240 --> 0:14:39.200
<v Speaker 1>early on when they were testing NBA Jam in a

0:14:39.240 --> 0:14:42.720
<v Speaker 1>few locations around Chicago, and the call said that the

0:14:42.760 --> 0:14:46.120
<v Speaker 1>game was broken, which was a huge issue. I mean, obviously,

0:14:46.160 --> 0:14:48.800
<v Speaker 1>if something is wrong with the game, the team would

0:14:48.800 --> 0:14:50.920
<v Speaker 1>have to come up with a fix before the game

0:14:50.960 --> 0:14:53.480
<v Speaker 1>goes into full production or else they're going to be

0:14:53.600 --> 0:14:57.720
<v Speaker 1>sending out, you know, replacement chips to potentially thousands of

0:14:57.720 --> 0:15:01.080
<v Speaker 1>different proprietors. So the t went out to check on

0:15:01.120 --> 0:15:03.240
<v Speaker 1>the machine to find out what was wrong. They found

0:15:03.240 --> 0:15:06.160
<v Speaker 1>out that the problem was so many people had been

0:15:06.200 --> 0:15:09.520
<v Speaker 1>playing the game that the coin receptacle in the machine

0:15:10.040 --> 0:15:13.640
<v Speaker 1>was over full and it could not accept any more quarters,

0:15:14.200 --> 0:15:17.200
<v Speaker 1>which is actually a pretty darn good problem to have,

0:15:17.760 --> 0:15:20.400
<v Speaker 1>and it indicated that NBA Jam was going to be

0:15:20.440 --> 0:15:24.520
<v Speaker 1>a monster hit. Not all of Midways titles were as

0:15:24.680 --> 0:15:27.880
<v Speaker 1>big of a success, however. There was also Revolution X.

0:15:28.320 --> 0:15:31.640
<v Speaker 1>That game was a shooter game, so the arcade version

0:15:31.960 --> 0:15:34.920
<v Speaker 1>had gun controllers attached to it, so you held a

0:15:34.920 --> 0:15:38.560
<v Speaker 1>little plastic gun and fired at the screen, and the

0:15:38.600 --> 0:15:40.840
<v Speaker 1>targets on the screen were all sorts of different stuff.

0:15:40.840 --> 0:15:42.560
<v Speaker 1>I guess you guys are probably familiar with this type

0:15:42.560 --> 0:15:47.440
<v Speaker 1>of arcade game. Anyway, Revolution X had a really bizarre plot,

0:15:47.600 --> 0:15:51.680
<v Speaker 1>and even more bizarre was the involvement of the band Aerosmith.

0:15:52.520 --> 0:15:56.840
<v Speaker 1>The band actually appeared on screen as characters in the game.

0:15:56.920 --> 0:16:00.880
<v Speaker 1>They would encourage you in between sequel this is uh

0:16:00.960 --> 0:16:07.480
<v Speaker 1>they're acting? Was um not great, but the game was

0:16:07.520 --> 0:16:10.440
<v Speaker 1>really weird. It hadn't share of fans, but overall it

0:16:10.520 --> 0:16:13.800
<v Speaker 1>just didn't, you know, do so well for Midway. But

0:16:13.960 --> 0:16:16.400
<v Speaker 1>let's get back to the Mortal Kombat team. They were

0:16:16.440 --> 0:16:19.960
<v Speaker 1>busy making the sequel to Mortal Kombat, and the bosses

0:16:20.000 --> 0:16:22.720
<v Speaker 1>in charge were making sure that they were covering their

0:16:22.760 --> 0:16:26.520
<v Speaker 1>bases with a real carrot and stick approach in order

0:16:26.560 --> 0:16:30.240
<v Speaker 1>to motivate employees. I'll explain more when we come back

0:16:30.320 --> 0:16:42.400
<v Speaker 1>after these messages. According to Mortal Kombat co creator Ed Boone,

0:16:42.600 --> 0:16:45.360
<v Speaker 1>originally his team was thinking of moving forward on pursuing

0:16:45.400 --> 0:16:49.120
<v Speaker 1>a licensed Star Wars arcade game. Depending on which version

0:16:49.160 --> 0:16:52.640
<v Speaker 1>of the history of Midway you're looking at, this could

0:16:52.640 --> 0:16:56.960
<v Speaker 1>fall either after Mortal Kombat, before Mortal Kombat two, or

0:16:57.040 --> 0:16:59.400
<v Speaker 1>between two and three, or even between three and four.

0:17:00.080 --> 0:17:02.040
<v Speaker 1>It kind of I think a lot of people just

0:17:02.120 --> 0:17:07.119
<v Speaker 1>have mixed up memories and it's hard to place them

0:17:07.160 --> 0:17:10.479
<v Speaker 1>in the correct chronology. But anyway, they were thinking about

0:17:10.840 --> 0:17:13.520
<v Speaker 1>moving on to something else. However, they were told by

0:17:13.560 --> 0:17:17.240
<v Speaker 1>management that that was crazy, that they should make another

0:17:17.240 --> 0:17:21.520
<v Speaker 1>Mortal Kombat game, because that game was exploding in popularity

0:17:21.560 --> 0:17:25.359
<v Speaker 1>and people wanted more, and they thought Oh, that's We

0:17:25.400 --> 0:17:27.199
<v Speaker 1>hadn't even really thought about that because we were so

0:17:27.280 --> 0:17:30.520
<v Speaker 1>used to making a game and then you switch and

0:17:30.600 --> 0:17:34.000
<v Speaker 1>change to develop a totally different game. So their goal

0:17:34.160 --> 0:17:37.440
<v Speaker 1>was to improve upon the original Mortal Kombat. They wanted

0:17:37.440 --> 0:17:41.400
<v Speaker 1>to introduce some new fighters, some new moves, some new stages,

0:17:41.800 --> 0:17:45.520
<v Speaker 1>and new storylines. To that end, the fighting roster went

0:17:45.600 --> 0:17:48.960
<v Speaker 1>from seven playable characters from the first Mortal Kombat game

0:17:49.240 --> 0:17:53.560
<v Speaker 1>to twelve in the sequel. Sonja Blade and Kano, two

0:17:53.560 --> 0:17:57.879
<v Speaker 1>of the original fighters, would actually be unavailable Immortal Kombat too.

0:17:58.240 --> 0:18:00.680
<v Speaker 1>They appeared in the background in the relient in the game.

0:18:00.720 --> 0:18:02.960
<v Speaker 1>They had both been captured by the big bad guy,

0:18:03.119 --> 0:18:06.919
<v Speaker 1>Shao Khan, who was the boss of Shang Sung. That

0:18:07.000 --> 0:18:09.720
<v Speaker 1>was the the big bad guy from the first game,

0:18:10.160 --> 0:18:13.960
<v Speaker 1>so now Seng Sung would serve as a sub boss fight.

0:18:14.040 --> 0:18:16.199
<v Speaker 1>He had been rejuvenated, so in the first game he

0:18:16.200 --> 0:18:19.000
<v Speaker 1>appeared as an old Nan and in the second game

0:18:19.040 --> 0:18:22.280
<v Speaker 1>he appeared as a much younger man. Following Sean Sung

0:18:22.600 --> 0:18:24.920
<v Speaker 1>if you were to defeat him, would be Shao Khan's

0:18:24.960 --> 0:18:28.280
<v Speaker 1>bodyguard Kintaro, who was kind of like a tiger striped

0:18:28.400 --> 0:18:31.520
<v Speaker 1>version of Goro from the first game, and then The

0:18:31.560 --> 0:18:34.600
<v Speaker 1>final boss of the game was Shao Khan himself. New

0:18:34.720 --> 0:18:39.560
<v Speaker 1>characters included women ninja like Molina and Katana. There was

0:18:39.600 --> 0:18:43.840
<v Speaker 1>also a hidden female ninja named Jade. There was a

0:18:43.920 --> 0:18:48.200
<v Speaker 1>monstrous new character named Baraka who could extend blades from

0:18:48.200 --> 0:18:51.919
<v Speaker 1>his arms. There were new male ninja that included Smoke,

0:18:52.119 --> 0:18:56.680
<v Speaker 1>and new Saibot, whom perceptive listeners will recognize is having

0:18:56.720 --> 0:19:01.600
<v Speaker 1>a name that is Boon and Tobias old backward, so

0:19:01.720 --> 0:19:04.680
<v Speaker 1>John Tobias and Ed Boone were the co creators of

0:19:04.680 --> 0:19:09.160
<v Speaker 1>Mortal Kombat, Boon being the lead programmer and Tobias being

0:19:09.280 --> 0:19:13.760
<v Speaker 1>the lead artist. You also had new characters like Jack's

0:19:13.800 --> 0:19:17.480
<v Speaker 1>and Kung Lao, and among the new moves were some

0:19:17.720 --> 0:19:21.080
<v Speaker 1>that were kind of jokes. You still had fatalities, in fact,

0:19:21.320 --> 0:19:25.640
<v Speaker 1>now each character had two different fatalities to choose from,

0:19:25.680 --> 0:19:29.040
<v Speaker 1>but perhaps to poke fun at the reaction to the

0:19:29.080 --> 0:19:32.480
<v Speaker 1>over the top gore from the previous game. UH. You

0:19:32.600 --> 0:19:36.080
<v Speaker 1>also had babilities that would turn the loser into a

0:19:36.200 --> 0:19:40.680
<v Speaker 1>crying baby. And then you also had friendships which uh.

0:19:40.720 --> 0:19:44.399
<v Speaker 1>Instead of the winner slaughtering the loser, the winner would

0:19:44.400 --> 0:19:47.000
<v Speaker 1>do something nice like give a present or a smooch,

0:19:47.400 --> 0:19:50.840
<v Speaker 1>you know, very sweet. On top of that, the developers

0:19:50.920 --> 0:19:54.280
<v Speaker 1>chose to speed up the gameplay from the first game,

0:19:54.359 --> 0:19:58.560
<v Speaker 1>so there was less recovery time between strikes, which amped

0:19:58.640 --> 0:20:01.480
<v Speaker 1>up the energy of the man, which is considerably The

0:20:01.560 --> 0:20:05.280
<v Speaker 1>game was the first Midway Cabinet to use the DCS

0:20:05.440 --> 0:20:10.560
<v Speaker 1>sound system, that was the digital compression system. Williams Electronics

0:20:10.560 --> 0:20:16.040
<v Speaker 1>had developed the DCS for the pinball game line of Williams.

0:20:16.320 --> 0:20:19.040
<v Speaker 1>Uh Those were actually still marketed either as Williams Machines

0:20:19.160 --> 0:20:22.520
<v Speaker 1>or Bally Machines. So funny that in the old days,

0:20:22.560 --> 0:20:25.639
<v Speaker 1>Bally and Williams were competitors. Now they both belonged to

0:20:25.680 --> 0:20:29.399
<v Speaker 1>the same company, but you still had pinball machines that

0:20:29.480 --> 0:20:32.400
<v Speaker 1>were branded either Bally or Williams as if they were

0:20:32.400 --> 0:20:36.720
<v Speaker 1>still competing. The Mortal Kombat team received more resources while

0:20:36.720 --> 0:20:39.200
<v Speaker 1>they were developing the sequel, and while they were busy

0:20:39.200 --> 0:20:41.840
<v Speaker 1>putting it together, they saw that the home version of

0:20:41.880 --> 0:20:45.720
<v Speaker 1>Mortal Kombat was selling extremely well. It's probably a pretty

0:20:45.720 --> 0:20:48.639
<v Speaker 1>good time to be working within that team over at Midway,

0:20:48.760 --> 0:20:52.080
<v Speaker 1>probably feeling pretty good about your work. Making things sweeter

0:20:52.240 --> 0:20:54.040
<v Speaker 1>was that the company was putting in place a kind

0:20:54.040 --> 0:20:57.720
<v Speaker 1>of bonus policy if a game sold really well, then

0:20:57.760 --> 0:21:00.200
<v Speaker 1>the team making that game would get a bonus from

0:21:00.240 --> 0:21:02.919
<v Speaker 1>the revenue generated through the sales. Essentially you're getting like

0:21:03.000 --> 0:21:08.000
<v Speaker 1>a cut. According to the documentary insert Coin, these bonuses

0:21:08.040 --> 0:21:12.760
<v Speaker 1>had a cap of two million dollars, which that is

0:21:12.800 --> 0:21:15.320
<v Speaker 1>a lot of money. But you might ask, well, why

0:21:15.400 --> 0:21:18.280
<v Speaker 1>is it capped? Why was there a limit? Well, according

0:21:18.320 --> 0:21:21.760
<v Speaker 1>to that that documentary where they were interviewing various people

0:21:21.920 --> 0:21:25.520
<v Speaker 1>from Midway, the managers wanted to make sure that the

0:21:25.560 --> 0:21:29.360
<v Speaker 1>developers wouldn't get rich and then just retire because they

0:21:29.359 --> 0:21:32.240
<v Speaker 1>needed those folks to to keep making games so the

0:21:32.280 --> 0:21:34.720
<v Speaker 1>company would keep making money. So they said, well, we

0:21:34.800 --> 0:21:37.520
<v Speaker 1>can't give them more than that or they'll just quit.

0:21:37.600 --> 0:21:40.600
<v Speaker 1>Why would they keep working? So that was the the

0:21:40.680 --> 0:21:44.679
<v Speaker 1>reasoning from the management level of capping the bonuses. So

0:21:44.720 --> 0:21:47.920
<v Speaker 1>the revenue sharing was a carrot. But I also mentioned

0:21:47.960 --> 0:21:50.399
<v Speaker 1>before the break that there was a stick. So in

0:21:50.440 --> 0:21:53.680
<v Speaker 1>this case, the real stick was a non compete clause.

0:21:54.119 --> 0:21:57.000
<v Speaker 1>The employees at Midway were under a non compete agreement

0:21:57.119 --> 0:21:59.320
<v Speaker 1>that said they weren't allowed to just leave Midway and

0:21:59.320 --> 0:22:01.960
<v Speaker 1>work for a compat editor. And while the legality of

0:22:02.040 --> 0:22:05.320
<v Speaker 1>non compete clauses is something that tends to be a

0:22:05.320 --> 0:22:09.560
<v Speaker 1>bit questionable legally speaking, it did give Midway the gateway

0:22:09.600 --> 0:22:12.439
<v Speaker 1>to sue former employees should they try to leave the

0:22:12.480 --> 0:22:15.720
<v Speaker 1>company and work for someone else, And the goal wasn't

0:22:15.840 --> 0:22:19.720
<v Speaker 1>to win the lawsuit. The goal was to discourage former

0:22:19.760 --> 0:22:24.720
<v Speaker 1>employees all by forcing an expensive, lengthy and stressful process

0:22:24.920 --> 0:22:29.080
<v Speaker 1>into the mix, and it helped intimidate existing employees at Midway.

0:22:29.200 --> 0:22:32.200
<v Speaker 1>They would discourage them from following in the footsteps of

0:22:32.240 --> 0:22:34.760
<v Speaker 1>the person who left. So, if you think that sounds

0:22:34.800 --> 0:22:38.240
<v Speaker 1>kind of gross, um in agreement with you. The company

0:22:38.280 --> 0:22:40.960
<v Speaker 1>wanted to keep making hits and for that and he

0:22:41.000 --> 0:22:43.600
<v Speaker 1>had to hold on to talent, and this was kind

0:22:43.600 --> 0:22:46.040
<v Speaker 1>of how Midway went about doing that by giving them

0:22:46.040 --> 0:22:48.520
<v Speaker 1>bonuses and telling them, if you leave and try to

0:22:48.560 --> 0:22:52.199
<v Speaker 1>work for someone else, we will sue you to the

0:22:52.320 --> 0:22:56.520
<v Speaker 1>ends of the earth. Fun times. Meanwhile, there was a

0:22:56.600 --> 0:22:58.919
<v Speaker 1>little bit of a kerfuffle behind the scenes due to

0:22:58.960 --> 0:23:02.439
<v Speaker 1>Mortal Kombat two. Three of the actors who were involved

0:23:02.440 --> 0:23:07.480
<v Speaker 1>in the development Elizabeth Malecki, who had been used as

0:23:07.520 --> 0:23:10.440
<v Speaker 1>the the stand in for Sonja Blade and the first game,

0:23:11.119 --> 0:23:15.359
<v Speaker 1>Catalan Zamyar who played Katana, Molina and Jade, and Dr

0:23:15.400 --> 0:23:19.120
<v Speaker 1>Philip On, who played the Young Shank Sung Immortal Combat Too.

0:23:19.600 --> 0:23:23.439
<v Speaker 1>They all filed a lawsuit against Midway seeking compensation and

0:23:23.480 --> 0:23:26.840
<v Speaker 1>form of royalties. They argue that they should be due

0:23:27.040 --> 0:23:30.719
<v Speaker 1>some of those royalties because of the revenue generated by

0:23:30.760 --> 0:23:33.520
<v Speaker 1>sales of the game. So these were the actors who

0:23:33.520 --> 0:23:37.040
<v Speaker 1>were shot on video and that video was then digitized

0:23:37.440 --> 0:23:40.600
<v Speaker 1>in order to become part of the animation of the games.

0:23:40.600 --> 0:23:43.159
<v Speaker 1>In fact, they were more digitized. They use more of

0:23:43.160 --> 0:23:46.680
<v Speaker 1>the digitized footage in World Combat Too than the stuff

0:23:46.720 --> 0:23:49.840
<v Speaker 1>that they had shot for Mortal Kombat one. This isn't

0:23:50.080 --> 0:23:54.040
<v Speaker 1>that strange in the world of acting to demand royalties.

0:23:54.080 --> 0:23:57.280
<v Speaker 1>I mean, it's pretty much standard procedure. If your work

0:23:57.400 --> 0:24:00.840
<v Speaker 1>is going to continue generating revenue then and it stands

0:24:01.119 --> 0:24:05.200
<v Speaker 1>to reason that you deserve some of that revenue. Um.

0:24:05.240 --> 0:24:08.600
<v Speaker 1>It's the reason why organizations like the Screen Actors Guild

0:24:08.640 --> 0:24:11.320
<v Speaker 1>exists in order to help guarantee fairness when it comes

0:24:11.359 --> 0:24:14.760
<v Speaker 1>to compensation for work. But Midway argued that the actors

0:24:14.760 --> 0:24:18.119
<v Speaker 1>were all in a work for higher status and thus

0:24:18.160 --> 0:24:22.040
<v Speaker 1>not eligible for royalties. The judge found in favor of Midway,

0:24:22.280 --> 0:24:25.200
<v Speaker 1>and those actors would not return for Mortal Kombat three,

0:24:25.240 --> 0:24:28.160
<v Speaker 1>which meant the company had to either leave them out

0:24:28.280 --> 0:24:31.719
<v Speaker 1>or recast those roles with new actors. They also had

0:24:31.720 --> 0:24:35.040
<v Speaker 1>to get a new Johnny Cage. Daniel Pasina, the actor

0:24:35.080 --> 0:24:37.440
<v Speaker 1>who had served as the model for Johnny Cage, as

0:24:37.440 --> 0:24:41.640
<v Speaker 1>well as sub Zero and some others, had also sued Midway.

0:24:41.920 --> 0:24:45.000
<v Speaker 1>Passina was seeking compensation for the use of his likeness

0:24:45.160 --> 0:24:48.880
<v Speaker 1>in the home versions of Mortal Kombat Too, which we're

0:24:48.920 --> 0:24:52.240
<v Speaker 1>selling really well. He and his fellow actors had been

0:24:52.240 --> 0:24:55.240
<v Speaker 1>paid a flat hourly rate. Passina says that for the

0:24:55.320 --> 0:24:59.040
<v Speaker 1>first Mortal Kombat it was fifty dollars an hour, which

0:24:59.320 --> 0:25:01.960
<v Speaker 1>ended up being a paycheck of a few thousand dollars,

0:25:02.200 --> 0:25:04.560
<v Speaker 1>and for the second game it was seventy five an hour,

0:25:05.119 --> 0:25:07.639
<v Speaker 1>but like the other actors, there were no guarantees of

0:25:07.760 --> 0:25:11.440
<v Speaker 1>royalties or a cut of any of the homes sales. Ultimately,

0:25:11.520 --> 0:25:15.560
<v Speaker 1>the court found in favor of Midway, saying that only

0:25:15.680 --> 0:25:19.639
<v Speaker 1>six percent of players surveyed felt that Passina resembled Johnny

0:25:19.720 --> 0:25:22.840
<v Speaker 1>Cage in the games, which would mean that his likeness

0:25:22.880 --> 0:25:26.640
<v Speaker 1>wasn't terribly important. Moreover, the judge essentially said that Possina

0:25:26.760 --> 0:25:29.119
<v Speaker 1>wasn't famous enough for his likeness to have been a

0:25:29.160 --> 0:25:31.760
<v Speaker 1>selling point. For Midway, So in other words, no one

0:25:31.840 --> 0:25:34.479
<v Speaker 1>was rushing to buy the game because Daniel Possina was

0:25:34.640 --> 0:25:38.480
<v Speaker 1>in it. Thus no one was trading upon Possina's likeness

0:25:38.640 --> 0:25:45.160
<v Speaker 1>or fame. Ouch Carlos Posina, Daniel's brother, was working for Midway,

0:25:45.400 --> 0:25:48.159
<v Speaker 1>still was working for them as an art lead, but

0:25:48.640 --> 0:25:53.040
<v Speaker 1>he was also the person who portrayed Raydon in those games.

0:25:53.480 --> 0:25:57.240
<v Speaker 1>And then he helped out on a project called Tattoo Assassins,

0:25:57.480 --> 0:26:01.000
<v Speaker 1>which was a planned fighting game from Data East that

0:26:01.119 --> 0:26:04.080
<v Speaker 1>was meant to be a sort of Mortal Kombat competitor,

0:26:04.760 --> 0:26:07.320
<v Speaker 1>and Daniel Passina had been tagged to work on it,

0:26:07.400 --> 0:26:11.080
<v Speaker 1>and perhaps as a punishment, the character that Carlos Pasina

0:26:11.119 --> 0:26:13.120
<v Speaker 1>portrayed in the first two Mortal Kombat games that being

0:26:13.440 --> 0:26:17.120
<v Speaker 1>raid in would be absent in Mortal Kombat three. Pessina

0:26:17.160 --> 0:26:19.159
<v Speaker 1>would stay on it Midway, but I bet it was

0:26:19.160 --> 0:26:22.879
<v Speaker 1>awkward that, you know, he had been associated with a

0:26:23.080 --> 0:26:28.240
<v Speaker 1>planned game to compete with the company's flagship fighting franchise.

0:26:28.680 --> 0:26:32.360
<v Speaker 1>By the way, Tattoo Assassin never came out. It was planned,

0:26:32.359 --> 0:26:35.480
<v Speaker 1>but it was never released. At the same time, Midway

0:26:35.520 --> 0:26:38.760
<v Speaker 1>developers were getting noticed within the gaming industry and beyond,

0:26:39.160 --> 0:26:42.160
<v Speaker 1>and that interest did give the employees a little bit

0:26:42.160 --> 0:26:45.760
<v Speaker 1>more leverage when it came to negotiating salaries and benefits. Yeah,

0:26:45.800 --> 0:26:47.680
<v Speaker 1>there was the non competing there, but those can only

0:26:47.800 --> 0:26:51.400
<v Speaker 1>last so long, and that was giving them the chance

0:26:51.440 --> 0:26:54.280
<v Speaker 1>to say, hey, these other companies are really interested in me.

0:26:54.720 --> 0:26:58.399
<v Speaker 1>If you don't, you know, if you don't help work

0:26:58.440 --> 0:27:01.480
<v Speaker 1>with me to to come up with an agreeable compensation plan,

0:27:02.080 --> 0:27:04.800
<v Speaker 1>I'll leave waited out and then I'll work for them.

0:27:05.200 --> 0:27:08.800
<v Speaker 1>So there was some leverage that the employees had as well.

0:27:08.840 --> 0:27:11.200
<v Speaker 1>It wasn't all a one way street with Midway holding

0:27:11.240 --> 0:27:14.639
<v Speaker 1>all the cards. Something else that was taking shape in

0:27:14.680 --> 0:27:18.000
<v Speaker 1>the mid nineties was the movie adaptation of Mortal Kombat,

0:27:18.359 --> 0:27:22.800
<v Speaker 1>directed by Paul W. S Anderson, who also directed the

0:27:22.840 --> 0:27:25.560
<v Speaker 1>movie Event Horizon. That's a movie that we've talked about

0:27:25.600 --> 0:27:28.520
<v Speaker 1>on Tech Stuff several years ago. We I watched it,

0:27:28.600 --> 0:27:30.919
<v Speaker 1>I think for the first time for that episode to

0:27:31.000 --> 0:27:34.800
<v Speaker 1>talk about the science and tech in that movie. It

0:27:34.880 --> 0:27:39.560
<v Speaker 1>was wacky anyway. The Mortal Kombat movie stitched together a

0:27:39.640 --> 0:27:43.320
<v Speaker 1>narrative about the tournament and Shang Sung and the various fighters.

0:27:43.760 --> 0:27:48.639
<v Speaker 1>It's a cheesy, schlocky movie. I can't exactly recommend it.

0:27:49.240 --> 0:27:51.920
<v Speaker 1>But it did help illustrate how Mortal Kombat had become

0:27:52.000 --> 0:27:56.760
<v Speaker 1>a legitimate cultural touchstone beyond just the arcades. A sequel

0:27:56.840 --> 0:28:01.160
<v Speaker 1>came out for that movie in was called Mortal Combat Annihilation.

0:28:01.480 --> 0:28:04.920
<v Speaker 1>I have never watched that one, and of course now

0:28:04.920 --> 0:28:08.200
<v Speaker 1>we've got the one movie. So those are just three

0:28:08.240 --> 0:28:11.639
<v Speaker 1>examples of Mortal Kombat beyond the arcades. In addition, the

0:28:11.640 --> 0:28:15.119
<v Speaker 1>game inspired a line of toys and clothing lines, uh

0:28:15.320 --> 0:28:18.920
<v Speaker 1>comic book series, I mean, Mortal Kombat became a merchandise

0:28:19.119 --> 0:28:23.159
<v Speaker 1>gold mine. Back at Midway, things were starting to change.

0:28:23.200 --> 0:28:26.119
<v Speaker 1>The home video game market was really exploding, and the

0:28:26.160 --> 0:28:29.880
<v Speaker 1>execs a Midway figured they weren't leveraging that enough by

0:28:30.080 --> 0:28:33.359
<v Speaker 1>licensing their I P out to other companies, because up

0:28:33.359 --> 0:28:36.040
<v Speaker 1>to that point, the strategy was partner with other developers,

0:28:36.480 --> 0:28:39.600
<v Speaker 1>have them create home versions of the arcade games that

0:28:39.640 --> 0:28:43.600
<v Speaker 1>Midway was producing, and in return, those developers would pay

0:28:43.600 --> 0:28:47.440
<v Speaker 1>Midway a licensing fee. But the executives wanted to switch

0:28:47.480 --> 0:28:50.160
<v Speaker 1>things up and start developing games for the home market

0:28:50.440 --> 0:28:54.840
<v Speaker 1>directly through Midway or rather Williams. So in the mid

0:28:54.920 --> 0:28:58.640
<v Speaker 1>nineties the company established a home console game developer division

0:28:58.720 --> 0:29:02.960
<v Speaker 1>within Midway and started producing games in house. As part

0:29:02.960 --> 0:29:06.240
<v Speaker 1>of the effort, Midway acquired a company called trade West,

0:29:06.440 --> 0:29:11.240
<v Speaker 1>transforming into Williams Electronics Incorporated, and then eventually Trade West

0:29:11.240 --> 0:29:15.760
<v Speaker 1>would become Midway Home Entertainment. Trade West was the company

0:29:15.880 --> 0:29:19.960
<v Speaker 1>responsible for some big video game hits, like the infamously

0:29:20.160 --> 0:29:25.280
<v Speaker 1>difficult Battletoads game and the home console version of Double Dragon.

0:29:25.800 --> 0:29:28.360
<v Speaker 1>This would be the early foundation of Midway's home video

0:29:28.400 --> 0:29:31.760
<v Speaker 1>game division. At the same time, the company was still

0:29:31.760 --> 0:29:36.400
<v Speaker 1>producing arcade games coin operated games. The arcade was entering

0:29:36.440 --> 0:29:39.000
<v Speaker 1>a slow decline, but it wasn't yet at a point

0:29:39.000 --> 0:29:41.960
<v Speaker 1>where companies were all ready to just throw in the towel.

0:29:42.480 --> 0:29:46.000
<v Speaker 1>The Williams side of Midway was still producing pinball machines

0:29:46.000 --> 0:29:49.160
<v Speaker 1>branded as either Bally or Williams, and the team's over

0:29:49.200 --> 0:29:53.520
<v Speaker 1>at Midway. We're still working on arcade video machines. One

0:29:53.560 --> 0:29:56.800
<v Speaker 1>of those projects even involved the return of a former

0:29:56.960 --> 0:30:00.600
<v Speaker 1>Midway employee, Eugene Jarvis, who had left company a few

0:30:00.680 --> 0:30:03.880
<v Speaker 1>years earlier. He was developing a race card game called

0:30:04.000 --> 0:30:07.720
<v Speaker 1>Cruise in USA. He had found a partnership with Nintendo,

0:30:08.240 --> 0:30:11.360
<v Speaker 1>but still lacked the resources to get the game finished

0:30:11.440 --> 0:30:14.320
<v Speaker 1>on time and on budget. He was able to bring

0:30:14.360 --> 0:30:18.520
<v Speaker 1>that game under the umbrella of Midway and thus returned

0:30:18.520 --> 0:30:22.920
<v Speaker 1>to Midway and the game would launch in The Mortal

0:30:23.000 --> 0:30:25.760
<v Speaker 1>Kombat team got to work on the third game in

0:30:25.800 --> 0:30:30.400
<v Speaker 1>that series, unsurprisingly called Mortal Kombat three. By this time,

0:30:30.800 --> 0:30:33.600
<v Speaker 1>the team was starting to feel the grind. They kept

0:30:33.600 --> 0:30:36.440
<v Speaker 1>at it, but I'm sure enthusiasm was starting to flag

0:30:36.480 --> 0:30:39.120
<v Speaker 1>a little bit. Once upon a time, the teams would

0:30:39.120 --> 0:30:42.200
<v Speaker 1>move to tackle a totally different game with new challenges

0:30:42.280 --> 0:30:46.000
<v Speaker 1>and new approaches, But Mortal Kombat was a cash cow

0:30:46.880 --> 0:30:49.920
<v Speaker 1>with k's instead of seas, I guess, and leadership at

0:30:49.960 --> 0:30:53.280
<v Speaker 1>Midway saw no reason to stop printing money all of

0:30:53.360 --> 0:30:56.560
<v Speaker 1>a sudden now. The third game saw a couple of

0:30:56.600 --> 0:31:00.680
<v Speaker 1>big changes. For one, several characters were absent, like Onny Cage,

0:31:00.760 --> 0:31:03.120
<v Speaker 1>raid In, and Scorpion. None of them were in the game.

0:31:03.680 --> 0:31:06.360
<v Speaker 1>There were lots of new characters as well, and not

0:31:06.520 --> 0:31:10.000
<v Speaker 1>all of them were big hits. For example, Striker, a

0:31:10.280 --> 0:31:14.760
<v Speaker 1>riot police kind of character, consistently ranks pretty low on

0:31:14.800 --> 0:31:18.640
<v Speaker 1>the Mortal Kombat character lists. The game also introduced a

0:31:18.720 --> 0:31:22.120
<v Speaker 1>run button with a run meter that would deplete as

0:31:22.160 --> 0:31:25.600
<v Speaker 1>you ran, it would refill over time, and the game

0:31:25.760 --> 0:31:29.200
<v Speaker 1>also featured combos, allowing players to string together certain moves

0:31:29.360 --> 0:31:34.640
<v Speaker 1>to create more devastating attacks. Oh in addition to fatalities, bibelities,

0:31:34.920 --> 0:31:39.160
<v Speaker 1>and friendships were the animal itties, which were finishing moves

0:31:39.200 --> 0:31:42.320
<v Speaker 1>in which your character would transform into an animal and

0:31:42.360 --> 0:31:46.000
<v Speaker 1>then slaughter your defeated opponent. You first had to do

0:31:46.080 --> 0:31:49.880
<v Speaker 1>a mercy move before you did that. Mercy was where

0:31:49.920 --> 0:31:53.200
<v Speaker 1>you would give your opponent back a little sliver of

0:31:53.240 --> 0:31:57.200
<v Speaker 1>health just to knock them silly again and then hopefully

0:31:57.240 --> 0:32:00.440
<v Speaker 1>pull off the animal itty. The arcade version, An Immortal

0:32:00.480 --> 0:32:05.320
<v Speaker 1>Comment three, came out on April, and just a few

0:32:05.360 --> 0:32:09.560
<v Speaker 1>months later the company put out home versions out for

0:32:09.720 --> 0:32:13.640
<v Speaker 1>various platforms like the PlayStation, the Sega Genesis, and the Supernintendo.

0:32:14.400 --> 0:32:17.760
<v Speaker 1>At that time, home consoles still couldn't quite match the

0:32:17.840 --> 0:32:20.880
<v Speaker 1>quality of graphics and gameplay you would get at the arcade,

0:32:21.200 --> 0:32:24.200
<v Speaker 1>but that gap was narrowing and the home video game

0:32:24.240 --> 0:32:28.040
<v Speaker 1>market was starting to overtake arcade games. Midway saw its

0:32:28.040 --> 0:32:31.680
<v Speaker 1>flagship arcade division lose ground to the home video game department.

0:32:32.080 --> 0:32:35.000
<v Speaker 1>It was a sign that things were shifting, though Midway

0:32:35.120 --> 0:32:37.280
<v Speaker 1>was not quite ready to throw in the towel on

0:32:37.360 --> 0:32:41.240
<v Speaker 1>coin op machines, just yet when we come back, we

0:32:41.280 --> 0:32:44.920
<v Speaker 1>will wrap up our story about Midway, and this next

0:32:45.000 --> 0:32:48.680
<v Speaker 1>chapter is the most tumultuous out of all of them,

0:32:48.680 --> 0:32:51.720
<v Speaker 1>and that's saying something. But first let's take a quick break.

0:32:59.240 --> 0:33:02.959
<v Speaker 1>So Midway released the home version of Mortal Kombat three,

0:33:03.040 --> 0:33:06.920
<v Speaker 1>and that actually cheesed off some arcade operators, the people

0:33:06.920 --> 0:33:10.320
<v Speaker 1>who own arcades that had Mortal Kombat three arcade machines

0:33:10.360 --> 0:33:12.479
<v Speaker 1>in them, because they were pointing out that they were

0:33:12.520 --> 0:33:16.760
<v Speaker 1>paying thousands of dollars for each arcade machine cabinet and

0:33:16.760 --> 0:33:20.360
<v Speaker 1>then hoping to recoup those costs as players would shove

0:33:20.440 --> 0:33:24.600
<v Speaker 1>quarters into the machines. But then Midway goes around and

0:33:24.680 --> 0:33:27.440
<v Speaker 1>just within a couple of months throws out the home

0:33:27.560 --> 0:33:30.480
<v Speaker 1>version of Mortal Kombat three. They said, well, now you've

0:33:30.640 --> 0:33:33.800
<v Speaker 1>removed a big selling point we have, which was that

0:33:33.920 --> 0:33:36.600
<v Speaker 1>people had to come to our arcade to play this game,

0:33:36.640 --> 0:33:40.280
<v Speaker 1>and now they don't. So to help appease these customers,

0:33:40.600 --> 0:33:43.840
<v Speaker 1>Midway developed a second version of Mortal Kombat three called

0:33:44.000 --> 0:33:48.959
<v Speaker 1>Ultimate Mortal Kombat three. This version included more characters like

0:33:49.040 --> 0:33:52.120
<v Speaker 1>Scorpion and Katana who had previously been left out of

0:33:52.200 --> 0:33:56.720
<v Speaker 1>Vanilla MK three, and it also included some other gameplay elements,

0:33:57.040 --> 0:34:00.360
<v Speaker 1>and arcade operators who had purchased a Mortal Kombat three

0:34:00.360 --> 0:34:04.200
<v Speaker 1>machine had the option to upgrade to Ultimate Mortal Kombat

0:34:04.200 --> 0:34:07.720
<v Speaker 1>three and no additional charge, so that helped create more

0:34:07.720 --> 0:34:09.640
<v Speaker 1>of a selling point to get people to come in

0:34:09.640 --> 0:34:12.920
<v Speaker 1>and play the arcade games. There would be home versions

0:34:13.120 --> 0:34:17.680
<v Speaker 1>of Ultimate Mortal Kombat three and also Mortal Kombat Trilogy,

0:34:18.000 --> 0:34:22.600
<v Speaker 1>which tried to do similar things, but no home version

0:34:22.960 --> 0:34:27.400
<v Speaker 1>is exactly the same experience as the arcade version. Midway

0:34:27.440 --> 0:34:32.160
<v Speaker 1>management was really keen on using competition within the company

0:34:32.200 --> 0:34:35.719
<v Speaker 1>to fuel development, so there were multiple teams working on

0:34:35.800 --> 0:34:39.160
<v Speaker 1>different games and Midway so the Mortal Kombat team was

0:34:39.200 --> 0:34:42.800
<v Speaker 1>just one group of developers. Within Midway, there were others

0:34:42.800 --> 0:34:46.160
<v Speaker 1>working on other projects, and management had a tendency to

0:34:46.239 --> 0:34:48.799
<v Speaker 1>pit the teams against each other and the belief that

0:34:48.880 --> 0:34:52.279
<v Speaker 1>competition would drive the teams to greater success, but it

0:34:52.360 --> 0:34:55.360
<v Speaker 1>also bred a certain amount of resentment within the company

0:34:55.400 --> 0:34:58.600
<v Speaker 1>between teams. One other team that was working on a

0:34:58.680 --> 0:35:03.040
<v Speaker 1>new fighting game was The game was called War Gods.

0:35:03.680 --> 0:35:06.560
<v Speaker 1>This was in response to new fighting games hitting the

0:35:06.719 --> 0:35:11.439
<v Speaker 1>arcades like Virtua Fighter, which incorporated depth into the game.

0:35:11.520 --> 0:35:14.480
<v Speaker 1>It created a sort of three D element, not that

0:35:14.520 --> 0:35:16.680
<v Speaker 1>you were looking at the game in three D, but

0:35:17.040 --> 0:35:21.800
<v Speaker 1>you could move within this fighting realm uh in three dimensions.

0:35:21.840 --> 0:35:23.680
<v Speaker 1>So the team set out to make a fighting game

0:35:23.760 --> 0:35:26.439
<v Speaker 1>that would be as popular as Mortal Kombat, but using

0:35:26.440 --> 0:35:30.279
<v Speaker 1>this approach to three D gameplay elements, and that ended

0:35:30.360 --> 0:35:34.680
<v Speaker 1>up creating some friction within Midway, particularly as it became

0:35:34.719 --> 0:35:38.120
<v Speaker 1>clear that war Gods was borrowing a lot of elements

0:35:38.120 --> 0:35:41.480
<v Speaker 1>from Mortal Kombat, including certain move sets and the use

0:35:41.520 --> 0:35:45.279
<v Speaker 1>of fatalities that rubbed some of the m K developers

0:35:45.320 --> 0:35:48.160
<v Speaker 1>the wrong way, and the company itself was going through

0:35:48.239 --> 0:35:54.640
<v Speaker 1>yet another change. In Midway acquired Atari Games. Really Williams

0:35:54.680 --> 0:35:57.920
<v Speaker 1>acquired Atari Games. That was one of the fragments of

0:35:57.960 --> 0:36:00.239
<v Speaker 1>the old Atari company from the early day is of

0:36:00.239 --> 0:36:03.960
<v Speaker 1>home video games. That story is a very complicated one.

0:36:04.080 --> 0:36:06.880
<v Speaker 1>Chuck Bryant of Stuff you should know Fame joined me

0:36:06.920 --> 0:36:09.120
<v Speaker 1>for a couple of episodes about the history of Atari

0:36:09.160 --> 0:36:13.600
<v Speaker 1>where we tried to unravel all that. It is crazy complicated,

0:36:13.880 --> 0:36:17.279
<v Speaker 1>but anyway. Also in Williams launched an I p O

0:36:17.600 --> 0:36:21.000
<v Speaker 1>for Midway Games and just spun off Midway so that

0:36:21.080 --> 0:36:24.880
<v Speaker 1>the arcade in Pinball, parts of what had been w

0:36:25.239 --> 0:36:28.640
<v Speaker 1>m S, the parent company, would now exist as its

0:36:28.680 --> 0:36:33.040
<v Speaker 1>own independent entity, with the rest of w MS, the

0:36:33.080 --> 0:36:38.280
<v Speaker 1>old Williams company, focusing really on casino games. The Williams

0:36:38.320 --> 0:36:40.960
<v Speaker 1>also ended up including all of the I P for

0:36:41.280 --> 0:36:44.840
<v Speaker 1>old Williams based arcade games like Defender and Joust. In

0:36:44.920 --> 0:36:51.000
<v Speaker 1>that deal, w MS transferred its stake in Midway to

0:36:51.600 --> 0:36:56.360
<v Speaker 1>WMS shareholders, So now Midway was truly an independent company.

0:36:56.480 --> 0:36:59.960
<v Speaker 1>And while it was an independent company, Midway in WMS

0:37:00.000 --> 0:37:03.280
<v Speaker 1>would still share some of the same you know, facility

0:37:03.360 --> 0:37:06.319
<v Speaker 1>space and also some of the same executive leadership for

0:37:06.320 --> 0:37:09.399
<v Speaker 1>a while. But this began the process of the two

0:37:09.400 --> 0:37:13.799
<v Speaker 1>companies parting ways. Neil Nicastro became the CEO of the

0:37:13.840 --> 0:37:17.719
<v Speaker 1>new independent company. Neil is the son of Louis Nicastro,

0:37:18.120 --> 0:37:22.319
<v Speaker 1>who was responsible for purchasing Williams Electronics from another company

0:37:22.360 --> 0:37:24.399
<v Speaker 1>many many years ago. You might have heard me talk

0:37:24.440 --> 0:37:28.120
<v Speaker 1>about that. In the first part of this series, the

0:37:28.280 --> 0:37:32.040
<v Speaker 1>MK team was working on Mortal Kombat four, which would

0:37:32.040 --> 0:37:34.239
<v Speaker 1>be the final game in the series that would be

0:37:34.280 --> 0:37:38.279
<v Speaker 1>released as a coin operated arcade machine. Now, for the

0:37:38.320 --> 0:37:40.880
<v Speaker 1>first game in the series, ed Boone had served as

0:37:40.920 --> 0:37:44.360
<v Speaker 1>the soul programmer, but the projects were getting a complex

0:37:44.440 --> 0:37:46.640
<v Speaker 1>enough that he actually needed to bring on a couple

0:37:46.680 --> 0:37:49.759
<v Speaker 1>of extra people to help him out as code developers

0:37:49.800 --> 0:37:53.920
<v Speaker 1>co programmers. This version of Mortal Kombat would rely more

0:37:53.920 --> 0:37:57.600
<v Speaker 1>heavily on straight up computer animation, so they ditched the

0:37:57.640 --> 0:38:01.759
<v Speaker 1>digitized version. They were no longer using video of actors

0:38:02.040 --> 0:38:08.240
<v Speaker 1>to create characters. They were creating three dimensional, rendered animated models. Uh.

0:38:08.280 --> 0:38:12.000
<v Speaker 1>The big addition in Mortal Kombat Fur, apart from new

0:38:12.239 --> 0:38:14.759
<v Speaker 1>characters who were part of the roster, was now that

0:38:14.920 --> 0:38:17.440
<v Speaker 1>characters also had weapons that they could use with certain

0:38:17.520 --> 0:38:22.000
<v Speaker 1>move combinations. Before m K four hit arcades, the Home

0:38:22.120 --> 0:38:25.600
<v Speaker 1>Video Game Division released a side scrolling game called Mortal

0:38:25.680 --> 0:38:31.120
<v Speaker 1>Kombat Mythologies sub Zero. As the name suggests, this game

0:38:31.239 --> 0:38:34.600
<v Speaker 1>was focusing on the Sub Zero character, and it was

0:38:34.640 --> 0:38:38.640
<v Speaker 1>a big departure from the fighting game format. The PlayStation

0:38:38.760 --> 0:38:42.120
<v Speaker 1>version also had live action cut scenes, pushing this game

0:38:42.160 --> 0:38:46.239
<v Speaker 1>into the general realm of FMV games, a category that's

0:38:46.320 --> 0:38:49.400
<v Speaker 1>near and dear to my heart. They also fm V

0:38:49.560 --> 0:38:52.239
<v Speaker 1>games tend to be terrible, but I will say the

0:38:52.280 --> 0:38:55.360
<v Speaker 1>cut scenes for Sub Zero we're not as cringe e

0:38:55.760 --> 0:38:58.160
<v Speaker 1>as a lot of other FMV games, though I still

0:38:58.520 --> 0:39:02.440
<v Speaker 1>found them pretty awkward with fairly low production value. The

0:39:02.480 --> 0:39:05.600
<v Speaker 1>game itself got mixed reviews, largely because it was seemed

0:39:05.600 --> 0:39:09.040
<v Speaker 1>to be a punishing experience to play, with a very

0:39:09.080 --> 0:39:13.840
<v Speaker 1>steep learning curve. Both Mortal Kombat Mythologies and Mortal Kombat

0:39:13.920 --> 0:39:19.000
<v Speaker 1>four launched in nine seven. Mythologies went to the home market,

0:39:19.400 --> 0:39:22.680
<v Speaker 1>Mortal Kombat four went to arcades. Around the time m

0:39:22.800 --> 0:39:26.040
<v Speaker 1>K four hit, John Tobias was eager to start to

0:39:26.120 --> 0:39:28.920
<v Speaker 1>look into doing something new. He had worked on a

0:39:29.000 --> 0:39:31.400
<v Speaker 1>lot of Mortal Kombat titles and he hoped to branch

0:39:31.440 --> 0:39:33.919
<v Speaker 1>out and make some games that he wanted to make.

0:39:34.480 --> 0:39:37.520
<v Speaker 1>So he began to think about that, and he chose

0:39:37.600 --> 0:39:41.400
<v Speaker 1>to resign from Midway in the late nineties, and he

0:39:41.520 --> 0:39:43.920
<v Speaker 1>left to found his own game studio. Sadly, that did

0:39:43.920 --> 0:39:46.879
<v Speaker 1>not stay in business for very long and it would

0:39:46.960 --> 0:39:50.160
<v Speaker 1>close up shop as well. But this is where Tobias

0:39:50.239 --> 0:39:54.160
<v Speaker 1>kind of says bye bye to Midway now. He left

0:39:54.160 --> 0:39:57.880
<v Speaker 1>the company just as Midway was transitioning away from arcade

0:39:57.920 --> 0:40:02.360
<v Speaker 1>machines entirely. The arcade business in general was slowing way down.

0:40:02.400 --> 0:40:06.319
<v Speaker 1>The home video game market was clearly more profitable. More

0:40:06.360 --> 0:40:09.000
<v Speaker 1>people were buying games and staying home to play them

0:40:09.040 --> 0:40:12.520
<v Speaker 1>on home consoles than going someplace and playing a stand

0:40:12.600 --> 0:40:16.839
<v Speaker 1>up coin fed arcade machine. The last coin arcade game

0:40:16.920 --> 0:40:20.120
<v Speaker 1>Midway would release would be The Grid, which was a

0:40:20.160 --> 0:40:24.640
<v Speaker 1>first person shooter style multiplayer game that the Mortal Kombat

0:40:24.719 --> 0:40:27.600
<v Speaker 1>team actually developed, and from why I understand it was

0:40:27.640 --> 0:40:31.640
<v Speaker 1>sort of a reinvigorating experience to work on something new. However,

0:40:32.120 --> 0:40:34.560
<v Speaker 1>the title did not sell very well for Midway. It

0:40:34.560 --> 0:40:37.440
<v Speaker 1>was kind of a flop for Midway. Not a not

0:40:37.560 --> 0:40:43.080
<v Speaker 1>a creative flop, but a commercial flop. In Midway shut

0:40:43.120 --> 0:40:47.120
<v Speaker 1>down the pinball division of its arcade business, so you

0:40:47.120 --> 0:40:50.840
<v Speaker 1>wouldn't get any more new Bally or Williams tables coming out.

0:40:51.160 --> 0:40:54.279
<v Speaker 1>The pinball machine was practically abandoned at this point. But

0:40:54.360 --> 0:40:58.120
<v Speaker 1>then Gary Stern, the son of Sam Stern, who was

0:40:58.160 --> 0:41:02.200
<v Speaker 1>once an executive at Williams. So you heard me talk

0:41:02.280 --> 0:41:06.280
<v Speaker 1>briefly about Sam Stern in the previous episode. Anyway, Gary

0:41:06.320 --> 0:41:12.360
<v Speaker 1>Stern would found Stern Pinball, thus keeping that technology alive.

0:41:12.960 --> 0:41:15.239
<v Speaker 1>Since then, we've had a few other companies that have

0:41:15.320 --> 0:41:18.440
<v Speaker 1>grown to produce pinball machines, but for a while, Stern

0:41:18.600 --> 0:41:21.600
<v Speaker 1>was really the only game in town, so to speak.

0:41:22.080 --> 0:41:24.759
<v Speaker 1>And um, yeah, I've gotten a chance to speak with

0:41:24.760 --> 0:41:28.760
<v Speaker 1>Gary Stern a couple of times. Interesting guy, very passionate

0:41:28.800 --> 0:41:33.200
<v Speaker 1>about the coin operated and pinball industries, and fun to

0:41:33.239 --> 0:41:37.880
<v Speaker 1>talk to. Midway also changed the name of Atari Games

0:41:37.920 --> 0:41:41.840
<v Speaker 1>to Midway Games West, but that division only remained in

0:41:41.920 --> 0:41:44.680
<v Speaker 1>operation for a couple more years before Midway shut it

0:41:44.719 --> 0:41:49.200
<v Speaker 1>down in two thousand three. Didn't eliminate it, but it

0:41:49.239 --> 0:41:54.040
<v Speaker 1>was effectively mothballed. By two thousand one, Midway had shut

0:41:54.080 --> 0:41:57.719
<v Speaker 1>down its entire arcade division and focused solely on developing

0:41:57.719 --> 0:42:00.600
<v Speaker 1>for the home video game market. This meant the company

0:42:00.640 --> 0:42:03.239
<v Speaker 1>would let go some employees who weren't really able to

0:42:03.280 --> 0:42:06.640
<v Speaker 1>transition over to the home market, but the company would

0:42:06.640 --> 0:42:10.920
<v Speaker 1>stay in business while longer releasing several titles for various systems.

0:42:11.280 --> 0:42:14.040
<v Speaker 1>Mortal Kombat would live on as a series of games

0:42:14.080 --> 0:42:17.880
<v Speaker 1>released to home and handhold held consoles UH that included

0:42:17.920 --> 0:42:22.600
<v Speaker 1>sequels like Mortal Kombat Deadly Alliance, which was a sequel

0:42:22.640 --> 0:42:26.000
<v Speaker 1>to Mortal Kombat four and You. Also had spinoffs like

0:42:26.080 --> 0:42:30.480
<v Speaker 1>the universally loathed Mortal Kombat Special Forces for the PlayStation,

0:42:30.719 --> 0:42:34.360
<v Speaker 1>which followed the Adventures of Jack's and was pretty terrible

0:42:35.080 --> 0:42:38.800
<v Speaker 1>on the financial front. Things were not looking great for Midway.

0:42:39.080 --> 0:42:41.320
<v Speaker 1>The company had been in a bit of decline before

0:42:41.360 --> 0:42:44.000
<v Speaker 1>getting out of the arcade business. You might argue that

0:42:44.040 --> 0:42:47.560
<v Speaker 1>they got out a little too late, or that they

0:42:47.560 --> 0:42:51.040
<v Speaker 1>did not invest enough in the home video game market

0:42:51.520 --> 0:42:54.759
<v Speaker 1>to make a good presence there um. In fact, this

0:42:54.880 --> 0:42:56.879
<v Speaker 1>was all coming to a head not long after the

0:42:56.920 --> 0:42:59.719
<v Speaker 1>company first had its I p O. So it goes

0:43:00.040 --> 0:43:01.960
<v Speaker 1>look on the stock market, and not long after that

0:43:02.080 --> 0:43:07.200
<v Speaker 1>starts to enter serious financial difficulty. In night, the company

0:43:07.320 --> 0:43:10.680
<v Speaker 1>had boasted a profit of sixty five million dollars. In

0:43:10.760 --> 0:43:14.760
<v Speaker 1>nine the operating profit had fallen to eight point three

0:43:14.840 --> 0:43:17.279
<v Speaker 1>million dollars, which is not the way you want to

0:43:17.320 --> 0:43:21.400
<v Speaker 1>see that number go from year to year. In fact,

0:43:21.880 --> 0:43:25.040
<v Speaker 1>was the last year Midway would post an operating profit

0:43:25.120 --> 0:43:28.480
<v Speaker 1>at all. Even after shuttering down the arcade division to

0:43:28.520 --> 0:43:32.880
<v Speaker 1>focus exclusively on the home market, the company still saw losses.

0:43:33.400 --> 0:43:36.280
<v Speaker 1>In two thousand two, it was a fifty two million

0:43:36.400 --> 0:43:40.920
<v Speaker 1>dollar operating loss. Ouch In two thousand three, Neil nic

0:43:40.920 --> 0:43:44.560
<v Speaker 1>Castro stepped down as head of Midway. He still remained

0:43:44.560 --> 0:43:46.799
<v Speaker 1>on the chair as the chair of the board, but

0:43:46.880 --> 0:43:49.759
<v Speaker 1>he stepped down as as president. He was replaced by

0:43:49.760 --> 0:43:53.440
<v Speaker 1>a man named David F. Zucker, who had previously served

0:43:53.480 --> 0:43:59.280
<v Speaker 1>as president of Playboy Enterprises, publishers of the Playboy magazine. Anyway,

0:43:59.360 --> 0:44:05.120
<v Speaker 1>Zucker didn't exactly reinvigorate Midway's financial performance. In two thousand four,

0:44:05.920 --> 0:44:08.680
<v Speaker 1>there was a twenty five million dollar loss. In two

0:44:08.719 --> 0:44:13.120
<v Speaker 1>thousand five, it was a one hundred eight million dollar loss.

0:44:13.640 --> 0:44:17.040
<v Speaker 1>This was grim stuff. Now. Zucker served as president of

0:44:17.040 --> 0:44:20.040
<v Speaker 1>Midway for four years or so, but the company telling

0:44:20.120 --> 0:44:23.200
<v Speaker 1>up a few hundred million dollars in losses in that time.

0:44:23.640 --> 0:44:26.400
<v Speaker 1>It was not a good look, as they say. And

0:44:26.440 --> 0:44:30.120
<v Speaker 1>in two thousand eight, Zucker got the boot and Booty

0:44:30.280 --> 0:44:33.839
<v Speaker 1>got the the position. Matt Booty, that's actually his name.

0:44:33.880 --> 0:44:37.000
<v Speaker 1>He was the guy who became the interim president of Midway.

0:44:37.360 --> 0:44:40.400
<v Speaker 1>Zucker also became one of the defendants in a class

0:44:40.400 --> 0:44:45.000
<v Speaker 1>action lawsuit that alleged that Midway executives had misled investors

0:44:45.000 --> 0:44:48.880
<v Speaker 1>with regard to the company's performance. The court ultimately found

0:44:49.040 --> 0:44:52.120
<v Speaker 1>that all the defendants were not guilty on the basis

0:44:52.160 --> 0:44:56.680
<v Speaker 1>that the prosecution failed to link investor losses to direct

0:44:56.719 --> 0:45:01.920
<v Speaker 1>actions taken by company leadership. Sumner Redstone, the late billionaire

0:45:01.960 --> 0:45:07.120
<v Speaker 1>and majority shareholder in Viacom CBS invested heavily in Midway

0:45:07.160 --> 0:45:11.200
<v Speaker 1>back in two thousand four, essentially getting shareholder control of

0:45:11.200 --> 0:45:14.640
<v Speaker 1>the company. But by two thousand eight he cashed out

0:45:14.880 --> 0:45:17.720
<v Speaker 1>and he sold all his shares to an investor named

0:45:17.800 --> 0:45:22.520
<v Speaker 1>Mark Thomas. Every reference I could find to Mark Thomas

0:45:22.600 --> 0:45:26.520
<v Speaker 1>referred to him as a mysterious investor, so I like

0:45:26.600 --> 0:45:28.840
<v Speaker 1>to think that he was like in a tan trench

0:45:28.920 --> 0:45:32.280
<v Speaker 1>coat and a fedora or something. Anyway, he bought sunder

0:45:32.320 --> 0:45:36.440
<v Speaker 1>Redstones shares for just a hundred thousand dollars. That was

0:45:36.680 --> 0:45:40.480
<v Speaker 1>pennies on the dollar for what Sumner had paid for

0:45:40.520 --> 0:45:44.319
<v Speaker 1>those shares. However, that price tag also carried with it

0:45:44.400 --> 0:45:48.600
<v Speaker 1>the debt of Midway, which amounted to about seventy million dollars.

0:45:49.520 --> 0:45:52.440
<v Speaker 1>By this point, the company was already in a death spiral.

0:45:52.680 --> 0:45:56.319
<v Speaker 1>In two thousand nine, it entered bankruptcy, and that was

0:45:56.400 --> 0:45:59.759
<v Speaker 1>the real beginning of the end, or maybe the end

0:45:59.760 --> 0:46:01.400
<v Speaker 1>of the end. I guess the beginning of the end

0:46:01.480 --> 0:46:06.440
<v Speaker 1>was really back in the late nineties, Warner Brothers Entertainment

0:46:06.520 --> 0:46:10.720
<v Speaker 1>swooped in and purchased Midways assets, including the Mortal Kombat

0:46:10.800 --> 0:46:15.200
<v Speaker 1>intellectual property. Oh And while the Atari Games, Midway West

0:46:15.239 --> 0:46:18.359
<v Speaker 1>had been shut down it was technically still among the

0:46:18.360 --> 0:46:21.560
<v Speaker 1>company's assets. That meant that Warner Brothers took possession of

0:46:21.560 --> 0:46:25.239
<v Speaker 1>Atari Games for a third time. I told you that

0:46:25.280 --> 0:46:29.360
<v Speaker 1>Atari story is bonkers. And out of all the folks

0:46:29.400 --> 0:46:32.960
<v Speaker 1>over at Midway, really only the Mortal Kombat team was

0:46:33.000 --> 0:46:36.279
<v Speaker 1>able to transition over to work for Warner Brothers. Most

0:46:36.320 --> 0:46:39.800
<v Speaker 1>of midways facilities were shut down, but that core team

0:46:40.160 --> 0:46:43.960
<v Speaker 1>survived the purge, and initially they were to join Warner

0:46:44.000 --> 0:46:48.200
<v Speaker 1>Brothers Video game publishing arm which was called Interactive Entertainment

0:46:48.800 --> 0:46:52.000
<v Speaker 1>UH and they became known as w B Games Chicago.

0:46:52.480 --> 0:46:56.960
<v Speaker 1>But in twos the group reincorporated into nether Realm Studios,

0:46:57.040 --> 0:46:59.880
<v Speaker 1>still part of Warner Brothers. The first game it published

0:47:00.200 --> 0:47:05.000
<v Speaker 1>in and can you guess what that game was? If

0:47:05.040 --> 0:47:08.960
<v Speaker 1>you said a soft reboot of Mortal Kombat, you are correct.

0:47:09.719 --> 0:47:12.919
<v Speaker 1>The studio has developed several games, not all of them

0:47:13.120 --> 0:47:17.120
<v Speaker 1>are Mortal Kombat titles. There's also the Injustice games, which

0:47:17.160 --> 0:47:21.000
<v Speaker 1>are fighting games that feature d C Comics characters in them.

0:47:21.080 --> 0:47:23.960
<v Speaker 1>The play style is a lot um it's a lot

0:47:24.000 --> 0:47:27.600
<v Speaker 1>like Mortal Kombat. There's a lot more to be said

0:47:27.840 --> 0:47:30.960
<v Speaker 1>about the story of Midway. Remember that began back in

0:47:30.960 --> 0:47:33.319
<v Speaker 1>the nineteen fifties or earlier, depending on how you look

0:47:33.360 --> 0:47:36.239
<v Speaker 1>at it, and it ended rather than ceremoniously in two

0:47:36.320 --> 0:47:38.200
<v Speaker 1>thousand nine or so. But there are a lot of

0:47:38.200 --> 0:47:40.680
<v Speaker 1>other things I didn't really touch on and related stories

0:47:40.680 --> 0:47:42.520
<v Speaker 1>that I hope to cover in future episodes of tech

0:47:42.600 --> 0:47:46.600
<v Speaker 1>Stuff to kind of talk about the whole industry of

0:47:46.640 --> 0:47:52.920
<v Speaker 1>coin operated entertainment, as well as the complicated history of

0:47:52.920 --> 0:47:56.520
<v Speaker 1>different video game developers and the companies that they've worked

0:47:56.520 --> 0:47:59.120
<v Speaker 1>for and the relationships they've had with one another. But

0:47:59.200 --> 0:48:01.640
<v Speaker 1>for now, I think it's time to step back from

0:48:01.680 --> 0:48:05.480
<v Speaker 1>this storied company and this topic, and we'll shift our

0:48:05.520 --> 0:48:08.719
<v Speaker 1>focus to something else next week. In the meantime, if

0:48:08.719 --> 0:48:11.440
<v Speaker 1>you have suggestions for things I should talk about on

0:48:11.560 --> 0:48:14.120
<v Speaker 1>tech Stuff, please reach out and let me know what

0:48:14.200 --> 0:48:16.319
<v Speaker 1>those are. The best way to do that is over

0:48:16.360 --> 0:48:19.440
<v Speaker 1>on Twitter. To handle for the show is text Stuff

0:48:19.760 --> 0:48:23.600
<v Speaker 1>H s W and I'll talk to you again really soon.

0:48:28.800 --> 0:48:31.839
<v Speaker 1>Text Stuff is an I Heart Radio production. For more

0:48:31.920 --> 0:48:35.279
<v Speaker 1>podcasts from I Heart Radio, visit the I Heart Radio app,

0:48:35.440 --> 0:48:38.600
<v Speaker 1>Apple Podcasts, or wherever you listen to your favorite shows.