1 00:00:00,280 --> 00:00:02,960 Speaker 1: Brought to you by the reinvented two thousand twelve Camray. 2 00:00:03,160 --> 00:00:08,920 Speaker 1: It's ready. Are you get in touch with technology? With 3 00:00:09,000 --> 00:00:17,400 Speaker 1: tech Stuff from how stuff works dot com. Oh hi, there, 4 00:00:17,440 --> 00:00:20,720 Speaker 1: I almost didn't see you. Welcome to tech Stuff, amiss, 5 00:00:20,760 --> 00:00:22,600 Speaker 1: Chris Ballett, and I am an editor at how stuff 6 00:00:22,600 --> 00:00:26,840 Speaker 1: works dot Com. Sitting across me sort of quietly suggesting 7 00:00:26,920 --> 00:00:30,080 Speaker 1: that my joke was terrible, is senior writer Jonathan Strickland 8 00:00:30,240 --> 00:00:33,720 Speaker 1: with my magic book. I'll shower those clumsy lizards with 9 00:00:33,800 --> 00:00:37,559 Speaker 1: my power. That is perfect, He told me. I had 10 00:00:37,560 --> 00:00:40,120 Speaker 1: the perfect quote for this, uh this podcast. It's from 11 00:00:40,120 --> 00:00:43,040 Speaker 1: a song that I didn't even know existed until about 12 00:00:43,080 --> 00:00:47,120 Speaker 1: five seconds ago. Okay, so we're going to do the uh, 13 00:00:47,159 --> 00:00:50,440 Speaker 1: the whole catch you up, um if you're just tuning in. 14 00:00:50,800 --> 00:00:54,360 Speaker 1: Previously on tech Stuff, Nintendo started out as a playing 15 00:00:54,400 --> 00:00:59,160 Speaker 1: card company in in eight nine, gradually diversified, then got 16 00:00:59,160 --> 00:01:01,920 Speaker 1: out of several other businesses, including the toy market. But 17 00:01:02,040 --> 00:01:05,000 Speaker 1: that did give them the idea that possibly this whole 18 00:01:05,120 --> 00:01:08,760 Speaker 1: video game thing might be an idea, and they started 19 00:01:08,800 --> 00:01:12,320 Speaker 1: creating video game consoles that were only able to play 20 00:01:12,480 --> 00:01:15,319 Speaker 1: a game or maybe sit up to six games. But 21 00:01:15,400 --> 00:01:17,399 Speaker 1: you know, kind of like the old Odyssey system and 22 00:01:17,440 --> 00:01:19,560 Speaker 1: that it was very limited. It was all hardwired into 23 00:01:19,600 --> 00:01:22,120 Speaker 1: the system. You could not put a cartridge in there was. 24 00:01:22,200 --> 00:01:25,200 Speaker 1: It was not cartridge cartridge based at that point. While 25 00:01:25,360 --> 00:01:27,800 Speaker 1: also created the game and Watch, which was the sup 26 00:01:27,880 --> 00:01:31,880 Speaker 1: portable variation of that, but again, single game. That's all 27 00:01:31,880 --> 00:01:35,000 Speaker 1: it was on that system. Meanwhile, the arcade craze is 28 00:01:35,080 --> 00:01:38,200 Speaker 1: taken off all over the world and Nintendo finds itself 29 00:01:38,680 --> 00:01:44,360 Speaker 1: uh with a complete bomb and asks a young designer, Miyamoto, 30 00:01:45,200 --> 00:01:48,560 Speaker 1: Shigeru Miyamoto, to give it a shot. Can you come 31 00:01:48,640 --> 00:01:50,760 Speaker 1: up with something that we can use in the video 32 00:01:50,760 --> 00:01:54,160 Speaker 1: game market? And he thinks a storyline would sell games, 33 00:01:54,160 --> 00:01:58,160 Speaker 1: so he creates a simple story about a giant gorilla 34 00:01:58,280 --> 00:02:02,320 Speaker 1: who hauls off a a woman named Pauline to the 35 00:02:02,360 --> 00:02:08,600 Speaker 1: top of a skyscraper and challenges a young plumber well 36 00:02:08,639 --> 00:02:10,880 Speaker 1: actually he was just a guy with a big mustache 37 00:02:11,080 --> 00:02:16,000 Speaker 1: and overalls named Jumpman to come get her. And it 38 00:02:16,520 --> 00:02:20,320 Speaker 1: defies just about everybody in the company's expectations by becoming 39 00:02:20,360 --> 00:02:25,600 Speaker 1: a huge hit, inspiring several uh several follow up titles 40 00:02:25,680 --> 00:02:30,600 Speaker 1: and licensing agreements with these different console manufacturers to bring 41 00:02:30,639 --> 00:02:33,520 Speaker 1: them into homes. Because home video games are becoming popular 42 00:02:33,600 --> 00:02:37,280 Speaker 1: in the early nineteen eighties, late seventies and early Nintendo 43 00:02:37,320 --> 00:02:39,480 Speaker 1: decides to get into that market while the getting is 44 00:02:39,520 --> 00:02:42,200 Speaker 1: good and I want me some of that action. They 45 00:02:41,919 --> 00:02:46,079 Speaker 1: and they introduce the Nintendo Family Computer and they launched 46 00:02:46,080 --> 00:02:51,000 Speaker 1: it in Japan on July fIF Famicom. Yeah, it's so 47 00:02:51,200 --> 00:02:56,440 Speaker 1: great name for a console. Uh yeah, great name for 48 00:02:56,480 --> 00:02:59,680 Speaker 1: the console, the Famicom. So if you're not familiar with 49 00:02:59,760 --> 00:03:03,720 Speaker 1: the Famicom, that is what in America we referred to 50 00:03:03,800 --> 00:03:06,760 Speaker 1: as the Nintendo Entertainment System. If you're not familiar with it, 51 00:03:06,840 --> 00:03:09,560 Speaker 1: yes you are. It didn't immediately come over to America 52 00:03:09,680 --> 00:03:11,600 Speaker 1: because at the same time as it was launching in 53 00:03:11,680 --> 00:03:15,800 Speaker 1: Japan America, in North America, there was the video game Crash. 54 00:03:16,240 --> 00:03:17,880 Speaker 1: We talked about that. If you haven't heard it, go 55 00:03:17,919 --> 00:03:20,359 Speaker 1: back and listen to it. Wait, there's an entire podcast 56 00:03:20,400 --> 00:03:22,440 Speaker 1: about it. But to give you the short form of that, 57 00:03:22,919 --> 00:03:25,359 Speaker 1: what happened was the video game market was doing really well. 58 00:03:25,840 --> 00:03:28,680 Speaker 1: Uh so many players got into the system, not not 59 00:03:28,760 --> 00:03:32,720 Speaker 1: so many game players. So many companies got into creating 60 00:03:32,800 --> 00:03:36,120 Speaker 1: video game systems and video game titles that the market 61 00:03:36,120 --> 00:03:39,840 Speaker 1: became saturated and there were there were there were several 62 00:03:40,000 --> 00:03:44,800 Speaker 1: really really good games, but there were way more crappy games. 63 00:03:45,400 --> 00:03:47,760 Speaker 1: And of those, yeah, we talked about some of those 64 00:03:47,800 --> 00:03:50,400 Speaker 1: in our Worst Video Games of All Time podcast. There 65 00:03:50,400 --> 00:03:53,200 Speaker 1: were some of the two big ones that leaped to mind, 66 00:03:53,240 --> 00:03:55,440 Speaker 1: where the licensed version of pac Man for the AT 67 00:03:56,800 --> 00:03:59,840 Speaker 1: and of course the number one game on everybody's list, 68 00:04:00,040 --> 00:04:03,640 Speaker 1: Et the Extraterrestrial almost everybody's, but no, a lot of that. 69 00:04:03,640 --> 00:04:05,360 Speaker 1: That was the thing. A lot of the game The 70 00:04:05,440 --> 00:04:09,360 Speaker 1: idea was these games are hit in the arcade, let's 71 00:04:09,360 --> 00:04:12,280 Speaker 1: bring him to the home console. So you had games 72 00:04:12,320 --> 00:04:16,400 Speaker 1: like pac Man and Donkey Kong, um stuff like Amadar 73 00:04:16,600 --> 00:04:20,920 Speaker 1: Burger Time Reactor, and they tried so hard to make 74 00:04:20,960 --> 00:04:24,080 Speaker 1: them work on home consoles immediately that they ended up 75 00:04:24,080 --> 00:04:27,200 Speaker 1: being complete and under dogs. Yeah, they were just mean. 76 00:04:27,320 --> 00:04:29,880 Speaker 1: Amad was horrible. It was such a rush to get 77 00:04:29,880 --> 00:04:33,400 Speaker 1: to the market with that quality. Was was really sacrificed 78 00:04:33,640 --> 00:04:37,960 Speaker 1: in order to get sacrificed in favor of speed. Well, 79 00:04:38,279 --> 00:04:41,599 Speaker 1: Nintendo ended up not launching in America right away because again, 80 00:04:41,600 --> 00:04:45,400 Speaker 1: this video game crash was taking place mostly through three 81 00:04:45,960 --> 00:04:49,520 Speaker 1: and so it wasn't until October eighteenth five that the 82 00:04:49,600 --> 00:04:52,960 Speaker 1: Famicon made its debut in the United States, and of 83 00:04:53,000 --> 00:04:56,040 Speaker 1: course then it was known as the Nintendo Entertainment System. 84 00:04:56,080 --> 00:05:00,160 Speaker 1: And originally Nintendo took a very very controlled approach to 85 00:05:00,720 --> 00:05:03,960 Speaker 1: introducing its system. It wasn't it wasn't like a a 86 00:05:04,080 --> 00:05:08,440 Speaker 1: nationwide launch. In fact, you could originally only get an 87 00:05:08,560 --> 00:05:11,599 Speaker 1: inn e S if you were willing to go to 88 00:05:11,680 --> 00:05:14,520 Speaker 1: New York City to get it. That was the limited 89 00:05:14,560 --> 00:05:16,680 Speaker 1: market they introduced it to. And it was something like 90 00:05:16,720 --> 00:05:19,039 Speaker 1: a hundred thousand units and they sold out of ninety 91 00:05:19,120 --> 00:05:23,120 Speaker 1: thousand of them in a heartbeat. Um in a New 92 00:05:23,200 --> 00:05:25,840 Speaker 1: York minute, Yeah, in a New York minute. And the 93 00:05:25,880 --> 00:05:29,440 Speaker 1: original in as when it first came out in New York, 94 00:05:30,160 --> 00:05:33,680 Speaker 1: was loaded with extras in order to tempt people to 95 00:05:33,720 --> 00:05:35,839 Speaker 1: buy it, because you gotta remember, at this point, the 96 00:05:35,880 --> 00:05:38,680 Speaker 1: home video game market in the United States is toast. 97 00:05:39,320 --> 00:05:42,440 Speaker 1: People are starting to move to personal computers, video game 98 00:05:42,440 --> 00:05:44,600 Speaker 1: consoles are it looked at his things for kids and 99 00:05:44,640 --> 00:05:49,720 Speaker 1: it's and there's just no consistency in quality. So Nintendo 100 00:05:49,760 --> 00:05:52,520 Speaker 1: had an uphill battle here. So when they launched it 101 00:05:52,560 --> 00:05:55,880 Speaker 1: in New York, here's what it came with. This is 102 00:05:55,920 --> 00:05:57,880 Speaker 1: a huge difference to the way you buy a video 103 00:05:57,880 --> 00:06:01,920 Speaker 1: game console today. You got the console, you've got two games, 104 00:06:02,279 --> 00:06:05,400 Speaker 1: you've got two game pads, you've got the Zapper light gun, 105 00:06:05,880 --> 00:06:10,440 Speaker 1: and you got the Robotic Operating Buddy or rob for 106 00:06:10,720 --> 00:06:15,200 Speaker 1: one hundred and twenty five dollars. Wow, that would be 107 00:06:15,240 --> 00:06:18,680 Speaker 1: about two fifty dollars in today's money. So it's still 108 00:06:18,720 --> 00:06:20,960 Speaker 1: sort of affordable in terms. I mean, you think about 109 00:06:21,000 --> 00:06:26,240 Speaker 1: the PlayStation three debuting at what six hundred dollars United States. Yeah, 110 00:06:26,240 --> 00:06:30,280 Speaker 1: so it's it's you know, it was a pretty amazing 111 00:06:30,360 --> 00:06:33,800 Speaker 1: deal at the time, and uh, it does very well, 112 00:06:33,800 --> 00:06:36,440 Speaker 1: and then Nintendo starts to open up in other test 113 00:06:36,480 --> 00:06:40,080 Speaker 1: markets places like Chicago and Los Angeles. Um, still very 114 00:06:40,080 --> 00:06:45,560 Speaker 1: gradual until it goes nationwide pretty much in six. Uh 115 00:06:45,560 --> 00:06:48,560 Speaker 1: and at that point the price had moved up to 116 00:06:48,600 --> 00:06:52,200 Speaker 1: a hundred and ninety nine dollars, So the hundred five 117 00:06:52,240 --> 00:06:53,840 Speaker 1: was kind of the introductory price to kind of get 118 00:06:53,880 --> 00:06:56,080 Speaker 1: that word of mouth campaign going. And and once it 119 00:06:56,120 --> 00:06:58,840 Speaker 1: went nationwide, they figured they could price it at one 120 00:06:58,839 --> 00:07:01,080 Speaker 1: and that would be the right mart value for them 121 00:07:01,120 --> 00:07:04,880 Speaker 1: into no entertainment system, I don't know, it might sell 122 00:07:04,920 --> 00:07:07,880 Speaker 1: like hotcakes. Yeah, sure dead And in eight six that 123 00:07:07,960 --> 00:07:11,960 Speaker 1: was also when in Japan Nintendo introduced a special disc 124 00:07:12,120 --> 00:07:15,760 Speaker 1: system accessory in the Famicom, because I could remember in 125 00:07:15,840 --> 00:07:20,200 Speaker 1: Japan it was it was built as a family computer system, right, 126 00:07:20,640 --> 00:07:24,400 Speaker 1: not just a video game console, so it would allow 127 00:07:24,400 --> 00:07:28,120 Speaker 1: you to actually use discs to uh play games on 128 00:07:28,200 --> 00:07:30,560 Speaker 1: the Famicom. Back in Japan, you could even go and 129 00:07:30,600 --> 00:07:34,200 Speaker 1: have you know, a disc made of a game or 130 00:07:34,200 --> 00:07:36,480 Speaker 1: whatever at a special vendors in Japan. Now and in 131 00:07:36,520 --> 00:07:39,840 Speaker 1: the United States, we were not so fortunate as to 132 00:07:39,920 --> 00:07:41,880 Speaker 1: get access to this, although I'm sure there are plenty 133 00:07:41,880 --> 00:07:44,840 Speaker 1: of collectors out there who have the Japanese version of it. 134 00:07:44,960 --> 00:07:48,800 Speaker 1: In America, that's always been a hot like underground market 135 00:07:48,920 --> 00:07:52,040 Speaker 1: in the United States. Yeah. Now, keeping in mind too 136 00:07:52,040 --> 00:07:55,960 Speaker 1: that in the late seventies, when or the mid seventies, 137 00:07:56,000 --> 00:08:00,200 Speaker 1: when consoles were starting to come into the homes, Uh, 138 00:08:00,240 --> 00:08:03,200 Speaker 1: all this stuff was hardwired into the console itself, as 139 00:08:03,280 --> 00:08:05,560 Speaker 1: as Jonathan was just saying a minute ago. Then they 140 00:08:05,600 --> 00:08:08,560 Speaker 1: figured out that it was possible to make a connector 141 00:08:08,640 --> 00:08:11,280 Speaker 1: slot so that all the ROMs would be actually in 142 00:08:11,640 --> 00:08:15,120 Speaker 1: the cartridge itself and it would make a connection with 143 00:08:15,160 --> 00:08:16,800 Speaker 1: that cartridge when you plugged it. You had to give 144 00:08:16,800 --> 00:08:19,120 Speaker 1: it a firm push to get it snapped into the 145 00:08:19,120 --> 00:08:20,920 Speaker 1: slot the right way. Also, you had to you had 146 00:08:20,960 --> 00:08:23,120 Speaker 1: to breathe into the cartridge. That was that was required 147 00:08:23,160 --> 00:08:29,680 Speaker 1: before you. That's what we always did, ye before you. Well, 148 00:08:29,680 --> 00:08:31,320 Speaker 1: it's good to get the dust out of it. Of course, 149 00:08:31,480 --> 00:08:34,199 Speaker 1: some of the Atari cartridges had a little flap they 150 00:08:34,240 --> 00:08:37,080 Speaker 1: protected the guts. Not all of them, some of them, um, 151 00:08:37,120 --> 00:08:41,480 Speaker 1: but yeah. They the Nintendo Entertainment System used similar cartridges too. 152 00:08:41,520 --> 00:08:44,680 Speaker 1: They were they were wider than the the Atari cartridges 153 00:08:44,720 --> 00:08:47,640 Speaker 1: of course, and and bigger. But yeah, they were using 154 00:08:47,679 --> 00:08:51,720 Speaker 1: the same types of programmable ROM chips that you would 155 00:08:51,760 --> 00:08:54,320 Speaker 1: just snap into the Uh. The game slot didn't have 156 00:08:54,360 --> 00:08:57,000 Speaker 1: a disk like the game systems do now. So in 157 00:08:57,160 --> 00:09:00,720 Speaker 1: eighties six they also introduced some titles that became big. 158 00:09:01,480 --> 00:09:05,679 Speaker 1: Commando huge in e s game Yeah, fun one too, 159 00:09:05,960 --> 00:09:08,880 Speaker 1: Ghosts and Goblins one of the most difficult games ever 160 00:09:09,160 --> 00:09:14,120 Speaker 1: also fun but hard, and then um there was came 161 00:09:14,120 --> 00:09:18,559 Speaker 1: out in six if that's not confusing. Uh, And in 162 00:09:18,679 --> 00:09:24,680 Speaker 1: eight seven, two other big names in Nintendo franchises debuted, 163 00:09:25,280 --> 00:09:32,080 Speaker 1: Castlevania and Metroid. Yeah. So a lot of the games 164 00:09:32,120 --> 00:09:35,840 Speaker 1: that would become sort of emblematic of Nintendo Entertainment System 165 00:09:36,080 --> 00:09:39,440 Speaker 1: started to launch right around this time, and uh, the 166 00:09:39,600 --> 00:09:44,000 Speaker 1: NES does incredibly well. Now, I never owned an NES. 167 00:09:44,720 --> 00:09:46,719 Speaker 1: I had a friend who lived down the street from 168 00:09:46,720 --> 00:09:48,440 Speaker 1: me who did own an NES, and I used to 169 00:09:48,440 --> 00:09:50,480 Speaker 1: go over to his house all the time and play. 170 00:09:50,679 --> 00:09:52,840 Speaker 1: And in fact, I played one of the games that 171 00:09:52,960 --> 00:09:56,120 Speaker 1: won the best Video Game of the Year for Nintendo 172 00:09:56,200 --> 00:10:00,480 Speaker 1: now that that happened back in that game was punch Out. 173 00:10:02,080 --> 00:10:03,680 Speaker 1: We're talking about the arcade game at that point, but 174 00:10:03,760 --> 00:10:07,040 Speaker 1: man oh, the arcade game was a huge hit. I 175 00:10:07,120 --> 00:10:10,360 Speaker 1: loved punch Out so much. That's one of those arcade consoles. 176 00:10:10,360 --> 00:10:13,080 Speaker 1: Like you know, you always have that fantasy of some 177 00:10:13,200 --> 00:10:16,520 Speaker 1: of us anyway of owning certain video game consoles, like 178 00:10:16,600 --> 00:10:18,600 Speaker 1: having a special room that would just have video game 179 00:10:18,640 --> 00:10:20,680 Speaker 1: consoles in it. Punch Out would be one of the 180 00:10:20,720 --> 00:10:23,040 Speaker 1: consoles I would own punch Out. There there are two 181 00:10:23,040 --> 00:10:24,520 Speaker 1: other titles I can think of right off the top 182 00:10:24,520 --> 00:10:26,160 Speaker 1: of my head that I would have to own for 183 00:10:26,280 --> 00:10:28,680 Speaker 1: that and on the one one would be the original 184 00:10:28,720 --> 00:10:34,120 Speaker 1: Star Wars arcade game use the Forest Luke and also 185 00:10:34,320 --> 00:10:37,680 Speaker 1: the Spy Hunter. Okay, those are the so those would 186 00:10:37,679 --> 00:10:42,120 Speaker 1: be the three Elevator Action maybe. Yeah, if I had room. 187 00:10:42,160 --> 00:10:43,600 Speaker 1: But if I only had room for three, it'd be 188 00:10:43,640 --> 00:10:46,800 Speaker 1: Spy Hunter, it would be Star Wars, and it would 189 00:10:46,840 --> 00:10:49,600 Speaker 1: be punch Out. Forget those of you keeping scored home. 190 00:10:49,840 --> 00:10:54,040 Speaker 1: Punch Out is the only one that's a Nintendo game. Yeah, anyway, yes, 191 00:10:54,480 --> 00:10:57,560 Speaker 1: but there you go, one of the three games would 192 00:10:57,559 --> 00:10:59,679 Speaker 1: be a Nintendo game, because when most of us think 193 00:10:59,679 --> 00:11:02,440 Speaker 1: of the Pendo we don't necessarily think of the arcade 194 00:11:02,440 --> 00:11:05,240 Speaker 1: games that much because they made such a huge name 195 00:11:05,280 --> 00:11:07,360 Speaker 1: in the home console market. Now, Donkey Kong of course 196 00:11:07,400 --> 00:11:10,040 Speaker 1: being like the big exception. Yeah, well that's how I 197 00:11:10,080 --> 00:11:12,640 Speaker 1: think that's how Nintendo was able to sell the Nintendo 198 00:11:12,800 --> 00:11:15,719 Speaker 1: Entertainment System was that they could say, hey, we were 199 00:11:15,760 --> 00:11:18,599 Speaker 1: the guys behind Donkey Kong and Donkey Kong Jr. And 200 00:11:18,640 --> 00:11:20,800 Speaker 1: Super Mario Brothers. Yeah, you don't have to worry about 201 00:11:20,880 --> 00:11:24,960 Speaker 1: us taking some sort of uh uh well, especially when 202 00:11:24,960 --> 00:11:27,600 Speaker 1: they were reporting games from the arcade to the console. 203 00:11:27,800 --> 00:11:29,960 Speaker 1: You know, since it was the same company that was 204 00:11:30,000 --> 00:11:34,320 Speaker 1: producing these hit games, theres so much more faithful. Yeah, 205 00:11:34,400 --> 00:11:36,240 Speaker 1: and and so they you know, that could be a 206 00:11:36,240 --> 00:11:37,960 Speaker 1: message they send out to the market, is like you 207 00:11:37,960 --> 00:11:40,720 Speaker 1: don't have to worry about some terrible port of our 208 00:11:40,800 --> 00:11:42,719 Speaker 1: game because we're the ones who made the Arcade game, 209 00:11:42,760 --> 00:11:44,760 Speaker 1: We're the ones who made the console. You know that 210 00:11:44,800 --> 00:11:48,000 Speaker 1: the console is gonna reflect the gameplay that you are 211 00:11:48,040 --> 00:11:50,320 Speaker 1: familiar with in the Arcade. Well. One of the things 212 00:11:50,360 --> 00:11:53,040 Speaker 1: that Jonathan touched on in the first episode, and again 213 00:11:53,400 --> 00:11:55,400 Speaker 1: if you haven't listened to it, will wait for you 214 00:11:55,480 --> 00:11:58,280 Speaker 1: to come back and listen to that first. But one 215 00:11:58,320 --> 00:12:00,520 Speaker 1: of the things he touched on was that the UH 216 00:12:00,559 --> 00:12:05,880 Speaker 1: the UH CEO, the CEO at that time of of Nintendo, 217 00:12:06,040 --> 00:12:10,480 Speaker 1: insisted that everything go through him for approval. And that 218 00:12:10,559 --> 00:12:13,800 Speaker 1: was important in a way because it ensured that there 219 00:12:13,880 --> 00:12:15,800 Speaker 1: was going to be some quality in the stuff. They 220 00:12:15,800 --> 00:12:17,760 Speaker 1: weren't just throwing it out the door like certain other 221 00:12:17,840 --> 00:12:22,000 Speaker 1: companies that I can mention I didn't mention. Well, that 222 00:12:22,040 --> 00:12:24,800 Speaker 1: was part of the problem of Video Game Crash. Yes, 223 00:12:24,840 --> 00:12:28,400 Speaker 1: So Nintendo had had taken the certification process, yes, and 224 00:12:28,440 --> 00:12:31,360 Speaker 1: that that was a selling point from the Nintendo Entertainment 225 00:12:31,360 --> 00:12:33,840 Speaker 1: System that the other consoles didn't have at that point, 226 00:12:34,040 --> 00:12:36,120 Speaker 1: because if a title was going to be on the NES, 227 00:12:36,200 --> 00:12:38,880 Speaker 1: it had to meet certain criteria, It had to had 228 00:12:38,920 --> 00:12:43,040 Speaker 1: to pass certification. It's frustrating for developers because the developer 229 00:12:43,120 --> 00:12:45,360 Speaker 1: might have a great idea, but for some reason they 230 00:12:45,440 --> 00:12:47,920 Speaker 1: run up against a barrier that to the developer seems 231 00:12:48,000 --> 00:12:51,680 Speaker 1: arbitrary and then, uh, you know. We see this today 232 00:12:51,960 --> 00:12:55,120 Speaker 1: with developers who developed for Apple, for example, for for 233 00:12:55,320 --> 00:12:58,360 Speaker 1: apps on the iPhone and the iPad. They're developers who say, 234 00:12:58,760 --> 00:13:00,880 Speaker 1: I submitted this, I thought it is a great idea, 235 00:13:01,000 --> 00:13:04,000 Speaker 1: and then I'm hitting a wall. And in some cases 236 00:13:04,040 --> 00:13:07,280 Speaker 1: it may seem arbitrary to an outside observer, but to 237 00:13:07,400 --> 00:13:11,040 Speaker 1: Apple it may seem like, no, this is not following 238 00:13:11,040 --> 00:13:13,080 Speaker 1: our rules, and this the rules are there in order 239 00:13:13,080 --> 00:13:16,640 Speaker 1: for us to ensure that the user has a good 240 00:13:16,720 --> 00:13:19,559 Speaker 1: quality experience. At the end of the day. That was 241 00:13:19,559 --> 00:13:21,600 Speaker 1: a Nintendo's approach to with the video games, and said 242 00:13:21,640 --> 00:13:23,680 Speaker 1: they did not want to fall into the same trap 243 00:13:23,760 --> 00:13:26,800 Speaker 1: that Attari and Kaliko had fallen into, where they started 244 00:13:26,840 --> 00:13:29,880 Speaker 1: to put out and publish games that or they allowed 245 00:13:29,880 --> 00:13:32,679 Speaker 1: third party publishers to publish games that just did not 246 00:13:32,880 --> 00:13:35,880 Speaker 1: measure up. Now, that did not mean that Nintendo was 247 00:13:36,000 --> 00:13:40,520 Speaker 1: free of bad games, but they weren't glutted with them 248 00:13:40,600 --> 00:13:43,000 Speaker 1: like the Atari was towards the end of its days. Yeah, 249 00:13:43,040 --> 00:13:45,760 Speaker 1: it killed both Atari and Colico. Yeah, and if you 250 00:13:45,800 --> 00:13:48,839 Speaker 1: say yes, but Atari is still around, not really different 251 00:13:48,880 --> 00:13:53,160 Speaker 1: company company they purchased the name anyway. Anyway, Um, yeah, 252 00:13:53,160 --> 00:13:55,440 Speaker 1: that was that was one of the selling points. Um. 253 00:13:55,880 --> 00:13:59,520 Speaker 1: And the other was, in addition to good marketing, they 254 00:13:59,559 --> 00:14:01,880 Speaker 1: had something that they could market around, and that was 255 00:14:02,600 --> 00:14:07,439 Speaker 1: Miamoto's characters. Um, Donkey Kong had made a name, well 256 00:14:07,640 --> 00:14:10,880 Speaker 1: not literally because his name wasn't his name at that point, 257 00:14:11,040 --> 00:14:14,079 Speaker 1: but had a name character in Mario, and they were 258 00:14:14,120 --> 00:14:19,120 Speaker 1: able to use those characters in successive games. And so, uh, 259 00:14:19,560 --> 00:14:24,400 Speaker 1: they basically had exclusivity. You didn't see Mario on games 260 00:14:24,440 --> 00:14:28,800 Speaker 1: that weren't licensed by Nintendo. Nintendo was was uh, basically 261 00:14:28,880 --> 00:14:31,720 Speaker 1: ensuring a future for itself by creating a storyline in 262 00:14:32,040 --> 00:14:34,560 Speaker 1: its games that could be carried from game to game. Yeah, 263 00:14:34,640 --> 00:14:37,480 Speaker 1: they really started to protect their intellectual property. They were 264 00:14:37,680 --> 00:14:40,800 Speaker 1: very protective of it. So and still still are. Yeah, 265 00:14:40,840 --> 00:14:43,800 Speaker 1: you still are not going to find Mario pop up 266 00:14:43,840 --> 00:14:47,000 Speaker 1: on say an iPhone game, which that'll come into play 267 00:14:47,040 --> 00:14:50,280 Speaker 1: and at the end of our conversation today, but uh, yeah, 268 00:14:50,400 --> 00:14:53,080 Speaker 1: so Nintendo has taken this approach and it's working well 269 00:14:53,120 --> 00:14:58,440 Speaker 1: for them now in n uh so, this is ninety 270 00:14:58,760 --> 00:15:01,720 Speaker 1: years into the company's history for those kind of scores. 271 00:15:01,800 --> 00:15:05,000 Speaker 1: Ninety nine years in the company's history, Nintendo makes an 272 00:15:05,040 --> 00:15:09,160 Speaker 1: agreement with another company called Sony. I think I've heard 273 00:15:09,160 --> 00:15:11,480 Speaker 1: of them too. Yeah, they were going to work together 274 00:15:11,560 --> 00:15:14,800 Speaker 1: and put out a new video game console system that 275 00:15:14,840 --> 00:15:19,000 Speaker 1: would use optical disks instead of cartridges to store games. Hey, 276 00:15:19,040 --> 00:15:21,240 Speaker 1: that seems like a great idea because Sony is really 277 00:15:21,240 --> 00:15:23,960 Speaker 1: good with this electronics stuff, I hear. Now, unfortunate as 278 00:15:24,080 --> 00:15:27,680 Speaker 1: Nintendo doesn't take them off. Unfortunately, that's exactly what happened. 279 00:15:28,160 --> 00:15:30,960 Speaker 1: Nintendo and Sony could not see eye to eye on 280 00:15:31,040 --> 00:15:34,240 Speaker 1: many aspects of the deal, and ultimately the deal fell apart. 281 00:15:34,320 --> 00:15:39,400 Speaker 1: Now this this collapse. Yeah, the collapse of this deal 282 00:15:39,440 --> 00:15:42,240 Speaker 1: would later lead Sony to develop its own video game 283 00:15:42,280 --> 00:15:44,920 Speaker 1: console system called the PlayStation. I think I've heard of 284 00:15:44,960 --> 00:15:46,760 Speaker 1: that too. You may very well have heard of that. 285 00:15:47,400 --> 00:15:50,480 Speaker 1: Wishes it hadn't. Yeah, PlayStation ended up causing a big 286 00:15:50,520 --> 00:15:53,840 Speaker 1: headache for Nintendo, particularly in Japan in a couple more years. 287 00:15:53,880 --> 00:15:58,320 Speaker 1: But we'll get into that in so on the company's centennial, 288 00:16:00,000 --> 00:16:01,680 Speaker 1: which is so hard to think of, Like, there's so 289 00:16:01,720 --> 00:16:03,720 Speaker 1: many companies out there, and you're like, how many of 290 00:16:03,720 --> 00:16:07,200 Speaker 1: them are a century old or older. Not many, not 291 00:16:07,280 --> 00:16:09,960 Speaker 1: many are still around. Nintendo's one of them. Uh. In 292 00:16:10,960 --> 00:16:14,120 Speaker 1: the company introduces the game Boy. Yes now, the game 293 00:16:14,120 --> 00:16:17,240 Speaker 1: Boy sold for eighty nine dollars in the United States, 294 00:16:17,280 --> 00:16:19,720 Speaker 1: which is about a hundred and fifty dollars hundred fifty 295 00:16:19,760 --> 00:16:24,240 Speaker 1: six dollars today. Uh and the game Boys sold very well, 296 00:16:24,880 --> 00:16:28,280 Speaker 1: partially because it was marketed not just two kids, but 297 00:16:28,480 --> 00:16:31,600 Speaker 1: to adults who would spend time doing things like writing 298 00:16:31,640 --> 00:16:34,120 Speaker 1: the train or the bus. If you were one of 299 00:16:34,120 --> 00:16:36,640 Speaker 1: those people who was commuting on a system like that, 300 00:16:36,680 --> 00:16:41,119 Speaker 1: then you would want something to occupy your time. And uh, yeah, 301 00:16:41,960 --> 00:16:44,480 Speaker 1: Chris is humming the theme song to the game that 302 00:16:44,560 --> 00:16:48,560 Speaker 1: was packaged with the game Boy that became like it was. 303 00:16:48,680 --> 00:16:50,520 Speaker 1: If you want to call about talk about a killer 304 00:16:50,560 --> 00:16:53,880 Speaker 1: app or a killer title, this is like one of 305 00:16:53,920 --> 00:16:57,560 Speaker 1: the top killer titles of all time. We're talking about Tetris, 306 00:16:58,320 --> 00:17:01,280 Speaker 1: which was not a video game develops specifically by Nintendo, 307 00:17:01,640 --> 00:17:06,560 Speaker 1: actually came from a Russian developer. But Tetris was such 308 00:17:06,560 --> 00:17:10,359 Speaker 1: a compelling puzzle game and it still is today that 309 00:17:10,640 --> 00:17:14,800 Speaker 1: it it was probably responsible for selling more Game Boy 310 00:17:15,280 --> 00:17:19,280 Speaker 1: units than just about anything else. I played Tetris for 311 00:17:19,320 --> 00:17:22,280 Speaker 1: so long on my game Boy that I could see 312 00:17:22,359 --> 00:17:24,480 Speaker 1: when I turned off. You could tell this this is 313 00:17:24,520 --> 00:17:27,399 Speaker 1: a good game. When you turn off the game and 314 00:17:27,440 --> 00:17:29,280 Speaker 1: you close your eyes to go to sleep and you're 315 00:17:29,400 --> 00:17:32,600 Speaker 1: still seeing those little shapes drift into place. Or when 316 00:17:32,640 --> 00:17:35,480 Speaker 1: you are moving and you're packing up the moving van 317 00:17:35,600 --> 00:17:38,119 Speaker 1: and at the time you're going do do do do 318 00:17:37,560 --> 00:17:40,800 Speaker 1: do do crooked space piece? I don't I needed an 319 00:17:41,000 --> 00:17:46,560 Speaker 1: L shape? Uh yeah, so why did I get that sectional? Um? Yeah? 320 00:17:46,000 --> 00:17:50,520 Speaker 1: I spent many many hours with my game Boy. Yeah. Yeah, 321 00:17:50,520 --> 00:17:53,760 Speaker 1: it was a very popular device, and that was my 322 00:17:53,840 --> 00:17:57,240 Speaker 1: first Nintendo system. And game Boy also was developed by 323 00:17:57,400 --> 00:18:00,720 Speaker 1: It was designed by gumpay Yakoit who we talked about 324 00:18:00,720 --> 00:18:02,440 Speaker 1: in the last podcast. He was the fellow who was 325 00:18:02,840 --> 00:18:06,240 Speaker 1: hired and had had turned Nintendo's fortunes around by introducing 326 00:18:06,240 --> 00:18:10,520 Speaker 1: a toy that became the Ultra Hand, basically an extendable 327 00:18:10,560 --> 00:18:13,439 Speaker 1: claw that would grip uh toy balls or you know, 328 00:18:13,640 --> 00:18:15,000 Speaker 1: that was what came with it, but you could use 329 00:18:15,040 --> 00:18:17,600 Speaker 1: it for all kinds of other games. Harassing the family 330 00:18:17,640 --> 00:18:22,760 Speaker 1: cat but yeah, the twice often than not probably. Yeah. 331 00:18:22,760 --> 00:18:25,040 Speaker 1: So he he was the fellow who designed the game Boys. 332 00:18:25,080 --> 00:18:28,000 Speaker 1: So yeah, very popular design, very simple design, you know, 333 00:18:28,440 --> 00:18:32,240 Speaker 1: unlike his first portable uh for a this was this 334 00:18:32,359 --> 00:18:36,840 Speaker 1: was basically they hundred of portable games because before that 335 00:18:36,880 --> 00:18:39,960 Speaker 1: they were all hardwired, like the Mentel games with the 336 00:18:39,960 --> 00:18:43,320 Speaker 1: little led s that would go you know yeah, and 337 00:18:43,359 --> 00:18:48,320 Speaker 1: even even Nintendo's UH game games were all hardwired at 338 00:18:48,359 --> 00:18:50,560 Speaker 1: that point. So this was the first cartridge based one 339 00:18:50,600 --> 00:18:54,040 Speaker 1: that really started to take off huge. So in nineteen nine, 340 00:18:54,119 --> 00:18:58,440 Speaker 1: into No introduces the Super Famicom, which in the United 341 00:18:58,480 --> 00:19:01,399 Speaker 1: States a year later in ninety one was known as 342 00:19:01,440 --> 00:19:04,639 Speaker 1: the Super Nintendo Entertainment System. Yeah, the NES was starting 343 00:19:04,640 --> 00:19:06,920 Speaker 1: to near the end of its lifecycle, although it was 344 00:19:06,960 --> 00:19:09,719 Speaker 1: still supported for a few years after this. UM and 345 00:19:09,800 --> 00:19:12,639 Speaker 1: the NES was an eight bit video game system, the 346 00:19:12,800 --> 00:19:15,840 Speaker 1: S and E S. The Supernintendo was a sixteen bit 347 00:19:16,040 --> 00:19:20,080 Speaker 1: game system, twice the bits and UM. At that time, 348 00:19:20,760 --> 00:19:25,080 Speaker 1: Nintendo boasted an ownership a market share of about eight 349 00:19:25,200 --> 00:19:29,159 Speaker 1: percent of the United States game industry and nine of 350 00:19:29,200 --> 00:19:34,040 Speaker 1: the worldwide game industry, so truly a dominant company at 351 00:19:34,040 --> 00:19:37,879 Speaker 1: this point. Also, this is a good time to mention 352 00:19:38,040 --> 00:19:42,800 Speaker 1: the character designs that Miyamoto came up with. The reason 353 00:19:42,840 --> 00:19:45,119 Speaker 1: why the characters look the way they do is because 354 00:19:45,160 --> 00:19:49,280 Speaker 1: the eight bit gaming era was so low resolution that 355 00:19:49,320 --> 00:19:53,280 Speaker 1: you had to pick a very simple yet iconic design 356 00:19:53,440 --> 00:19:56,280 Speaker 1: to be able to show people what your character look like. 357 00:19:56,560 --> 00:19:59,159 Speaker 1: So he has Mario has a giant nose, so you 358 00:19:59,200 --> 00:20:02,439 Speaker 1: could see that he Mario has a mustache because it 359 00:20:02,480 --> 00:20:06,480 Speaker 1: was easier to see than a mouth. His his his overalls, 360 00:20:06,600 --> 00:20:10,400 Speaker 1: his hat, all of that was designed because in order 361 00:20:10,440 --> 00:20:12,800 Speaker 1: for him to show up well against multiple backgrounds, he 362 00:20:12,840 --> 00:20:14,960 Speaker 1: had to have a very simple design. And we're talking 363 00:20:15,040 --> 00:20:17,480 Speaker 1: all the way back to the Donkey Kong days, so 364 00:20:17,600 --> 00:20:20,760 Speaker 1: um yeah. Even in the sixteen bet the designs get updated, 365 00:20:20,760 --> 00:20:23,760 Speaker 1: of course because now you've got higher resolution, but they're 366 00:20:23,760 --> 00:20:26,639 Speaker 1: still based on that very simple premise and it was 367 00:20:26,720 --> 00:20:31,320 Speaker 1: something that guided Miyamoto's design for for many years. Uh 368 00:20:31,400 --> 00:20:35,600 Speaker 1: yeah yeah. So now, right around the same time in Japan, 369 00:20:35,720 --> 00:20:39,360 Speaker 1: Nintendo starts to face down lawsuits brought against it by 370 00:20:39,760 --> 00:20:44,920 Speaker 1: competitors who are accusing Nintendo of fixing prices with retailers 371 00:20:44,960 --> 00:20:47,720 Speaker 1: so that essentially the Nintendo products would stay on store 372 00:20:47,760 --> 00:20:51,280 Speaker 1: shelves and and and keep selling while the competitor petitors 373 00:20:51,320 --> 00:20:55,439 Speaker 1: would end up getting pushed aside. Um, Nintendo was no 374 00:20:55,600 --> 00:20:58,919 Speaker 1: stranger to lawsuits in the century which makes sense. I mean, 375 00:20:59,080 --> 00:21:01,280 Speaker 1: you know, if you're the eminent player, than the antitrust 376 00:21:01,359 --> 00:21:04,960 Speaker 1: lawsuits are gonna start popping up. Because really, for a while, 377 00:21:05,040 --> 00:21:08,840 Speaker 1: Nintendo was, and no pun intended, the only game in town, 378 00:21:09,119 --> 00:21:12,400 Speaker 1: or so it seemed. Now we're gonna I'm gonna skip 379 00:21:12,400 --> 00:21:14,840 Speaker 1: ahead a little bit. So SNDS is really popular. A 380 00:21:14,840 --> 00:21:17,200 Speaker 1: lot of really popular titles come out on the SNS. 381 00:21:17,240 --> 00:21:18,680 Speaker 1: But I don't think I need to go into all 382 00:21:18,680 --> 00:21:22,280 Speaker 1: of those. Um, let's let's talk about one of Nintendo's 383 00:21:22,400 --> 00:21:28,880 Speaker 1: major missteps, not the power Glove, which was its own problem. 384 00:21:28,960 --> 00:21:31,960 Speaker 1: Nintendo hasn't always succeeded when it's come up with some 385 00:21:32,000 --> 00:21:34,920 Speaker 1: innovative products, and one of those innovative products that really 386 00:21:35,000 --> 00:21:40,520 Speaker 1: bombed by Virtual Boy. But what could be wrong with that? 387 00:21:40,720 --> 00:21:43,520 Speaker 1: Virtual reality was the wave of the future. We were 388 00:21:43,520 --> 00:21:45,199 Speaker 1: all going to be walking around with these things on 389 00:21:45,240 --> 00:21:50,000 Speaker 1: our heads that would show us these amazing immersed in 390 00:21:50,040 --> 00:21:54,280 Speaker 1: a computer world that would be uh indistinguishable from our 391 00:21:54,320 --> 00:21:56,200 Speaker 1: real world all around us, as long as our real 392 00:21:56,200 --> 00:21:59,520 Speaker 1: world all around us is a monochromatic vector graphic as 393 00:21:59,560 --> 00:22:01,840 Speaker 1: in terms intation. As it turns out, there's a glitch 394 00:22:01,840 --> 00:22:04,880 Speaker 1: in the matrix. Yeah, so the virtual boy comes out. 395 00:22:05,880 --> 00:22:08,480 Speaker 1: It's a head no display that's actually on a little 396 00:22:08,480 --> 00:22:10,440 Speaker 1: stand and you lean forward. It's almost like a pair 397 00:22:10,440 --> 00:22:13,199 Speaker 1: of binoculars. You you lean your head forward and you 398 00:22:13,280 --> 00:22:16,560 Speaker 1: have a screen for each eye. And it if only 399 00:22:16,600 --> 00:22:19,800 Speaker 1: it didn't have to be hardwired into your neural network. 400 00:22:20,160 --> 00:22:23,879 Speaker 1: It relied on something that we call parallax. And parallax 401 00:22:23,960 --> 00:22:26,159 Speaker 1: we've talked about on this podcast before, but in general, 402 00:22:26,240 --> 00:22:30,159 Speaker 1: parallax is the phenomenon we experience because our eyes are 403 00:22:30,200 --> 00:22:32,800 Speaker 1: not located in the exact same spot in our head, 404 00:22:32,840 --> 00:22:37,600 Speaker 1: or else we'd all be cyclops. Uh. Yeah, yeah, there's 405 00:22:37,640 --> 00:22:41,360 Speaker 1: a there's a difference between uh, the way an object 406 00:22:41,359 --> 00:22:44,040 Speaker 1: appears in your left eye and the way it appears 407 00:22:44,040 --> 00:22:46,879 Speaker 1: in your right eye, and your brain assimilates the information 408 00:22:46,920 --> 00:22:49,720 Speaker 1: from these two images, and that helps you judge things 409 00:22:49,800 --> 00:22:52,000 Speaker 1: like depth. It's not the only thing that lets you 410 00:22:52,080 --> 00:22:54,119 Speaker 1: judge depth. And there are people who have trouble with 411 00:22:54,160 --> 00:22:58,359 Speaker 1: parallax who can still tell generally how far something is away. 412 00:22:58,640 --> 00:23:00,880 Speaker 1: And of course the further away something is, the less 413 00:23:00,920 --> 00:23:05,720 Speaker 1: parallax matters, because the the converging points become closer and 414 00:23:05,760 --> 00:23:09,960 Speaker 1: closer to being parallel instead of converging on a single point. Um. 415 00:23:09,960 --> 00:23:13,920 Speaker 1: But anyway, it used these two screens one f e 416 00:23:14,080 --> 00:23:17,040 Speaker 1: chi to give the illusion of depth, and it was 417 00:23:17,280 --> 00:23:21,520 Speaker 1: monochromatic and used red graphics, which mean you know, you 418 00:23:21,560 --> 00:23:23,840 Speaker 1: were staring at a at a black screen with red 419 00:23:23,880 --> 00:23:27,120 Speaker 1: graphics on it. I remember Warrio showed up in ah 420 00:23:27,200 --> 00:23:30,080 Speaker 1: in Virtual Boy, and at first I thought Warrio was 421 00:23:30,119 --> 00:23:33,600 Speaker 1: introduced in Virtual Boy, but that's not true. Warrior Warrio 422 00:23:33,680 --> 00:23:36,360 Speaker 1: actually predates Virtual Boy by a few years. He first 423 00:23:36,400 --> 00:23:39,679 Speaker 1: appeared on a Game Boy title. But I remember there 424 00:23:39,720 --> 00:23:42,800 Speaker 1: was a Warrior title on Virtual Boy and a friend 425 00:23:42,800 --> 00:23:45,439 Speaker 1: of mine, Um, no one, actually, I guess none of 426 00:23:45,440 --> 00:23:47,560 Speaker 1: my friends actually owned a Virtual Boy. I remember testing 427 00:23:47,560 --> 00:23:50,919 Speaker 1: it out in in various toy stores, toy stores, not 428 00:23:51,000 --> 00:23:54,280 Speaker 1: toy stories. Um, you got a friend in me, thank you? 429 00:23:54,680 --> 00:23:57,240 Speaker 1: And it launched and around a hundred and eighty bucks 430 00:23:57,280 --> 00:24:00,520 Speaker 1: when it came out in Uh. It did not do well. 431 00:24:00,880 --> 00:24:04,119 Speaker 1: People were disappointed in the graphics quality, They did not 432 00:24:04,200 --> 00:24:07,080 Speaker 1: feel that it was particularly compelling, and there were a 433 00:24:07,119 --> 00:24:10,160 Speaker 1: lot of reports of people suffering massive headaches while trying 434 00:24:10,160 --> 00:24:12,959 Speaker 1: to play this thing. I can't imagine why. And there 435 00:24:12,960 --> 00:24:16,399 Speaker 1: and there just weren't that many compelling titles either. It 436 00:24:16,440 --> 00:24:18,880 Speaker 1: was kind of like a triple threat. Really, you had 437 00:24:19,040 --> 00:24:22,520 Speaker 1: a system that just didn't feel like it was fully baked, 438 00:24:22,760 --> 00:24:24,679 Speaker 1: you didn't have a lot of really great titles, and 439 00:24:24,680 --> 00:24:28,000 Speaker 1: you had reports of people having headaches while playing it. 440 00:24:28,119 --> 00:24:32,080 Speaker 1: So uh, yeah, the Virtual Boy ended up being a bomb, 441 00:24:32,240 --> 00:24:35,640 Speaker 1: a non virtual bomb. Yeah. Um. And apparently I think 442 00:24:35,760 --> 00:24:38,680 Speaker 1: eight hundred thousand of them were produced, so they're now 443 00:24:39,040 --> 00:24:42,679 Speaker 1: collector's items. There aren't that many that ever hit the wild. 444 00:24:42,920 --> 00:24:44,520 Speaker 1: At least they didn't bury them in the desert. No, 445 00:24:44,560 --> 00:24:46,600 Speaker 1: they didn't grind them up and bury them under the 446 00:24:46,640 --> 00:24:52,040 Speaker 1: desert like a certain video game titles. So they didn't 447 00:24:52,040 --> 00:24:53,480 Speaker 1: put them on top and I want to put them 448 00:24:53,480 --> 00:24:57,439 Speaker 1: next to et um. Yes. So, how how do you 449 00:24:57,480 --> 00:25:00,240 Speaker 1: recover from a flop like that? Well, they weren't. Would 450 00:25:00,359 --> 00:25:04,200 Speaker 1: argue that that the company's name wasn't damaged to the 451 00:25:04,240 --> 00:25:08,040 Speaker 1: point where Nintendo was hurting, but that was certainly, uh 452 00:25:08,160 --> 00:25:10,680 Speaker 1: a thorn in its side. It wasn't like the Virtual 453 00:25:10,720 --> 00:25:13,480 Speaker 1: Boy ruined the reputation entirely. It was just that it 454 00:25:13,600 --> 00:25:16,960 Speaker 1: was not a success. But in nineties six they did 455 00:25:17,000 --> 00:25:20,840 Speaker 1: bounce back quite a bit. They introduced their next video 456 00:25:20,920 --> 00:25:25,000 Speaker 1: game console. Now this was during the you know, we 457 00:25:25,000 --> 00:25:27,040 Speaker 1: we had the eight bit systems, we had the sixteen 458 00:25:27,040 --> 00:25:29,760 Speaker 1: bit systems. A few thirty two bit systems came out, 459 00:25:29,800 --> 00:25:33,880 Speaker 1: but Nintendo did not jump on that bandwagon. Instead, Nintendo 460 00:25:34,040 --> 00:25:37,000 Speaker 1: bided its time for a sixty four bit system and 461 00:25:37,040 --> 00:25:39,920 Speaker 1: surprise the world when the Nintendo sixty four came out. 462 00:25:40,480 --> 00:25:43,439 Speaker 1: And I say surprised because they decided to stick with 463 00:25:43,560 --> 00:25:46,439 Speaker 1: the cartridge based games as opposed to moving to an 464 00:25:46,440 --> 00:25:49,760 Speaker 1: optical disc system. Yeah. So let's see who who were 465 00:25:49,800 --> 00:25:53,080 Speaker 1: their competitors. Atari had basically, uh, you know, they had 466 00:25:53,080 --> 00:25:55,359 Speaker 1: come out with the links. Yeah, we had it was 467 00:25:55,880 --> 00:25:58,800 Speaker 1: not doing well. You had Sega, which we if you've 468 00:25:58,800 --> 00:26:01,320 Speaker 1: listened to our podcast about Sega, you realized that Sega, 469 00:26:01,400 --> 00:26:04,280 Speaker 1: although it was always an also ran when it came 470 00:26:04,359 --> 00:26:09,520 Speaker 1: up against Nintendo, except Nintendo really kind of rebuilt the 471 00:26:09,640 --> 00:26:14,720 Speaker 1: home digital video game market and uh and Sega came 472 00:26:14,760 --> 00:26:17,840 Speaker 1: along about that time, and they gave they they were 473 00:26:17,840 --> 00:26:22,200 Speaker 1: the uh, the Apple to Nintendo's Microsoft in this world 474 00:26:22,240 --> 00:26:26,800 Speaker 1: because they pushed Nintendo harder and we're a good competitor. 475 00:26:26,880 --> 00:26:30,080 Speaker 1: And in fact, their marketing slogan was Sega does what 476 00:26:30,280 --> 00:26:34,280 Speaker 1: Nintendo don't because they had Sonic Sonic was designed to 477 00:26:35,000 --> 00:26:40,160 Speaker 1: show off the speed of the Genesis UH system and Home, 478 00:26:40,280 --> 00:26:42,680 Speaker 1: and it did a great job of showing that off 479 00:26:42,720 --> 00:26:46,040 Speaker 1: because he moved very quickly. The graphics sixteen bit system 480 00:26:46,160 --> 00:26:51,800 Speaker 1: looked very nice. Um, and then you had Sony. Yeah, 481 00:26:51,840 --> 00:26:55,800 Speaker 1: the PlayStation. Really in Japan, the Nintendo sixty four did 482 00:26:55,840 --> 00:26:58,960 Speaker 1: not do so well, and it's because it's main competitor 483 00:26:59,000 --> 00:27:02,080 Speaker 1: was the Sony PlayStation and which just seemed much more compelling. 484 00:27:02,119 --> 00:27:04,639 Speaker 1: The graphics seemed better, um, and they were using an 485 00:27:04,640 --> 00:27:06,720 Speaker 1: optical disc system, which meant that the games could be 486 00:27:06,760 --> 00:27:09,920 Speaker 1: far more complex. The cartridge had a limited amount of 487 00:27:10,400 --> 00:27:14,560 Speaker 1: space that you could hardwire a game onto, and also 488 00:27:14,640 --> 00:27:17,639 Speaker 1: it meant that there were limitations with a cartridge based 489 00:27:17,640 --> 00:27:20,879 Speaker 1: game that you didn't necessararily have with an optical system game. However, 490 00:27:21,400 --> 00:27:24,440 Speaker 1: there were also positive sides to go with cartridge based 491 00:27:24,840 --> 00:27:26,480 Speaker 1: the big one being that you didn't have to worry 492 00:27:26,480 --> 00:27:29,040 Speaker 1: about loading times. Yes, and you also don't have to 493 00:27:29,040 --> 00:27:31,960 Speaker 1: worry nearly as much about ruining the cartridge as you 494 00:27:32,000 --> 00:27:34,400 Speaker 1: did about scratching it, and it's much more robust than 495 00:27:34,440 --> 00:27:37,200 Speaker 1: the disc was. But yeah, the big one being loading times, 496 00:27:37,200 --> 00:27:39,600 Speaker 1: because you know, with an optical based one, the laser 497 00:27:39,640 --> 00:27:41,679 Speaker 1: had to find the right track on the CD in 498 00:27:41,800 --> 00:27:44,080 Speaker 1: ordered for it to start playing the right information, and 499 00:27:44,359 --> 00:27:48,080 Speaker 1: then load that information into the the console's memory so 500 00:27:48,119 --> 00:27:51,119 Speaker 1: that you could start playing, whereas with a cartridge based system, 501 00:27:51,200 --> 00:27:54,560 Speaker 1: it just because everything's hardwired, it's never changing. It goes 502 00:27:54,600 --> 00:27:56,520 Speaker 1: straight to where it needs to go, and you didn't 503 00:27:56,560 --> 00:27:59,560 Speaker 1: have to have these loading screens. And Nintendo thought that 504 00:27:59,720 --> 00:28:02,639 Speaker 1: was an advantage. And uh, in the United States, it 505 00:28:02,720 --> 00:28:05,280 Speaker 1: did quite well. In fact, some of the best games 506 00:28:05,440 --> 00:28:08,280 Speaker 1: some people would argue of all time came out during 507 00:28:08,320 --> 00:28:11,920 Speaker 1: the Nintendo sixty four era. But that controller. I liked 508 00:28:11,960 --> 00:28:14,760 Speaker 1: the controller. I actually enjoyed that controller. Uh. And it 509 00:28:14,800 --> 00:28:18,240 Speaker 1: was the first one to have a thumbstick in Nintendo's history. Uh, 510 00:28:18,280 --> 00:28:20,840 Speaker 1: not the first, not the first one to have a 511 00:28:20,880 --> 00:28:23,560 Speaker 1: thumbstick ever, but the first one for Nintendo, yes, before 512 00:28:23,560 --> 00:28:26,240 Speaker 1: they were using the D pad. Yeah. So yeah, that, 513 00:28:26,440 --> 00:28:28,800 Speaker 1: like Gold and I, came out for the Nintendo sixty 514 00:28:28,840 --> 00:28:30,600 Speaker 1: four and that was a big hit. That was a 515 00:28:30,680 --> 00:28:33,159 Speaker 1: big hit, one of the one of the games that 516 00:28:33,240 --> 00:28:35,400 Speaker 1: people still will refer to as one of the best 517 00:28:35,480 --> 00:28:38,240 Speaker 1: video games of all time. Um. Oddly enough, I think 518 00:28:38,240 --> 00:28:42,960 Speaker 1: it's probably arguably more favorite of people, uh than the 519 00:28:43,000 --> 00:28:46,560 Speaker 1: actual movie. Yeah, and then's just personal observation, not based 520 00:28:46,560 --> 00:28:48,960 Speaker 1: on anything other than that, So don't write me and 521 00:28:49,000 --> 00:28:51,840 Speaker 1: say but no. And there were other games like Mario 522 00:28:51,960 --> 00:28:55,880 Speaker 1: sixty four really kind of reinvented Mario quite a bit. Um. 523 00:28:55,920 --> 00:28:58,720 Speaker 1: People thought that was pretty innovative. I was a huge 524 00:28:58,760 --> 00:29:01,160 Speaker 1: fan of the rest playing games that came out for 525 00:29:01,200 --> 00:29:04,240 Speaker 1: the Nintendo sixty four. They were very deep, They allowed 526 00:29:04,560 --> 00:29:08,320 Speaker 1: incredible customization. You could create your own wrestler. Um. There 527 00:29:08,360 --> 00:29:12,200 Speaker 1: were phenomenal games, and the Japanese games were even more 528 00:29:12,680 --> 00:29:15,160 Speaker 1: robust than the American ones. I had all the American 529 00:29:15,200 --> 00:29:18,920 Speaker 1: titles because I didn't have the Japanese system. You couldn't 530 00:29:18,920 --> 00:29:21,719 Speaker 1: play Japanese games on an American system unless you had 531 00:29:21,720 --> 00:29:25,080 Speaker 1: an adapter um or in Japanese, you know, or you 532 00:29:25,200 --> 00:29:27,600 Speaker 1: just went ahead and bought a Japanese game system. R 533 00:29:27,760 --> 00:29:30,720 Speaker 1: two systems were not compatible. They were region locked for 534 00:29:30,840 --> 00:29:33,560 Speaker 1: the you know, that's the easiest way of saying it. 535 00:29:33,640 --> 00:29:36,080 Speaker 1: But I loved a lot of the games in the 536 00:29:36,120 --> 00:29:39,800 Speaker 1: in sixty four. Well in sixty four does well in 537 00:29:39,800 --> 00:29:41,960 Speaker 1: the United States, doesn't do so well in Japan. And 538 00:29:42,040 --> 00:29:45,480 Speaker 1: two thousand one, uh, they hit they introduced the game 539 00:29:45,480 --> 00:29:50,920 Speaker 1: Boy Advance, but they also introduced then into no game Cube. Yes, 540 00:29:51,120 --> 00:29:53,240 Speaker 1: so there's a five years have passed since the in 541 00:29:53,360 --> 00:29:56,120 Speaker 1: sixty four debut. Nine six and sixty four comes out 542 00:29:56,120 --> 00:29:58,440 Speaker 1: two thousand one. You get the game the game cube, 543 00:29:58,480 --> 00:30:00,760 Speaker 1: and this is when Nintendo moves to the poptical discs, 544 00:30:01,080 --> 00:30:05,000 Speaker 1: except they don't use the big optical discs the same 545 00:30:05,040 --> 00:30:06,880 Speaker 1: size as a CD or d v D. No, these 546 00:30:06,880 --> 00:30:10,520 Speaker 1: are smaller. So yeah, that kind of part of that 547 00:30:10,600 --> 00:30:13,160 Speaker 1: is a d r M thing. But anyway, it was 548 00:30:13,240 --> 00:30:15,320 Speaker 1: one of those things where where people were, oh, so 549 00:30:15,400 --> 00:30:18,400 Speaker 1: now Nintendo is getting on the the disc train as 550 00:30:18,400 --> 00:30:21,440 Speaker 1: opposed to cartridge is on the train. They did not 551 00:30:21,480 --> 00:30:24,400 Speaker 1: look back from that point forward. Uh No. They had 552 00:30:24,400 --> 00:30:29,320 Speaker 1: removable storage yep, and uh and a very nice game controller. Actually, 553 00:30:29,280 --> 00:30:33,280 Speaker 1: the GameCube was my first Nintendo home console, not counting 554 00:30:33,280 --> 00:30:35,480 Speaker 1: the game Boy because that's a portable. And it also 555 00:30:35,560 --> 00:30:38,920 Speaker 1: had some compatibility stuff with game Boy Advance, so you 556 00:30:38,960 --> 00:30:42,080 Speaker 1: started to see some convergence here where you could you 557 00:30:42,120 --> 00:30:45,160 Speaker 1: could have the two systems interact with one another, which 558 00:30:45,200 --> 00:30:47,280 Speaker 1: I like, yeah, that was kind of cool. And then 559 00:30:47,360 --> 00:30:52,200 Speaker 1: in two thousand two, uh to Iwata becomes the first 560 00:30:52,280 --> 00:30:56,880 Speaker 1: Nintendo CEO who was not related to the founder Yamachi 561 00:30:57,680 --> 00:30:59,960 Speaker 1: um by marriage or by blood, so he was the 562 00:31:00,120 --> 00:31:02,440 Speaker 1: first time is the first time Nintendo had a CEO 563 00:31:02,600 --> 00:31:06,000 Speaker 1: that was not part of this legacy and um he 564 00:31:06,040 --> 00:31:09,440 Speaker 1: took over at that point. In two thousand three, Nintendo 565 00:31:09,480 --> 00:31:12,160 Speaker 1: introduced the Game Boy Advanced sp which was a thinner 566 00:31:12,200 --> 00:31:15,120 Speaker 1: and lighter version of the Game Boy Advance and UH. 567 00:31:15,120 --> 00:31:18,080 Speaker 1: In two thousand five and two thousand six, Nintendo starts 568 00:31:18,120 --> 00:31:22,200 Speaker 1: to launch their DS line, which interestingly looked a lot 569 00:31:22,320 --> 00:31:25,960 Speaker 1: like some of the old the the old game and 570 00:31:26,000 --> 00:31:31,320 Speaker 1: watch UM systems that had the clamshell designed to double screens, 571 00:31:31,600 --> 00:31:34,640 Speaker 1: but in this case they included a touch screen with stylus, 572 00:31:34,640 --> 00:31:36,920 Speaker 1: and so that was kind of a differentiator in the 573 00:31:36,960 --> 00:31:41,280 Speaker 1: home or the handheld market at the time, because remember 574 00:31:41,520 --> 00:31:44,120 Speaker 1: in two thousand five and two thousand six, smartphones and 575 00:31:44,240 --> 00:31:46,640 Speaker 1: not really become a thing in the United States, and 576 00:31:46,880 --> 00:31:49,440 Speaker 1: games for smartphones were pretty much unheard of at that point, 577 00:31:49,840 --> 00:31:53,480 Speaker 1: at least in the US. UM and then the Nintendo 578 00:31:53,560 --> 00:31:56,000 Speaker 1: launches the d s I in April of two thousand six, 579 00:31:56,680 --> 00:31:59,880 Speaker 1: and then we have to you know, the we also 580 00:32:00,000 --> 00:32:02,800 Speaker 1: comes out in that around that time, the we console, 581 00:32:02,840 --> 00:32:06,080 Speaker 1: which is the current Nintendo console on the market, introduces 582 00:32:06,080 --> 00:32:09,240 Speaker 1: the Wii Remote, where you've got the motion gaming, and 583 00:32:09,400 --> 00:32:13,880 Speaker 1: Nintendo kind of surprises people by taking aim at the 584 00:32:13,960 --> 00:32:18,320 Speaker 1: casual gaming market. Yeah. See, Um, if you'll remember, at 585 00:32:18,360 --> 00:32:22,600 Speaker 1: that point, Microsoft had released the Xbox and the Xbox 586 00:32:22,600 --> 00:32:27,840 Speaker 1: three sixty um, and Sony and PlayStation three. Yeah, I 587 00:32:27,840 --> 00:32:31,600 Speaker 1: mean they PlayStation two was a huge success. Uh, the 588 00:32:31,760 --> 00:32:34,600 Speaker 1: Xbox was a huge success, and basically Nintendo was taking 589 00:32:34,600 --> 00:32:36,840 Speaker 1: it on the chin with the GameCube. Although the GameCube 590 00:32:36,840 --> 00:32:42,080 Speaker 1: was sophisticated, um, and it had again the the uh 591 00:32:42,360 --> 00:32:46,880 Speaker 1: brilliant licensing maneuvers of Nintendo by keeping Mario and the 592 00:32:47,000 --> 00:32:50,800 Speaker 1: Zelda franchise and some of the others Metroid h alive 593 00:32:50,880 --> 00:32:54,160 Speaker 1: on the console and locked into the Nintendo console the 594 00:32:54,200 --> 00:32:58,160 Speaker 1: fans of the franchise. Again, Miamoto's thinking that there should 595 00:32:58,200 --> 00:33:01,800 Speaker 1: be a story is playing into Nintendo's success because without 596 00:33:01,800 --> 00:33:06,800 Speaker 1: that storyline and the fans want the storyline, Um, Nintendo probably. 597 00:33:07,280 --> 00:33:11,080 Speaker 1: I think you could argue, um that Nintendo may not 598 00:33:11,160 --> 00:33:14,520 Speaker 1: have survived past that because, uh, there was an onslaught 599 00:33:14,600 --> 00:33:17,600 Speaker 1: from Sony and Microsoft and they needed again, they needed 600 00:33:17,600 --> 00:33:20,200 Speaker 1: something to differentiate them from the mark and from the 601 00:33:20,200 --> 00:33:22,560 Speaker 1: rest of the market, and then we did that. Yeah, 602 00:33:22,600 --> 00:33:24,600 Speaker 1: and it was when the Week came out, it really 603 00:33:24,640 --> 00:33:27,440 Speaker 1: did make a big splash. I mean, it had huge 604 00:33:27,480 --> 00:33:30,960 Speaker 1: sales figures and it was leading the video game console 605 00:33:31,040 --> 00:33:33,440 Speaker 1: sales in the United States for for ages. I mean 606 00:33:33,480 --> 00:33:36,080 Speaker 1: for the longest time. It was Uh, the question wasn't 607 00:33:36,160 --> 00:33:38,200 Speaker 1: who's in the lead, it was who's in the second place? 608 00:33:38,680 --> 00:33:41,120 Speaker 1: Because he knew that Nintendo was in the lead. But 609 00:33:41,760 --> 00:33:46,920 Speaker 1: Nintendo sales have slowed down more recently because we well 610 00:33:46,920 --> 00:33:50,160 Speaker 1: a lot of reasons. The game consoles several years old now, 611 00:33:50,680 --> 00:33:54,240 Speaker 1: and um as are the Xbox in the PlayStation models 612 00:33:54,280 --> 00:33:57,120 Speaker 1: the current models. But Nintendo also has the problem of 613 00:33:57,160 --> 00:34:00,000 Speaker 1: it aimed for casual gamers, and casual gamers don't tend 614 00:34:00,120 --> 00:34:03,080 Speaker 1: to be the kind of people who rush out and 615 00:34:03,120 --> 00:34:06,440 Speaker 1: buy the next new title. Necessarily, they might be satisfied 616 00:34:06,440 --> 00:34:09,800 Speaker 1: with just a few handful of titles because they gain casually. 617 00:34:09,840 --> 00:34:12,480 Speaker 1: They're not that they're not as heavily invested in the 618 00:34:12,560 --> 00:34:15,680 Speaker 1: system as a hardcore gamer is. Yeah, I mean, they're 619 00:34:15,880 --> 00:34:20,279 Speaker 1: gamers will replay games even on older consoles. They will 620 00:34:20,360 --> 00:34:24,000 Speaker 1: keep older consoles and older computers around to play classic 621 00:34:24,080 --> 00:34:27,080 Speaker 1: games that they really love. Case in point, the newer 622 00:34:27,200 --> 00:34:30,640 Speaker 1: versions of Golden I. Long after the movie franchise has 623 00:34:30,680 --> 00:34:35,240 Speaker 1: moved on several films, Um, Golden I is sticking around 624 00:34:35,280 --> 00:34:39,920 Speaker 1: on newer consoles. And so you've got with the Nintendo we' 625 00:34:39,960 --> 00:34:44,000 Speaker 1: you've got this issue with saturation again, just like with 626 00:34:44,080 --> 00:34:47,799 Speaker 1: the video the playing cards back in the sixties, you've 627 00:34:47,840 --> 00:34:51,480 Speaker 1: got uh, you know, the argument is just about everyone 628 00:34:51,480 --> 00:34:54,359 Speaker 1: who wants a we has a wee, and so there's 629 00:34:54,400 --> 00:34:56,080 Speaker 1: not a whole lot of reason to go out and 630 00:34:56,120 --> 00:34:58,359 Speaker 1: buy more. So of course sales figures are gonna start 631 00:34:58,400 --> 00:35:02,640 Speaker 1: to falter us. I'm sorry, go ahead. Plus Microsoft now 632 00:35:02,640 --> 00:35:05,560 Speaker 1: has to connect and Sony has the move, so now 633 00:35:05,640 --> 00:35:10,480 Speaker 1: they're control. Motion control is not as big a deal anymore. Um. 634 00:35:10,760 --> 00:35:15,480 Speaker 1: And so also the smartphone revolution and the gaming on 635 00:35:15,600 --> 00:35:18,520 Speaker 1: smartphones and social networks has taken a big bite out 636 00:35:18,520 --> 00:35:21,840 Speaker 1: on Nintendo because Nintendo was taking aim at that casual gamer. 637 00:35:22,239 --> 00:35:24,600 Speaker 1: Well back in two thousand and six when the Week 638 00:35:24,640 --> 00:35:27,440 Speaker 1: comes out, the casual gamer wasn't really being catered to 639 00:35:27,600 --> 00:35:32,279 Speaker 1: that way. But today you've got everything from phones to 640 00:35:32,800 --> 00:35:36,200 Speaker 1: uh to uh, you know, set top boxes in some 641 00:35:36,280 --> 00:35:40,359 Speaker 1: cases to um, you know, the social networks that all 642 00:35:40,440 --> 00:35:43,520 Speaker 1: have these casual games that are available. Nintendo has no 643 00:35:43,600 --> 00:35:48,280 Speaker 1: longer got a lock on that, So it's they're actually 644 00:35:48,480 --> 00:35:50,720 Speaker 1: in a way, you could say their competition is way 645 00:35:50,760 --> 00:35:53,040 Speaker 1: more fierce in that area than it would be if 646 00:35:53,040 --> 00:35:56,480 Speaker 1: they were competing against Microsoft and Sony. Well, now I 647 00:35:56,480 --> 00:36:00,000 Speaker 1: would argue that that Nintendo is finding itself at a crossroads. 648 00:36:00,680 --> 00:36:03,560 Speaker 1: Um it has announced the Wii U, which is the 649 00:36:03,600 --> 00:36:08,680 Speaker 1: next version of the Wi um Yukoy had said, as 650 00:36:08,760 --> 00:36:11,520 Speaker 1: you will recall from the last podcast, that Nintendo was 651 00:36:11,560 --> 00:36:15,080 Speaker 1: the kind of company that takes mature technology and utilizes 652 00:36:15,120 --> 00:36:17,839 Speaker 1: it to create new products, which is exactly what they 653 00:36:17,880 --> 00:36:19,880 Speaker 1: did with the WE that enabled them to hit a 654 00:36:19,920 --> 00:36:23,520 Speaker 1: lower price point out of the out of the gate. Um. 655 00:36:23,640 --> 00:36:27,640 Speaker 1: And people criticize the hardcore gamers who liked the Xbox 656 00:36:27,680 --> 00:36:30,080 Speaker 1: three sixty, who liked the PlayStation three because it had 657 00:36:30,640 --> 00:36:35,520 Speaker 1: uh full on her high definition graphics, uh, criticized the 658 00:36:35,560 --> 00:36:40,160 Speaker 1: WE because it only had the lower definition. Um, well, 659 00:36:40,200 --> 00:36:43,520 Speaker 1: it's still high deaf, but it's uh DVD resolution, not 660 00:36:43,640 --> 00:36:47,640 Speaker 1: the ten A DP. It was seven UM and or 661 00:36:48,280 --> 00:36:55,640 Speaker 1: seven or seven twenty anyways, seven lines of resolutions. Then yeah, 662 00:36:55,719 --> 00:36:58,719 Speaker 1: and uh, the WE U is aimed at the high 663 00:36:58,760 --> 00:37:03,080 Speaker 1: deaf market, and it has a Again, they've reinvented the controller. 664 00:37:03,719 --> 00:37:06,000 Speaker 1: It has a it's a much bigger controller that has 665 00:37:06,080 --> 00:37:09,839 Speaker 1: an additional functionality, has its own screen UM. So they're 666 00:37:09,880 --> 00:37:15,719 Speaker 1: also like combining the d S I with the UM 667 00:37:15,760 --> 00:37:17,759 Speaker 1: And some people really like it, some people really don't. 668 00:37:17,760 --> 00:37:19,360 Speaker 1: We'll have to see when it actually gets out on 669 00:37:19,400 --> 00:37:22,280 Speaker 1: the market whether it succeeds or not. But the DS 670 00:37:22,400 --> 00:37:25,719 Speaker 1: is competing with smartphones and other devices, and people have 671 00:37:25,800 --> 00:37:29,280 Speaker 1: pointed out, and rightfully, so why would I pay thirty dollars, 672 00:37:29,320 --> 00:37:31,359 Speaker 1: which is sort of the price point for a new 673 00:37:31,440 --> 00:37:34,640 Speaker 1: DS game, when I can get the same exact game 674 00:37:34,760 --> 00:37:39,279 Speaker 1: for my smartphone for five dollars, And and my smartphone 675 00:37:39,280 --> 00:37:42,000 Speaker 1: does stuff other than play games. So some people say 676 00:37:42,000 --> 00:37:44,640 Speaker 1: that perhaps Nintendo should get into the smartphone business, or 677 00:37:44,640 --> 00:37:49,319 Speaker 1: perhaps Nintendo should re reevaluate it's it's line on not 678 00:37:49,520 --> 00:37:53,520 Speaker 1: licensing out it's it's prime core material to other companies. 679 00:37:53,719 --> 00:37:56,400 Speaker 1: We should also point out the three DS, which launched 680 00:37:57,480 --> 00:38:01,120 Speaker 1: is another Nintendo slow starter at is not done nearly 681 00:38:01,160 --> 00:38:02,960 Speaker 1: as well in the market as they had hoped. That, 682 00:38:03,040 --> 00:38:05,720 Speaker 1: of course, is the d S system, the handheld gaming 683 00:38:05,719 --> 00:38:10,080 Speaker 1: system that has the glasses free three D effect, using 684 00:38:11,040 --> 00:38:14,600 Speaker 1: essentially a variation on a lenticular display. If you'd like 685 00:38:14,680 --> 00:38:16,560 Speaker 1: to see one taking apart, you can see that on 686 00:38:16,600 --> 00:38:20,400 Speaker 1: our website. Yeah, I I we bought one specifically for 687 00:38:20,480 --> 00:38:23,520 Speaker 1: me to demolish, and I did, and there was much 688 00:38:23,719 --> 00:38:26,719 Speaker 1: wailing and nashing of teeth. But the Yeah, the three 689 00:38:26,800 --> 00:38:29,160 Speaker 1: D S was sort of Nintendo's approach to try and 690 00:38:29,200 --> 00:38:33,359 Speaker 1: combat the smartphone casual gaming market by introducing this new 691 00:38:33,400 --> 00:38:36,760 Speaker 1: element three D, which was not available on most other systems. 692 00:38:37,040 --> 00:38:39,080 Speaker 1: But it just has not taken off. And a lot 693 00:38:39,160 --> 00:38:42,439 Speaker 1: of people who have enjoyed the three DS have told 694 00:38:42,520 --> 00:38:44,960 Speaker 1: me this is anecdotal, but they have told me that 695 00:38:44,960 --> 00:38:47,239 Speaker 1: they just turned the three D off because it's just 696 00:38:47,320 --> 00:38:50,520 Speaker 1: more of a problem than than Uh. It doesn't it 697 00:38:50,560 --> 00:38:54,120 Speaker 1: doesn't enhance the gameplay for them. So the XL, however, 698 00:38:54,160 --> 00:38:57,279 Speaker 1: has done reasonably well. It's D S with a larger screen. Yeah, 699 00:38:57,320 --> 00:38:59,920 Speaker 1: and uh, I we need to start wrapping up the 700 00:39:00,400 --> 00:39:02,480 Speaker 1: uh this episode, But I did want to point out 701 00:39:02,560 --> 00:39:04,600 Speaker 1: one other thing. We we've been talking about lots of 702 00:39:04,600 --> 00:39:06,400 Speaker 1: different people, and I do have a kind of a 703 00:39:06,400 --> 00:39:10,520 Speaker 1: tragic ending for one of the folks involved in this story. 704 00:39:10,920 --> 00:39:14,239 Speaker 1: Um Yakoi, the guy who was the designer who came 705 00:39:14,320 --> 00:39:16,520 Speaker 1: up with the game Boy design. He also designed the 706 00:39:16,560 --> 00:39:18,919 Speaker 1: Virtual Boy, so not everything he touched turned to gold. 707 00:39:19,760 --> 00:39:24,399 Speaker 1: He decided to leave Nintendo in nine and he went 708 00:39:24,480 --> 00:39:29,840 Speaker 1: to found his own company, but unfortunately, tragically, he died 709 00:39:30,239 --> 00:39:33,239 Speaker 1: as a result of a car accident in n He 710 00:39:33,640 --> 00:39:36,719 Speaker 1: his car rear ended a truck on a highway and 711 00:39:36,760 --> 00:39:38,600 Speaker 1: when he got out to inspect the damage, he was 712 00:39:38,640 --> 00:39:41,920 Speaker 1: struck by another driver and died as a result. H 713 00:39:42,040 --> 00:39:44,319 Speaker 1: So that was something I thought i'd mentioned. It was 714 00:39:44,520 --> 00:39:48,080 Speaker 1: a person who really was instrumental in the design of 715 00:39:48,120 --> 00:39:50,880 Speaker 1: a lot of early Nintendo products, and his design elements 716 00:39:50,920 --> 00:39:55,319 Speaker 1: carried over into current generation Nintendo products, and I thought 717 00:39:55,320 --> 00:39:58,879 Speaker 1: it was it was important to remember him. And Uh, 718 00:39:58,920 --> 00:40:01,520 Speaker 1: it's sad, of course, is the way, um the way 719 00:40:01,520 --> 00:40:03,960 Speaker 1: that all turned out. But I thought it was something 720 00:40:03,960 --> 00:40:07,680 Speaker 1: that we should definitely touch on. So it'll be interesting 721 00:40:07,680 --> 00:40:10,120 Speaker 1: to see what happens, don't know, in the future. Recently, 722 00:40:10,200 --> 00:40:13,640 Speaker 1: as of eleven, the company has been struggling financially. Uh, 723 00:40:13,719 --> 00:40:16,240 Speaker 1: it's just it's one of those things where the video 724 00:40:16,239 --> 00:40:19,200 Speaker 1: game console market saturation has caused problems. The three DS 725 00:40:19,320 --> 00:40:23,680 Speaker 1: sales have caused problems, but the company has returned from 726 00:40:24,080 --> 00:40:27,040 Speaker 1: setbacks in the past, so we can't we can't just 727 00:40:27,080 --> 00:40:29,319 Speaker 1: discount Nintendo and say that they're out of the game 728 00:40:29,400 --> 00:40:31,960 Speaker 1: like they're they're also ran. At this point, there's always 729 00:40:31,960 --> 00:40:35,560 Speaker 1: the chance that they're going to reinvent the home video 730 00:40:35,560 --> 00:40:39,720 Speaker 1: game market yet again. Yeah, and it's and it's uh well, 731 00:40:39,840 --> 00:40:42,719 Speaker 1: just before we recorded this a few days ago, they 732 00:40:42,800 --> 00:40:45,759 Speaker 1: announced that their earnings were going to be less even 733 00:40:45,760 --> 00:40:49,840 Speaker 1: than they had predicted before um, which has caused some 734 00:40:50,320 --> 00:40:53,560 Speaker 1: um mumblings of doom and gloom around the industry. But 735 00:40:53,800 --> 00:40:57,440 Speaker 1: um uh you know, they could also end up as Saga. 736 00:40:57,520 --> 00:41:01,320 Speaker 1: Did you wonder what the creators of Mario and Link 737 00:41:01,400 --> 00:41:04,200 Speaker 1: and and all those other characters Kirby and so many 738 00:41:04,239 --> 00:41:07,759 Speaker 1: of the others that we love, um would would do. 739 00:41:08,160 --> 00:41:10,960 Speaker 1: I mean, Saga found as it got out of the 740 00:41:11,080 --> 00:41:14,240 Speaker 1: video game console business that it still could make great 741 00:41:14,320 --> 00:41:18,080 Speaker 1: video games, uh some not so great, um, but still 742 00:41:18,080 --> 00:41:21,399 Speaker 1: sell them to uh markets and reach out through other 743 00:41:21,440 --> 00:41:24,120 Speaker 1: people's hardware. And I think they've been somewhat successful in 744 00:41:24,239 --> 00:41:28,200 Speaker 1: partnering with Nintendo UM to do that. Uh. So it 745 00:41:28,320 --> 00:41:30,400 Speaker 1: is possible that even if Nintendo gets out of the 746 00:41:30,400 --> 00:41:33,399 Speaker 1: hardware business. They could still end up making fantastic games 747 00:41:33,440 --> 00:41:38,080 Speaker 1: around their their wonderful characters. UM. So hopefully, uh, you know, 748 00:41:38,120 --> 00:41:40,839 Speaker 1: if they find a way to um that they'll find 749 00:41:40,840 --> 00:41:42,600 Speaker 1: a way to continue one way or the other. But 750 00:41:42,880 --> 00:41:44,680 Speaker 1: they're still not they're still not out of it yet, 751 00:41:44,680 --> 00:41:46,600 Speaker 1: and I'm interested to see what happens when when the 752 00:41:46,640 --> 00:41:50,160 Speaker 1: WEIU comes out, um, you know, in the market and 753 00:41:50,160 --> 00:41:52,799 Speaker 1: the and they're not too terribly distant future. Yeah, yeah, 754 00:41:52,840 --> 00:41:55,000 Speaker 1: we'll have to keep our eyes open and uh, we'll 755 00:41:55,040 --> 00:41:57,359 Speaker 1: be sure to report on it of course. So that 756 00:41:57,400 --> 00:42:00,759 Speaker 1: wraps up this discussion about the two partner episode. If 757 00:42:00,760 --> 00:42:03,000 Speaker 1: you guys have any companies you would like us to 758 00:42:03,000 --> 00:42:05,600 Speaker 1: focus on, or even other topics have nothing to do 759 00:42:05,680 --> 00:42:08,680 Speaker 1: with the company whatsoever, let us know. Send us a message. 760 00:42:08,719 --> 00:42:11,680 Speaker 1: You can email us that addresses tech stuff at how 761 00:42:11,760 --> 00:42:14,520 Speaker 1: stuff Works dot com or let us know on Facebook 762 00:42:14,600 --> 00:42:17,279 Speaker 1: or Twitter. Are handled there is tech stuff hs W 763 00:42:18,080 --> 00:42:20,799 Speaker 1: and Chris and I will taught to you again really soon. 764 00:42:22,880 --> 00:42:25,440 Speaker 1: Be sure to check out our new video podcast, Stuff 765 00:42:25,520 --> 00:42:28,120 Speaker 1: from the Future. Join how Stuff Work staff as we 766 00:42:28,200 --> 00:42:33,000 Speaker 1: explore the most promising and perplexing possibilities of tomorrow. The 767 00:42:33,040 --> 00:42:36,040 Speaker 1: house Stuff Works iPhone app has arrived. Download it today 768 00:42:36,280 --> 00:42:43,360 Speaker 1: on iTunes, Brought to you by the reinvented two thousand 769 00:42:43,440 --> 00:42:45,600 Speaker 1: twelve camera. It's ready, are you