WEBVTT - The Story of Nintendo, Part 2

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<v Speaker 1>Brought to you by the reinvented two thousand twelve Camray.

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<v Speaker 1>It's ready. Are you get in touch with technology? With

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<v Speaker 1>tech Stuff from how stuff works dot com. Oh hi, there,

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<v Speaker 1>I almost didn't see you. Welcome to tech Stuff, amiss,

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<v Speaker 1>Chris Ballett, and I am an editor at how stuff

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<v Speaker 1>works dot Com. Sitting across me sort of quietly suggesting

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<v Speaker 1>that my joke was terrible, is senior writer Jonathan Strickland

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<v Speaker 1>with my magic book. I'll shower those clumsy lizards with

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<v Speaker 1>my power. That is perfect, He told me. I had

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<v Speaker 1>the perfect quote for this, uh this podcast. It's from

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<v Speaker 1>a song that I didn't even know existed until about

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<v Speaker 1>five seconds ago. Okay, so we're going to do the uh,

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<v Speaker 1>the whole catch you up, um if you're just tuning in.

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<v Speaker 1>Previously on tech Stuff, Nintendo started out as a playing

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<v Speaker 1>card company in in eight nine, gradually diversified, then got

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<v Speaker 1>out of several other businesses, including the toy market. But

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<v Speaker 1>that did give them the idea that possibly this whole

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<v Speaker 1>video game thing might be an idea, and they started

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<v Speaker 1>creating video game consoles that were only able to play

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<v Speaker 1>a game or maybe sit up to six games. But

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<v Speaker 1>you know, kind of like the old Odyssey system and

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<v Speaker 1>that it was very limited. It was all hardwired into

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<v Speaker 1>the system. You could not put a cartridge in there was.

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<v Speaker 1>It was not cartridge cartridge based at that point. While

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<v Speaker 1>also created the game and Watch, which was the sup

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<v Speaker 1>portable variation of that, but again, single game. That's all

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<v Speaker 1>it was on that system. Meanwhile, the arcade craze is

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<v Speaker 1>taken off all over the world and Nintendo finds itself

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<v Speaker 1>uh with a complete bomb and asks a young designer, Miyamoto,

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<v Speaker 1>Shigeru Miyamoto, to give it a shot. Can you come

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<v Speaker 1>up with something that we can use in the video

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<v Speaker 1>game market? And he thinks a storyline would sell games,

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<v Speaker 1>so he creates a simple story about a giant gorilla

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<v Speaker 1>who hauls off a a woman named Pauline to the

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<v Speaker 1>top of a skyscraper and challenges a young plumber well

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<v Speaker 1>actually he was just a guy with a big mustache

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<v Speaker 1>and overalls named Jumpman to come get her. And it

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<v Speaker 1>defies just about everybody in the company's expectations by becoming

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<v Speaker 1>a huge hit, inspiring several uh several follow up titles

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<v Speaker 1>and licensing agreements with these different console manufacturers to bring

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<v Speaker 1>them into homes. Because home video games are becoming popular

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<v Speaker 1>in the early nineteen eighties, late seventies and early Nintendo

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<v Speaker 1>decides to get into that market while the getting is

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<v Speaker 1>good and I want me some of that action. They

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<v Speaker 1>and they introduce the Nintendo Family Computer and they launched

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<v Speaker 1>it in Japan on July fIF Famicom. Yeah, it's so

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<v Speaker 1>great name for a console. Uh yeah, great name for

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<v Speaker 1>the console, the Famicom. So if you're not familiar with

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<v Speaker 1>the Famicom, that is what in America we referred to

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<v Speaker 1>as the Nintendo Entertainment System. If you're not familiar with it,

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<v Speaker 1>yes you are. It didn't immediately come over to America

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<v Speaker 1>because at the same time as it was launching in

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<v Speaker 1>Japan America, in North America, there was the video game Crash.

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<v Speaker 1>We talked about that. If you haven't heard it, go

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<v Speaker 1>back and listen to it. Wait, there's an entire podcast

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<v Speaker 1>about it. But to give you the short form of that,

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<v Speaker 1>what happened was the video game market was doing really well.

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<v Speaker 1>Uh so many players got into the system, not not

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<v Speaker 1>so many game players. So many companies got into creating

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<v Speaker 1>video game systems and video game titles that the market

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<v Speaker 1>became saturated and there were there were there were several

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<v Speaker 1>really really good games, but there were way more crappy games.

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<v Speaker 1>And of those, yeah, we talked about some of those

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<v Speaker 1>in our Worst Video Games of All Time podcast. There

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<v Speaker 1>were some of the two big ones that leaped to mind,

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<v Speaker 1>where the licensed version of pac Man for the AT

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<v Speaker 1>and of course the number one game on everybody's list,

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<v Speaker 1>Et the Extraterrestrial almost everybody's, but no, a lot of that.

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<v Speaker 1>That was the thing. A lot of the game The

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<v Speaker 1>idea was these games are hit in the arcade, let's

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<v Speaker 1>bring him to the home console. So you had games

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<v Speaker 1>like pac Man and Donkey Kong, um stuff like Amadar

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<v Speaker 1>Burger Time Reactor, and they tried so hard to make

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<v Speaker 1>them work on home consoles immediately that they ended up

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<v Speaker 1>being complete and under dogs. Yeah, they were just mean.

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<v Speaker 1>Amad was horrible. It was such a rush to get

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<v Speaker 1>to the market with that quality. Was was really sacrificed

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<v Speaker 1>in order to get sacrificed in favor of speed. Well,

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<v Speaker 1>Nintendo ended up not launching in America right away because again,

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<v Speaker 1>this video game crash was taking place mostly through three

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<v Speaker 1>and so it wasn't until October eighteenth five that the

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<v Speaker 1>Famicon made its debut in the United States, and of

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<v Speaker 1>course then it was known as the Nintendo Entertainment System.

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<v Speaker 1>And originally Nintendo took a very very controlled approach to

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<v Speaker 1>introducing its system. It wasn't it wasn't like a a

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<v Speaker 1>nationwide launch. In fact, you could originally only get an

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<v Speaker 1>inn e S if you were willing to go to

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<v Speaker 1>New York City to get it. That was the limited

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<v Speaker 1>market they introduced it to. And it was something like

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<v Speaker 1>a hundred thousand units and they sold out of ninety

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<v Speaker 1>thousand of them in a heartbeat. Um in a New

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<v Speaker 1>York minute, Yeah, in a New York minute. And the

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<v Speaker 1>original in as when it first came out in New York,

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<v Speaker 1>was loaded with extras in order to tempt people to

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<v Speaker 1>buy it, because you gotta remember, at this point, the

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<v Speaker 1>home video game market in the United States is toast.

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<v Speaker 1>People are starting to move to personal computers, video game

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<v Speaker 1>consoles are it looked at his things for kids and

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<v Speaker 1>it's and there's just no consistency in quality. So Nintendo

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<v Speaker 1>had an uphill battle here. So when they launched it

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<v Speaker 1>in New York, here's what it came with. This is

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<v Speaker 1>a huge difference to the way you buy a video

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<v Speaker 1>game console today. You got the console, you've got two games,

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<v Speaker 1>you've got two game pads, you've got the Zapper light gun,

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<v Speaker 1>and you got the Robotic Operating Buddy or rob for

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<v Speaker 1>one hundred and twenty five dollars. Wow, that would be

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<v Speaker 1>about two fifty dollars in today's money. So it's still

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<v Speaker 1>sort of affordable in terms. I mean, you think about

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<v Speaker 1>the PlayStation three debuting at what six hundred dollars United States. Yeah,

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<v Speaker 1>so it's it's you know, it was a pretty amazing

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<v Speaker 1>deal at the time, and uh, it does very well,

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<v Speaker 1>and then Nintendo starts to open up in other test

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<v Speaker 1>markets places like Chicago and Los Angeles. Um, still very

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<v Speaker 1>gradual until it goes nationwide pretty much in six. Uh

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<v Speaker 1>and at that point the price had moved up to

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<v Speaker 1>a hundred and ninety nine dollars, So the hundred five

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<v Speaker 1>was kind of the introductory price to kind of get

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<v Speaker 1>that word of mouth campaign going. And and once it

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<v Speaker 1>went nationwide, they figured they could price it at one

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<v Speaker 1>and that would be the right mart value for them

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<v Speaker 1>into no entertainment system, I don't know, it might sell

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<v Speaker 1>like hotcakes. Yeah, sure dead And in eight six that

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<v Speaker 1>was also when in Japan Nintendo introduced a special disc

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<v Speaker 1>system accessory in the Famicom, because I could remember in

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<v Speaker 1>Japan it was it was built as a family computer system, right,

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<v Speaker 1>not just a video game console, so it would allow

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<v Speaker 1>you to actually use discs to uh play games on

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<v Speaker 1>the Famicom. Back in Japan, you could even go and

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<v Speaker 1>have you know, a disc made of a game or

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<v Speaker 1>whatever at a special vendors in Japan. Now and in

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<v Speaker 1>the United States, we were not so fortunate as to

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<v Speaker 1>get access to this, although I'm sure there are plenty

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<v Speaker 1>of collectors out there who have the Japanese version of it.

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<v Speaker 1>In America, that's always been a hot like underground market

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<v Speaker 1>in the United States. Yeah. Now, keeping in mind too

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<v Speaker 1>that in the late seventies, when or the mid seventies,

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<v Speaker 1>when consoles were starting to come into the homes, Uh,

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<v Speaker 1>all this stuff was hardwired into the console itself, as

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<v Speaker 1>as Jonathan was just saying a minute ago. Then they

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<v Speaker 1>figured out that it was possible to make a connector

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<v Speaker 1>slot so that all the ROMs would be actually in

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<v Speaker 1>the cartridge itself and it would make a connection with

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<v Speaker 1>that cartridge when you plugged it. You had to give

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<v Speaker 1>it a firm push to get it snapped into the

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<v Speaker 1>slot the right way. Also, you had to you had

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<v Speaker 1>to breathe into the cartridge. That was that was required

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<v Speaker 1>before you. That's what we always did, ye before you. Well,

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<v Speaker 1>it's good to get the dust out of it. Of course,

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<v Speaker 1>some of the Atari cartridges had a little flap they

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<v Speaker 1>protected the guts. Not all of them, some of them, um,

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<v Speaker 1>but yeah. They the Nintendo Entertainment System used similar cartridges too.

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<v Speaker 1>They were they were wider than the the Atari cartridges

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<v Speaker 1>of course, and and bigger. But yeah, they were using

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<v Speaker 1>the same types of programmable ROM chips that you would

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<v Speaker 1>just snap into the Uh. The game slot didn't have

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<v Speaker 1>a disk like the game systems do now. So in

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<v Speaker 1>eighties six they also introduced some titles that became big.

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<v Speaker 1>Commando huge in e s game Yeah, fun one too,

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<v Speaker 1>Ghosts and Goblins one of the most difficult games ever

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<v Speaker 1>also fun but hard, and then um there was came

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<v Speaker 1>out in six if that's not confusing. Uh, And in

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<v Speaker 1>eight seven, two other big names in Nintendo franchises debuted,

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<v Speaker 1>Castlevania and Metroid. Yeah. So a lot of the games

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<v Speaker 1>that would become sort of emblematic of Nintendo Entertainment System

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<v Speaker 1>started to launch right around this time, and uh, the

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<v Speaker 1>NES does incredibly well. Now, I never owned an NES.

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<v Speaker 1>I had a friend who lived down the street from

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<v Speaker 1>me who did own an NES, and I used to

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<v Speaker 1>go over to his house all the time and play.

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<v Speaker 1>And in fact, I played one of the games that

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<v Speaker 1>won the best Video Game of the Year for Nintendo

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<v Speaker 1>now that that happened back in that game was punch Out.

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<v Speaker 1>We're talking about the arcade game at that point, but

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<v Speaker 1>man oh, the arcade game was a huge hit. I

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<v Speaker 1>loved punch Out so much. That's one of those arcade consoles.

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<v Speaker 1>Like you know, you always have that fantasy of some

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<v Speaker 1>of us anyway of owning certain video game consoles, like

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<v Speaker 1>having a special room that would just have video game

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<v Speaker 1>consoles in it. Punch Out would be one of the

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<v Speaker 1>consoles I would own punch Out. There there are two

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<v Speaker 1>other titles I can think of right off the top

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<v Speaker 1>of my head that I would have to own for

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<v Speaker 1>that and on the one one would be the original

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<v Speaker 1>Star Wars arcade game use the Forest Luke and also

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<v Speaker 1>the Spy Hunter. Okay, those are the so those would

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<v Speaker 1>be the three Elevator Action maybe. Yeah, if I had room.

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<v Speaker 1>But if I only had room for three, it'd be

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<v Speaker 1>Spy Hunter, it would be Star Wars, and it would

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<v Speaker 1>be punch Out. Forget those of you keeping scored home.

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<v Speaker 1>Punch Out is the only one that's a Nintendo game. Yeah, anyway, yes,

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<v Speaker 1>but there you go, one of the three games would

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<v Speaker 1>be a Nintendo game, because when most of us think

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<v Speaker 1>of the Pendo we don't necessarily think of the arcade

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<v Speaker 1>games that much because they made such a huge name

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<v Speaker 1>in the home console market. Now, Donkey Kong of course

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<v Speaker 1>being like the big exception. Yeah, well that's how I

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<v Speaker 1>think that's how Nintendo was able to sell the Nintendo

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<v Speaker 1>Entertainment System was that they could say, hey, we were

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<v Speaker 1>the guys behind Donkey Kong and Donkey Kong Jr. And

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<v Speaker 1>Super Mario Brothers. Yeah, you don't have to worry about

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<v Speaker 1>us taking some sort of uh uh well, especially when

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<v Speaker 1>they were reporting games from the arcade to the console.

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<v Speaker 1>You know, since it was the same company that was

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<v Speaker 1>producing these hit games, theres so much more faithful. Yeah,

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<v Speaker 1>and and so they you know, that could be a

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<v Speaker 1>message they send out to the market, is like you

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<v Speaker 1>don't have to worry about some terrible port of our

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<v Speaker 1>game because we're the ones who made the Arcade game,

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<v Speaker 1>We're the ones who made the console. You know that

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<v Speaker 1>the console is gonna reflect the gameplay that you are

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<v Speaker 1>familiar with in the Arcade. Well. One of the things

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<v Speaker 1>that Jonathan touched on in the first episode, and again

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<v Speaker 1>if you haven't listened to it, will wait for you

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<v Speaker 1>to come back and listen to that first. But one

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<v Speaker 1>of the things he touched on was that the UH

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<v Speaker 1>the UH CEO, the CEO at that time of of Nintendo,

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<v Speaker 1>insisted that everything go through him for approval. And that

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<v Speaker 1>was important in a way because it ensured that there

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<v Speaker 1>was going to be some quality in the stuff. They

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<v Speaker 1>weren't just throwing it out the door like certain other

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<v Speaker 1>companies that I can mention I didn't mention. Well, that

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<v Speaker 1>was part of the problem of Video Game Crash. Yes,

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<v Speaker 1>So Nintendo had had taken the certification process, yes, and

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<v Speaker 1>that that was a selling point from the Nintendo Entertainment

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<v Speaker 1>System that the other consoles didn't have at that point,

0:12:34.040 --> 0:12:36.120
<v Speaker 1>because if a title was going to be on the NES,

0:12:36.200 --> 0:12:38.880
<v Speaker 1>it had to meet certain criteria, It had to had

0:12:38.920 --> 0:12:43.040
<v Speaker 1>to pass certification. It's frustrating for developers because the developer

0:12:43.120 --> 0:12:45.360
<v Speaker 1>might have a great idea, but for some reason they

0:12:45.440 --> 0:12:47.920
<v Speaker 1>run up against a barrier that to the developer seems

0:12:48.000 --> 0:12:51.680
<v Speaker 1>arbitrary and then, uh, you know. We see this today

0:12:51.960 --> 0:12:55.120
<v Speaker 1>with developers who developed for Apple, for example, for for

0:12:55.320 --> 0:12:58.360
<v Speaker 1>apps on the iPhone and the iPad. They're developers who say,

0:12:58.760 --> 0:13:00.880
<v Speaker 1>I submitted this, I thought it is a great idea,

0:13:01.000 --> 0:13:04.000
<v Speaker 1>and then I'm hitting a wall. And in some cases

0:13:04.040 --> 0:13:07.280
<v Speaker 1>it may seem arbitrary to an outside observer, but to

0:13:07.400 --> 0:13:11.040
<v Speaker 1>Apple it may seem like, no, this is not following

0:13:11.040 --> 0:13:13.080
<v Speaker 1>our rules, and this the rules are there in order

0:13:13.080 --> 0:13:16.640
<v Speaker 1>for us to ensure that the user has a good

0:13:16.720 --> 0:13:19.559
<v Speaker 1>quality experience. At the end of the day. That was

0:13:19.559 --> 0:13:21.600
<v Speaker 1>a Nintendo's approach to with the video games, and said

0:13:21.640 --> 0:13:23.680
<v Speaker 1>they did not want to fall into the same trap

0:13:23.760 --> 0:13:26.800
<v Speaker 1>that Attari and Kaliko had fallen into, where they started

0:13:26.840 --> 0:13:29.880
<v Speaker 1>to put out and publish games that or they allowed

0:13:29.880 --> 0:13:32.679
<v Speaker 1>third party publishers to publish games that just did not

0:13:32.880 --> 0:13:35.880
<v Speaker 1>measure up. Now, that did not mean that Nintendo was

0:13:36.000 --> 0:13:40.520
<v Speaker 1>free of bad games, but they weren't glutted with them

0:13:40.600 --> 0:13:43.000
<v Speaker 1>like the Atari was towards the end of its days. Yeah,

0:13:43.040 --> 0:13:45.760
<v Speaker 1>it killed both Atari and Colico. Yeah, and if you

0:13:45.800 --> 0:13:48.839
<v Speaker 1>say yes, but Atari is still around, not really different

0:13:48.880 --> 0:13:53.160
<v Speaker 1>company company they purchased the name anyway. Anyway, Um, yeah,

0:13:53.160 --> 0:13:55.440
<v Speaker 1>that was that was one of the selling points. Um.

0:13:55.880 --> 0:13:59.520
<v Speaker 1>And the other was, in addition to good marketing, they

0:13:59.559 --> 0:14:01.880
<v Speaker 1>had something that they could market around, and that was

0:14:02.600 --> 0:14:07.439
<v Speaker 1>Miamoto's characters. Um, Donkey Kong had made a name, well

0:14:07.640 --> 0:14:10.880
<v Speaker 1>not literally because his name wasn't his name at that point,

0:14:11.040 --> 0:14:14.079
<v Speaker 1>but had a name character in Mario, and they were

0:14:14.120 --> 0:14:19.120
<v Speaker 1>able to use those characters in successive games. And so, uh,

0:14:19.560 --> 0:14:24.400
<v Speaker 1>they basically had exclusivity. You didn't see Mario on games

0:14:24.440 --> 0:14:28.800
<v Speaker 1>that weren't licensed by Nintendo. Nintendo was was uh, basically

0:14:28.880 --> 0:14:31.720
<v Speaker 1>ensuring a future for itself by creating a storyline in

0:14:32.040 --> 0:14:34.560
<v Speaker 1>its games that could be carried from game to game. Yeah,

0:14:34.640 --> 0:14:37.480
<v Speaker 1>they really started to protect their intellectual property. They were

0:14:37.680 --> 0:14:40.800
<v Speaker 1>very protective of it. So and still still are. Yeah,

0:14:40.840 --> 0:14:43.800
<v Speaker 1>you still are not going to find Mario pop up

0:14:43.840 --> 0:14:47.000
<v Speaker 1>on say an iPhone game, which that'll come into play

0:14:47.040 --> 0:14:50.280
<v Speaker 1>and at the end of our conversation today, but uh, yeah,

0:14:50.400 --> 0:14:53.080
<v Speaker 1>so Nintendo has taken this approach and it's working well

0:14:53.120 --> 0:14:58.440
<v Speaker 1>for them now in n uh so, this is ninety

0:14:58.760 --> 0:15:01.720
<v Speaker 1>years into the company's history for those kind of scores.

0:15:01.800 --> 0:15:05.000
<v Speaker 1>Ninety nine years in the company's history, Nintendo makes an

0:15:05.040 --> 0:15:09.160
<v Speaker 1>agreement with another company called Sony. I think I've heard

0:15:09.160 --> 0:15:11.480
<v Speaker 1>of them too. Yeah, they were going to work together

0:15:11.560 --> 0:15:14.800
<v Speaker 1>and put out a new video game console system that

0:15:14.840 --> 0:15:19.000
<v Speaker 1>would use optical disks instead of cartridges to store games. Hey,

0:15:19.040 --> 0:15:21.240
<v Speaker 1>that seems like a great idea because Sony is really

0:15:21.240 --> 0:15:23.960
<v Speaker 1>good with this electronics stuff, I hear. Now, unfortunate as

0:15:24.080 --> 0:15:27.680
<v Speaker 1>Nintendo doesn't take them off. Unfortunately, that's exactly what happened.

0:15:28.160 --> 0:15:30.960
<v Speaker 1>Nintendo and Sony could not see eye to eye on

0:15:31.040 --> 0:15:34.240
<v Speaker 1>many aspects of the deal, and ultimately the deal fell apart.

0:15:34.320 --> 0:15:39.400
<v Speaker 1>Now this this collapse. Yeah, the collapse of this deal

0:15:39.440 --> 0:15:42.240
<v Speaker 1>would later lead Sony to develop its own video game

0:15:42.280 --> 0:15:44.920
<v Speaker 1>console system called the PlayStation. I think I've heard of

0:15:44.960 --> 0:15:46.760
<v Speaker 1>that too. You may very well have heard of that.

0:15:47.400 --> 0:15:50.480
<v Speaker 1>Wishes it hadn't. Yeah, PlayStation ended up causing a big

0:15:50.520 --> 0:15:53.840
<v Speaker 1>headache for Nintendo, particularly in Japan in a couple more years.

0:15:53.880 --> 0:15:58.320
<v Speaker 1>But we'll get into that in so on the company's centennial,

0:16:00.000 --> 0:16:01.680
<v Speaker 1>which is so hard to think of, Like, there's so

0:16:01.720 --> 0:16:03.720
<v Speaker 1>many companies out there, and you're like, how many of

0:16:03.720 --> 0:16:07.200
<v Speaker 1>them are a century old or older. Not many, not

0:16:07.280 --> 0:16:09.960
<v Speaker 1>many are still around. Nintendo's one of them. Uh. In

0:16:10.960 --> 0:16:14.120
<v Speaker 1>the company introduces the game Boy. Yes now, the game

0:16:14.120 --> 0:16:17.240
<v Speaker 1>Boy sold for eighty nine dollars in the United States,

0:16:17.280 --> 0:16:19.720
<v Speaker 1>which is about a hundred and fifty dollars hundred fifty

0:16:19.760 --> 0:16:24.240
<v Speaker 1>six dollars today. Uh and the game Boys sold very well,

0:16:24.880 --> 0:16:28.280
<v Speaker 1>partially because it was marketed not just two kids, but

0:16:28.480 --> 0:16:31.600
<v Speaker 1>to adults who would spend time doing things like writing

0:16:31.640 --> 0:16:34.120
<v Speaker 1>the train or the bus. If you were one of

0:16:34.120 --> 0:16:36.640
<v Speaker 1>those people who was commuting on a system like that,

0:16:36.680 --> 0:16:41.119
<v Speaker 1>then you would want something to occupy your time. And uh, yeah,

0:16:41.960 --> 0:16:44.480
<v Speaker 1>Chris is humming the theme song to the game that

0:16:44.560 --> 0:16:48.560
<v Speaker 1>was packaged with the game Boy that became like it was.

0:16:48.680 --> 0:16:50.520
<v Speaker 1>If you want to call about talk about a killer

0:16:50.560 --> 0:16:53.880
<v Speaker 1>app or a killer title, this is like one of

0:16:53.920 --> 0:16:57.560
<v Speaker 1>the top killer titles of all time. We're talking about Tetris,

0:16:58.320 --> 0:17:01.280
<v Speaker 1>which was not a video game develops specifically by Nintendo,

0:17:01.640 --> 0:17:06.560
<v Speaker 1>actually came from a Russian developer. But Tetris was such

0:17:06.560 --> 0:17:10.359
<v Speaker 1>a compelling puzzle game and it still is today that

0:17:10.640 --> 0:17:14.800
<v Speaker 1>it it was probably responsible for selling more Game Boy

0:17:15.280 --> 0:17:19.280
<v Speaker 1>units than just about anything else. I played Tetris for

0:17:19.320 --> 0:17:22.280
<v Speaker 1>so long on my game Boy that I could see

0:17:22.359 --> 0:17:24.480
<v Speaker 1>when I turned off. You could tell this this is

0:17:24.520 --> 0:17:27.399
<v Speaker 1>a good game. When you turn off the game and

0:17:27.440 --> 0:17:29.280
<v Speaker 1>you close your eyes to go to sleep and you're

0:17:29.400 --> 0:17:32.600
<v Speaker 1>still seeing those little shapes drift into place. Or when

0:17:32.640 --> 0:17:35.480
<v Speaker 1>you are moving and you're packing up the moving van

0:17:35.600 --> 0:17:38.119
<v Speaker 1>and at the time you're going do do do do

0:17:37.560 --> 0:17:40.800
<v Speaker 1>do do crooked space piece? I don't I needed an

0:17:41.000 --> 0:17:46.560
<v Speaker 1>L shape? Uh yeah, so why did I get that sectional? Um? Yeah?

0:17:46.000 --> 0:17:50.520
<v Speaker 1>I spent many many hours with my game Boy. Yeah. Yeah,

0:17:50.520 --> 0:17:53.760
<v Speaker 1>it was a very popular device, and that was my

0:17:53.840 --> 0:17:57.240
<v Speaker 1>first Nintendo system. And game Boy also was developed by

0:17:57.400 --> 0:18:00.720
<v Speaker 1>It was designed by gumpay Yakoit who we talked about

0:18:00.720 --> 0:18:02.440
<v Speaker 1>in the last podcast. He was the fellow who was

0:18:02.840 --> 0:18:06.240
<v Speaker 1>hired and had had turned Nintendo's fortunes around by introducing

0:18:06.240 --> 0:18:10.520
<v Speaker 1>a toy that became the Ultra Hand, basically an extendable

0:18:10.560 --> 0:18:13.439
<v Speaker 1>claw that would grip uh toy balls or you know,

0:18:13.640 --> 0:18:15.000
<v Speaker 1>that was what came with it, but you could use

0:18:15.040 --> 0:18:17.600
<v Speaker 1>it for all kinds of other games. Harassing the family

0:18:17.640 --> 0:18:22.760
<v Speaker 1>cat but yeah, the twice often than not probably. Yeah.

0:18:22.760 --> 0:18:25.040
<v Speaker 1>So he he was the fellow who designed the game Boys.

0:18:25.080 --> 0:18:28.000
<v Speaker 1>So yeah, very popular design, very simple design, you know,

0:18:28.440 --> 0:18:32.240
<v Speaker 1>unlike his first portable uh for a this was this

0:18:32.359 --> 0:18:36.840
<v Speaker 1>was basically they hundred of portable games because before that

0:18:36.880 --> 0:18:39.960
<v Speaker 1>they were all hardwired, like the Mentel games with the

0:18:39.960 --> 0:18:43.320
<v Speaker 1>little led s that would go you know yeah, and

0:18:43.359 --> 0:18:48.320
<v Speaker 1>even even Nintendo's UH game games were all hardwired at

0:18:48.359 --> 0:18:50.560
<v Speaker 1>that point. So this was the first cartridge based one

0:18:50.600 --> 0:18:54.040
<v Speaker 1>that really started to take off huge. So in nineteen nine,

0:18:54.119 --> 0:18:58.440
<v Speaker 1>into No introduces the Super Famicom, which in the United

0:18:58.480 --> 0:19:01.399
<v Speaker 1>States a year later in ninety one was known as

0:19:01.440 --> 0:19:04.639
<v Speaker 1>the Super Nintendo Entertainment System. Yeah, the NES was starting

0:19:04.640 --> 0:19:06.920
<v Speaker 1>to near the end of its lifecycle, although it was

0:19:06.960 --> 0:19:09.719
<v Speaker 1>still supported for a few years after this. UM and

0:19:09.800 --> 0:19:12.639
<v Speaker 1>the NES was an eight bit video game system, the

0:19:12.800 --> 0:19:15.840
<v Speaker 1>S and E S. The Supernintendo was a sixteen bit

0:19:16.040 --> 0:19:20.080
<v Speaker 1>game system, twice the bits and UM. At that time,

0:19:20.760 --> 0:19:25.080
<v Speaker 1>Nintendo boasted an ownership a market share of about eight

0:19:25.200 --> 0:19:29.159
<v Speaker 1>percent of the United States game industry and nine of

0:19:29.200 --> 0:19:34.040
<v Speaker 1>the worldwide game industry, so truly a dominant company at

0:19:34.040 --> 0:19:37.879
<v Speaker 1>this point. Also, this is a good time to mention

0:19:38.040 --> 0:19:42.800
<v Speaker 1>the character designs that Miyamoto came up with. The reason

0:19:42.840 --> 0:19:45.119
<v Speaker 1>why the characters look the way they do is because

0:19:45.160 --> 0:19:49.280
<v Speaker 1>the eight bit gaming era was so low resolution that

0:19:49.320 --> 0:19:53.280
<v Speaker 1>you had to pick a very simple yet iconic design

0:19:53.440 --> 0:19:56.280
<v Speaker 1>to be able to show people what your character look like.

0:19:56.560 --> 0:19:59.159
<v Speaker 1>So he has Mario has a giant nose, so you

0:19:59.200 --> 0:20:02.439
<v Speaker 1>could see that he Mario has a mustache because it

0:20:02.480 --> 0:20:06.480
<v Speaker 1>was easier to see than a mouth. His his his overalls,

0:20:06.600 --> 0:20:10.400
<v Speaker 1>his hat, all of that was designed because in order

0:20:10.440 --> 0:20:12.800
<v Speaker 1>for him to show up well against multiple backgrounds, he

0:20:12.840 --> 0:20:14.960
<v Speaker 1>had to have a very simple design. And we're talking

0:20:15.040 --> 0:20:17.480
<v Speaker 1>all the way back to the Donkey Kong days, so

0:20:17.600 --> 0:20:20.760
<v Speaker 1>um yeah. Even in the sixteen bet the designs get updated,

0:20:20.760 --> 0:20:23.760
<v Speaker 1>of course because now you've got higher resolution, but they're

0:20:23.760 --> 0:20:26.639
<v Speaker 1>still based on that very simple premise and it was

0:20:26.720 --> 0:20:31.320
<v Speaker 1>something that guided Miyamoto's design for for many years. Uh

0:20:31.400 --> 0:20:35.600
<v Speaker 1>yeah yeah. So now, right around the same time in Japan,

0:20:35.720 --> 0:20:39.360
<v Speaker 1>Nintendo starts to face down lawsuits brought against it by

0:20:39.760 --> 0:20:44.920
<v Speaker 1>competitors who are accusing Nintendo of fixing prices with retailers

0:20:44.960 --> 0:20:47.720
<v Speaker 1>so that essentially the Nintendo products would stay on store

0:20:47.760 --> 0:20:51.280
<v Speaker 1>shelves and and and keep selling while the competitor petitors

0:20:51.320 --> 0:20:55.439
<v Speaker 1>would end up getting pushed aside. Um, Nintendo was no

0:20:55.600 --> 0:20:58.919
<v Speaker 1>stranger to lawsuits in the century which makes sense. I mean,

0:20:59.080 --> 0:21:01.280
<v Speaker 1>you know, if you're the eminent player, than the antitrust

0:21:01.359 --> 0:21:04.960
<v Speaker 1>lawsuits are gonna start popping up. Because really, for a while,

0:21:05.040 --> 0:21:08.840
<v Speaker 1>Nintendo was, and no pun intended, the only game in town,

0:21:09.119 --> 0:21:12.400
<v Speaker 1>or so it seemed. Now we're gonna I'm gonna skip

0:21:12.400 --> 0:21:14.840
<v Speaker 1>ahead a little bit. So SNDS is really popular. A

0:21:14.840 --> 0:21:17.200
<v Speaker 1>lot of really popular titles come out on the SNS.

0:21:17.240 --> 0:21:18.680
<v Speaker 1>But I don't think I need to go into all

0:21:18.680 --> 0:21:22.280
<v Speaker 1>of those. Um, let's let's talk about one of Nintendo's

0:21:22.400 --> 0:21:28.880
<v Speaker 1>major missteps, not the power Glove, which was its own problem.

0:21:28.960 --> 0:21:31.960
<v Speaker 1>Nintendo hasn't always succeeded when it's come up with some

0:21:32.000 --> 0:21:34.920
<v Speaker 1>innovative products, and one of those innovative products that really

0:21:35.000 --> 0:21:40.520
<v Speaker 1>bombed by Virtual Boy. But what could be wrong with that?

0:21:40.720 --> 0:21:43.520
<v Speaker 1>Virtual reality was the wave of the future. We were

0:21:43.520 --> 0:21:45.199
<v Speaker 1>all going to be walking around with these things on

0:21:45.240 --> 0:21:50.000
<v Speaker 1>our heads that would show us these amazing immersed in

0:21:50.040 --> 0:21:54.280
<v Speaker 1>a computer world that would be uh indistinguishable from our

0:21:54.320 --> 0:21:56.200
<v Speaker 1>real world all around us, as long as our real

0:21:56.200 --> 0:21:59.520
<v Speaker 1>world all around us is a monochromatic vector graphic as

0:21:59.560 --> 0:22:01.840
<v Speaker 1>in terms intation. As it turns out, there's a glitch

0:22:01.840 --> 0:22:04.880
<v Speaker 1>in the matrix. Yeah, so the virtual boy comes out.

0:22:05.880 --> 0:22:08.480
<v Speaker 1>It's a head no display that's actually on a little

0:22:08.480 --> 0:22:10.440
<v Speaker 1>stand and you lean forward. It's almost like a pair

0:22:10.440 --> 0:22:13.199
<v Speaker 1>of binoculars. You you lean your head forward and you

0:22:13.280 --> 0:22:16.560
<v Speaker 1>have a screen for each eye. And it if only

0:22:16.600 --> 0:22:19.800
<v Speaker 1>it didn't have to be hardwired into your neural network.

0:22:20.160 --> 0:22:23.879
<v Speaker 1>It relied on something that we call parallax. And parallax

0:22:23.960 --> 0:22:26.159
<v Speaker 1>we've talked about on this podcast before, but in general,

0:22:26.240 --> 0:22:30.159
<v Speaker 1>parallax is the phenomenon we experience because our eyes are

0:22:30.200 --> 0:22:32.800
<v Speaker 1>not located in the exact same spot in our head,

0:22:32.840 --> 0:22:37.600
<v Speaker 1>or else we'd all be cyclops. Uh. Yeah, yeah, there's

0:22:37.640 --> 0:22:41.360
<v Speaker 1>a there's a difference between uh, the way an object

0:22:41.359 --> 0:22:44.040
<v Speaker 1>appears in your left eye and the way it appears

0:22:44.040 --> 0:22:46.879
<v Speaker 1>in your right eye, and your brain assimilates the information

0:22:46.920 --> 0:22:49.720
<v Speaker 1>from these two images, and that helps you judge things

0:22:49.800 --> 0:22:52.000
<v Speaker 1>like depth. It's not the only thing that lets you

0:22:52.080 --> 0:22:54.119
<v Speaker 1>judge depth. And there are people who have trouble with

0:22:54.160 --> 0:22:58.359
<v Speaker 1>parallax who can still tell generally how far something is away.

0:22:58.640 --> 0:23:00.880
<v Speaker 1>And of course the further away something is, the less

0:23:00.920 --> 0:23:05.720
<v Speaker 1>parallax matters, because the the converging points become closer and

0:23:05.760 --> 0:23:09.960
<v Speaker 1>closer to being parallel instead of converging on a single point. Um.

0:23:09.960 --> 0:23:13.920
<v Speaker 1>But anyway, it used these two screens one f e

0:23:14.080 --> 0:23:17.040
<v Speaker 1>chi to give the illusion of depth, and it was

0:23:17.280 --> 0:23:21.520
<v Speaker 1>monochromatic and used red graphics, which mean you know, you

0:23:21.560 --> 0:23:23.840
<v Speaker 1>were staring at a at a black screen with red

0:23:23.880 --> 0:23:27.120
<v Speaker 1>graphics on it. I remember Warrio showed up in ah

0:23:27.200 --> 0:23:30.080
<v Speaker 1>in Virtual Boy, and at first I thought Warrio was

0:23:30.119 --> 0:23:33.600
<v Speaker 1>introduced in Virtual Boy, but that's not true. Warrior Warrio

0:23:33.680 --> 0:23:36.360
<v Speaker 1>actually predates Virtual Boy by a few years. He first

0:23:36.400 --> 0:23:39.679
<v Speaker 1>appeared on a Game Boy title. But I remember there

0:23:39.720 --> 0:23:42.800
<v Speaker 1>was a Warrior title on Virtual Boy and a friend

0:23:42.800 --> 0:23:45.439
<v Speaker 1>of mine, Um, no one, actually, I guess none of

0:23:45.440 --> 0:23:47.560
<v Speaker 1>my friends actually owned a Virtual Boy. I remember testing

0:23:47.560 --> 0:23:50.919
<v Speaker 1>it out in in various toy stores, toy stores, not

0:23:51.000 --> 0:23:54.280
<v Speaker 1>toy stories. Um, you got a friend in me, thank you?

0:23:54.680 --> 0:23:57.240
<v Speaker 1>And it launched and around a hundred and eighty bucks

0:23:57.280 --> 0:24:00.520
<v Speaker 1>when it came out in Uh. It did not do well.

0:24:00.880 --> 0:24:04.119
<v Speaker 1>People were disappointed in the graphics quality, They did not

0:24:04.200 --> 0:24:07.080
<v Speaker 1>feel that it was particularly compelling, and there were a

0:24:07.119 --> 0:24:10.160
<v Speaker 1>lot of reports of people suffering massive headaches while trying

0:24:10.160 --> 0:24:12.959
<v Speaker 1>to play this thing. I can't imagine why. And there

0:24:12.960 --> 0:24:16.399
<v Speaker 1>and there just weren't that many compelling titles either. It

0:24:16.440 --> 0:24:18.880
<v Speaker 1>was kind of like a triple threat. Really, you had

0:24:19.040 --> 0:24:22.520
<v Speaker 1>a system that just didn't feel like it was fully baked,

0:24:22.760 --> 0:24:24.679
<v Speaker 1>you didn't have a lot of really great titles, and

0:24:24.680 --> 0:24:28.000
<v Speaker 1>you had reports of people having headaches while playing it.

0:24:28.119 --> 0:24:32.080
<v Speaker 1>So uh, yeah, the Virtual Boy ended up being a bomb,

0:24:32.240 --> 0:24:35.640
<v Speaker 1>a non virtual bomb. Yeah. Um. And apparently I think

0:24:35.760 --> 0:24:38.680
<v Speaker 1>eight hundred thousand of them were produced, so they're now

0:24:39.040 --> 0:24:42.679
<v Speaker 1>collector's items. There aren't that many that ever hit the wild.

0:24:42.920 --> 0:24:44.520
<v Speaker 1>At least they didn't bury them in the desert. No,

0:24:44.560 --> 0:24:46.600
<v Speaker 1>they didn't grind them up and bury them under the

0:24:46.640 --> 0:24:52.040
<v Speaker 1>desert like a certain video game titles. So they didn't

0:24:52.040 --> 0:24:53.480
<v Speaker 1>put them on top and I want to put them

0:24:53.480 --> 0:24:57.439
<v Speaker 1>next to et um. Yes. So, how how do you

0:24:57.480 --> 0:25:00.240
<v Speaker 1>recover from a flop like that? Well, they weren't. Would

0:25:00.359 --> 0:25:04.200
<v Speaker 1>argue that that the company's name wasn't damaged to the

0:25:04.240 --> 0:25:08.040
<v Speaker 1>point where Nintendo was hurting, but that was certainly, uh

0:25:08.160 --> 0:25:10.680
<v Speaker 1>a thorn in its side. It wasn't like the Virtual

0:25:10.720 --> 0:25:13.480
<v Speaker 1>Boy ruined the reputation entirely. It was just that it

0:25:13.600 --> 0:25:16.960
<v Speaker 1>was not a success. But in nineties six they did

0:25:17.000 --> 0:25:20.840
<v Speaker 1>bounce back quite a bit. They introduced their next video

0:25:20.920 --> 0:25:25.000
<v Speaker 1>game console. Now this was during the you know, we

0:25:25.000 --> 0:25:27.040
<v Speaker 1>we had the eight bit systems, we had the sixteen

0:25:27.040 --> 0:25:29.760
<v Speaker 1>bit systems. A few thirty two bit systems came out,

0:25:29.800 --> 0:25:33.880
<v Speaker 1>but Nintendo did not jump on that bandwagon. Instead, Nintendo

0:25:34.040 --> 0:25:37.000
<v Speaker 1>bided its time for a sixty four bit system and

0:25:37.040 --> 0:25:39.920
<v Speaker 1>surprise the world when the Nintendo sixty four came out.

0:25:40.480 --> 0:25:43.439
<v Speaker 1>And I say surprised because they decided to stick with

0:25:43.560 --> 0:25:46.439
<v Speaker 1>the cartridge based games as opposed to moving to an

0:25:46.440 --> 0:25:49.760
<v Speaker 1>optical disc system. Yeah. So let's see who who were

0:25:49.800 --> 0:25:53.080
<v Speaker 1>their competitors. Atari had basically, uh, you know, they had

0:25:53.080 --> 0:25:55.359
<v Speaker 1>come out with the links. Yeah, we had it was

0:25:55.880 --> 0:25:58.800
<v Speaker 1>not doing well. You had Sega, which we if you've

0:25:58.800 --> 0:26:01.320
<v Speaker 1>listened to our podcast about Sega, you realized that Sega,

0:26:01.400 --> 0:26:04.280
<v Speaker 1>although it was always an also ran when it came

0:26:04.359 --> 0:26:09.520
<v Speaker 1>up against Nintendo, except Nintendo really kind of rebuilt the

0:26:09.640 --> 0:26:14.720
<v Speaker 1>home digital video game market and uh and Sega came

0:26:14.760 --> 0:26:17.840
<v Speaker 1>along about that time, and they gave they they were

0:26:17.840 --> 0:26:22.200
<v Speaker 1>the uh, the Apple to Nintendo's Microsoft in this world

0:26:22.240 --> 0:26:26.800
<v Speaker 1>because they pushed Nintendo harder and we're a good competitor.

0:26:26.880 --> 0:26:30.080
<v Speaker 1>And in fact, their marketing slogan was Sega does what

0:26:30.280 --> 0:26:34.280
<v Speaker 1>Nintendo don't because they had Sonic Sonic was designed to

0:26:35.000 --> 0:26:40.160
<v Speaker 1>show off the speed of the Genesis UH system and Home,

0:26:40.280 --> 0:26:42.680
<v Speaker 1>and it did a great job of showing that off

0:26:42.720 --> 0:26:46.040
<v Speaker 1>because he moved very quickly. The graphics sixteen bit system

0:26:46.160 --> 0:26:51.800
<v Speaker 1>looked very nice. Um, and then you had Sony. Yeah,

0:26:51.840 --> 0:26:55.800
<v Speaker 1>the PlayStation. Really in Japan, the Nintendo sixty four did

0:26:55.840 --> 0:26:58.960
<v Speaker 1>not do so well, and it's because it's main competitor

0:26:59.000 --> 0:27:02.080
<v Speaker 1>was the Sony PlayStation and which just seemed much more compelling.

0:27:02.119 --> 0:27:04.639
<v Speaker 1>The graphics seemed better, um, and they were using an

0:27:04.640 --> 0:27:06.720
<v Speaker 1>optical disc system, which meant that the games could be

0:27:06.760 --> 0:27:09.920
<v Speaker 1>far more complex. The cartridge had a limited amount of

0:27:10.400 --> 0:27:14.560
<v Speaker 1>space that you could hardwire a game onto, and also

0:27:14.640 --> 0:27:17.639
<v Speaker 1>it meant that there were limitations with a cartridge based

0:27:17.640 --> 0:27:20.879
<v Speaker 1>game that you didn't necessararily have with an optical system game. However,

0:27:21.400 --> 0:27:24.440
<v Speaker 1>there were also positive sides to go with cartridge based

0:27:24.840 --> 0:27:26.480
<v Speaker 1>the big one being that you didn't have to worry

0:27:26.480 --> 0:27:29.040
<v Speaker 1>about loading times. Yes, and you also don't have to

0:27:29.040 --> 0:27:31.960
<v Speaker 1>worry nearly as much about ruining the cartridge as you

0:27:32.000 --> 0:27:34.400
<v Speaker 1>did about scratching it, and it's much more robust than

0:27:34.440 --> 0:27:37.200
<v Speaker 1>the disc was. But yeah, the big one being loading times,

0:27:37.200 --> 0:27:39.600
<v Speaker 1>because you know, with an optical based one, the laser

0:27:39.640 --> 0:27:41.679
<v Speaker 1>had to find the right track on the CD in

0:27:41.800 --> 0:27:44.080
<v Speaker 1>ordered for it to start playing the right information, and

0:27:44.359 --> 0:27:48.080
<v Speaker 1>then load that information into the the console's memory so

0:27:48.119 --> 0:27:51.119
<v Speaker 1>that you could start playing, whereas with a cartridge based system,

0:27:51.200 --> 0:27:54.560
<v Speaker 1>it just because everything's hardwired, it's never changing. It goes

0:27:54.600 --> 0:27:56.520
<v Speaker 1>straight to where it needs to go, and you didn't

0:27:56.560 --> 0:27:59.560
<v Speaker 1>have to have these loading screens. And Nintendo thought that

0:27:59.720 --> 0:28:02.639
<v Speaker 1>was an advantage. And uh, in the United States, it

0:28:02.720 --> 0:28:05.280
<v Speaker 1>did quite well. In fact, some of the best games

0:28:05.440 --> 0:28:08.280
<v Speaker 1>some people would argue of all time came out during

0:28:08.320 --> 0:28:11.920
<v Speaker 1>the Nintendo sixty four era. But that controller. I liked

0:28:11.960 --> 0:28:14.760
<v Speaker 1>the controller. I actually enjoyed that controller. Uh. And it

0:28:14.800 --> 0:28:18.240
<v Speaker 1>was the first one to have a thumbstick in Nintendo's history. Uh,

0:28:18.280 --> 0:28:20.840
<v Speaker 1>not the first, not the first one to have a

0:28:20.880 --> 0:28:23.560
<v Speaker 1>thumbstick ever, but the first one for Nintendo, yes, before

0:28:23.560 --> 0:28:26.240
<v Speaker 1>they were using the D pad. Yeah. So yeah, that,

0:28:26.440 --> 0:28:28.800
<v Speaker 1>like Gold and I, came out for the Nintendo sixty

0:28:28.840 --> 0:28:30.600
<v Speaker 1>four and that was a big hit. That was a

0:28:30.680 --> 0:28:33.159
<v Speaker 1>big hit, one of the one of the games that

0:28:33.240 --> 0:28:35.400
<v Speaker 1>people still will refer to as one of the best

0:28:35.480 --> 0:28:38.240
<v Speaker 1>video games of all time. Um. Oddly enough, I think

0:28:38.240 --> 0:28:42.960
<v Speaker 1>it's probably arguably more favorite of people, uh than the

0:28:43.000 --> 0:28:46.560
<v Speaker 1>actual movie. Yeah, and then's just personal observation, not based

0:28:46.560 --> 0:28:48.960
<v Speaker 1>on anything other than that, So don't write me and

0:28:49.000 --> 0:28:51.840
<v Speaker 1>say but no. And there were other games like Mario

0:28:51.960 --> 0:28:55.880
<v Speaker 1>sixty four really kind of reinvented Mario quite a bit. Um.

0:28:55.920 --> 0:28:58.720
<v Speaker 1>People thought that was pretty innovative. I was a huge

0:28:58.760 --> 0:29:01.160
<v Speaker 1>fan of the rest playing games that came out for

0:29:01.200 --> 0:29:04.240
<v Speaker 1>the Nintendo sixty four. They were very deep, They allowed

0:29:04.560 --> 0:29:08.320
<v Speaker 1>incredible customization. You could create your own wrestler. Um. There

0:29:08.360 --> 0:29:12.200
<v Speaker 1>were phenomenal games, and the Japanese games were even more

0:29:12.680 --> 0:29:15.160
<v Speaker 1>robust than the American ones. I had all the American

0:29:15.200 --> 0:29:18.920
<v Speaker 1>titles because I didn't have the Japanese system. You couldn't

0:29:18.920 --> 0:29:21.719
<v Speaker 1>play Japanese games on an American system unless you had

0:29:21.720 --> 0:29:25.080
<v Speaker 1>an adapter um or in Japanese, you know, or you

0:29:25.200 --> 0:29:27.600
<v Speaker 1>just went ahead and bought a Japanese game system. R

0:29:27.760 --> 0:29:30.720
<v Speaker 1>two systems were not compatible. They were region locked for

0:29:30.840 --> 0:29:33.560
<v Speaker 1>the you know, that's the easiest way of saying it.

0:29:33.640 --> 0:29:36.080
<v Speaker 1>But I loved a lot of the games in the

0:29:36.120 --> 0:29:39.800
<v Speaker 1>in sixty four. Well in sixty four does well in

0:29:39.800 --> 0:29:41.960
<v Speaker 1>the United States, doesn't do so well in Japan. And

0:29:42.040 --> 0:29:45.480
<v Speaker 1>two thousand one, uh, they hit they introduced the game

0:29:45.480 --> 0:29:50.920
<v Speaker 1>Boy Advance, but they also introduced then into no game Cube. Yes,

0:29:51.120 --> 0:29:53.240
<v Speaker 1>so there's a five years have passed since the in

0:29:53.360 --> 0:29:56.120
<v Speaker 1>sixty four debut. Nine six and sixty four comes out

0:29:56.120 --> 0:29:58.440
<v Speaker 1>two thousand one. You get the game the game cube,

0:29:58.480 --> 0:30:00.760
<v Speaker 1>and this is when Nintendo moves to the poptical discs,

0:30:01.080 --> 0:30:05.000
<v Speaker 1>except they don't use the big optical discs the same

0:30:05.040 --> 0:30:06.880
<v Speaker 1>size as a CD or d v D. No, these

0:30:06.880 --> 0:30:10.520
<v Speaker 1>are smaller. So yeah, that kind of part of that

0:30:10.600 --> 0:30:13.160
<v Speaker 1>is a d r M thing. But anyway, it was

0:30:13.240 --> 0:30:15.320
<v Speaker 1>one of those things where where people were, oh, so

0:30:15.400 --> 0:30:18.400
<v Speaker 1>now Nintendo is getting on the the disc train as

0:30:18.400 --> 0:30:21.440
<v Speaker 1>opposed to cartridge is on the train. They did not

0:30:21.480 --> 0:30:24.400
<v Speaker 1>look back from that point forward. Uh No. They had

0:30:24.400 --> 0:30:29.320
<v Speaker 1>removable storage yep, and uh and a very nice game controller. Actually,

0:30:29.280 --> 0:30:33.280
<v Speaker 1>the GameCube was my first Nintendo home console, not counting

0:30:33.280 --> 0:30:35.480
<v Speaker 1>the game Boy because that's a portable. And it also

0:30:35.560 --> 0:30:38.920
<v Speaker 1>had some compatibility stuff with game Boy Advance, so you

0:30:38.960 --> 0:30:42.080
<v Speaker 1>started to see some convergence here where you could you

0:30:42.120 --> 0:30:45.160
<v Speaker 1>could have the two systems interact with one another, which

0:30:45.200 --> 0:30:47.280
<v Speaker 1>I like, yeah, that was kind of cool. And then

0:30:47.360 --> 0:30:52.200
<v Speaker 1>in two thousand two, uh to Iwata becomes the first

0:30:52.280 --> 0:30:56.880
<v Speaker 1>Nintendo CEO who was not related to the founder Yamachi

0:30:57.680 --> 0:30:59.960
<v Speaker 1>um by marriage or by blood, so he was the

0:31:00.120 --> 0:31:02.440
<v Speaker 1>first time is the first time Nintendo had a CEO

0:31:02.600 --> 0:31:06.000
<v Speaker 1>that was not part of this legacy and um he

0:31:06.040 --> 0:31:09.440
<v Speaker 1>took over at that point. In two thousand three, Nintendo

0:31:09.480 --> 0:31:12.160
<v Speaker 1>introduced the Game Boy Advanced sp which was a thinner

0:31:12.200 --> 0:31:15.120
<v Speaker 1>and lighter version of the Game Boy Advance and UH.

0:31:15.120 --> 0:31:18.080
<v Speaker 1>In two thousand five and two thousand six, Nintendo starts

0:31:18.120 --> 0:31:22.200
<v Speaker 1>to launch their DS line, which interestingly looked a lot

0:31:22.320 --> 0:31:25.960
<v Speaker 1>like some of the old the the old game and

0:31:26.000 --> 0:31:31.320
<v Speaker 1>watch UM systems that had the clamshell designed to double screens,

0:31:31.600 --> 0:31:34.640
<v Speaker 1>but in this case they included a touch screen with stylus,

0:31:34.640 --> 0:31:36.920
<v Speaker 1>and so that was kind of a differentiator in the

0:31:36.960 --> 0:31:41.280
<v Speaker 1>home or the handheld market at the time, because remember

0:31:41.520 --> 0:31:44.120
<v Speaker 1>in two thousand five and two thousand six, smartphones and

0:31:44.240 --> 0:31:46.640
<v Speaker 1>not really become a thing in the United States, and

0:31:46.880 --> 0:31:49.440
<v Speaker 1>games for smartphones were pretty much unheard of at that point,

0:31:49.840 --> 0:31:53.480
<v Speaker 1>at least in the US. UM and then the Nintendo

0:31:53.560 --> 0:31:56.000
<v Speaker 1>launches the d s I in April of two thousand six,

0:31:56.680 --> 0:31:59.880
<v Speaker 1>and then we have to you know, the we also

0:32:00.000 --> 0:32:02.800
<v Speaker 1>comes out in that around that time, the we console,

0:32:02.840 --> 0:32:06.080
<v Speaker 1>which is the current Nintendo console on the market, introduces

0:32:06.080 --> 0:32:09.240
<v Speaker 1>the Wii Remote, where you've got the motion gaming, and

0:32:09.400 --> 0:32:13.880
<v Speaker 1>Nintendo kind of surprises people by taking aim at the

0:32:13.960 --> 0:32:18.320
<v Speaker 1>casual gaming market. Yeah. See, Um, if you'll remember, at

0:32:18.360 --> 0:32:22.600
<v Speaker 1>that point, Microsoft had released the Xbox and the Xbox

0:32:22.600 --> 0:32:27.840
<v Speaker 1>three sixty um, and Sony and PlayStation three. Yeah, I

0:32:27.840 --> 0:32:31.600
<v Speaker 1>mean they PlayStation two was a huge success. Uh, the

0:32:31.760 --> 0:32:34.600
<v Speaker 1>Xbox was a huge success, and basically Nintendo was taking

0:32:34.600 --> 0:32:36.840
<v Speaker 1>it on the chin with the GameCube. Although the GameCube

0:32:36.840 --> 0:32:42.080
<v Speaker 1>was sophisticated, um, and it had again the the uh

0:32:42.360 --> 0:32:46.880
<v Speaker 1>brilliant licensing maneuvers of Nintendo by keeping Mario and the

0:32:47.000 --> 0:32:50.800
<v Speaker 1>Zelda franchise and some of the others Metroid h alive

0:32:50.880 --> 0:32:54.160
<v Speaker 1>on the console and locked into the Nintendo console the

0:32:54.200 --> 0:32:58.160
<v Speaker 1>fans of the franchise. Again, Miamoto's thinking that there should

0:32:58.200 --> 0:33:01.800
<v Speaker 1>be a story is playing into Nintendo's success because without

0:33:01.800 --> 0:33:06.800
<v Speaker 1>that storyline and the fans want the storyline, Um, Nintendo probably.

0:33:07.280 --> 0:33:11.080
<v Speaker 1>I think you could argue, um that Nintendo may not

0:33:11.160 --> 0:33:14.520
<v Speaker 1>have survived past that because, uh, there was an onslaught

0:33:14.600 --> 0:33:17.600
<v Speaker 1>from Sony and Microsoft and they needed again, they needed

0:33:17.600 --> 0:33:20.200
<v Speaker 1>something to differentiate them from the mark and from the

0:33:20.200 --> 0:33:22.560
<v Speaker 1>rest of the market, and then we did that. Yeah,

0:33:22.600 --> 0:33:24.600
<v Speaker 1>and it was when the Week came out, it really

0:33:24.640 --> 0:33:27.440
<v Speaker 1>did make a big splash. I mean, it had huge

0:33:27.480 --> 0:33:30.960
<v Speaker 1>sales figures and it was leading the video game console

0:33:31.040 --> 0:33:33.440
<v Speaker 1>sales in the United States for for ages. I mean

0:33:33.480 --> 0:33:36.080
<v Speaker 1>for the longest time. It was Uh, the question wasn't

0:33:36.160 --> 0:33:38.200
<v Speaker 1>who's in the lead, it was who's in the second place?

0:33:38.680 --> 0:33:41.120
<v Speaker 1>Because he knew that Nintendo was in the lead. But

0:33:41.760 --> 0:33:46.920
<v Speaker 1>Nintendo sales have slowed down more recently because we well

0:33:46.920 --> 0:33:50.160
<v Speaker 1>a lot of reasons. The game consoles several years old now,

0:33:50.680 --> 0:33:54.240
<v Speaker 1>and um as are the Xbox in the PlayStation models

0:33:54.280 --> 0:33:57.120
<v Speaker 1>the current models. But Nintendo also has the problem of

0:33:57.160 --> 0:34:00.000
<v Speaker 1>it aimed for casual gamers, and casual gamers don't tend

0:34:00.120 --> 0:34:03.080
<v Speaker 1>to be the kind of people who rush out and

0:34:03.120 --> 0:34:06.440
<v Speaker 1>buy the next new title. Necessarily, they might be satisfied

0:34:06.440 --> 0:34:09.800
<v Speaker 1>with just a few handful of titles because they gain casually.

0:34:09.840 --> 0:34:12.480
<v Speaker 1>They're not that they're not as heavily invested in the

0:34:12.560 --> 0:34:15.680
<v Speaker 1>system as a hardcore gamer is. Yeah, I mean, they're

0:34:15.880 --> 0:34:20.279
<v Speaker 1>gamers will replay games even on older consoles. They will

0:34:20.360 --> 0:34:24.000
<v Speaker 1>keep older consoles and older computers around to play classic

0:34:24.080 --> 0:34:27.080
<v Speaker 1>games that they really love. Case in point, the newer

0:34:27.200 --> 0:34:30.640
<v Speaker 1>versions of Golden I. Long after the movie franchise has

0:34:30.680 --> 0:34:35.240
<v Speaker 1>moved on several films, Um, Golden I is sticking around

0:34:35.280 --> 0:34:39.920
<v Speaker 1>on newer consoles. And so you've got with the Nintendo we'

0:34:39.960 --> 0:34:44.000
<v Speaker 1>you've got this issue with saturation again, just like with

0:34:44.080 --> 0:34:47.799
<v Speaker 1>the video the playing cards back in the sixties, you've

0:34:47.840 --> 0:34:51.480
<v Speaker 1>got uh, you know, the argument is just about everyone

0:34:51.480 --> 0:34:54.359
<v Speaker 1>who wants a we has a wee, and so there's

0:34:54.400 --> 0:34:56.080
<v Speaker 1>not a whole lot of reason to go out and

0:34:56.120 --> 0:34:58.359
<v Speaker 1>buy more. So of course sales figures are gonna start

0:34:58.400 --> 0:35:02.640
<v Speaker 1>to falter us. I'm sorry, go ahead. Plus Microsoft now

0:35:02.640 --> 0:35:05.560
<v Speaker 1>has to connect and Sony has the move, so now

0:35:05.640 --> 0:35:10.480
<v Speaker 1>they're control. Motion control is not as big a deal anymore. Um.

0:35:10.760 --> 0:35:15.480
<v Speaker 1>And so also the smartphone revolution and the gaming on

0:35:15.600 --> 0:35:18.520
<v Speaker 1>smartphones and social networks has taken a big bite out

0:35:18.520 --> 0:35:21.840
<v Speaker 1>on Nintendo because Nintendo was taking aim at that casual gamer.

0:35:22.239 --> 0:35:24.600
<v Speaker 1>Well back in two thousand and six when the Week

0:35:24.640 --> 0:35:27.440
<v Speaker 1>comes out, the casual gamer wasn't really being catered to

0:35:27.600 --> 0:35:32.279
<v Speaker 1>that way. But today you've got everything from phones to

0:35:32.800 --> 0:35:36.200
<v Speaker 1>uh to uh, you know, set top boxes in some

0:35:36.280 --> 0:35:40.359
<v Speaker 1>cases to um, you know, the social networks that all

0:35:40.440 --> 0:35:43.520
<v Speaker 1>have these casual games that are available. Nintendo has no

0:35:43.600 --> 0:35:48.280
<v Speaker 1>longer got a lock on that, So it's they're actually

0:35:48.480 --> 0:35:50.720
<v Speaker 1>in a way, you could say their competition is way

0:35:50.760 --> 0:35:53.040
<v Speaker 1>more fierce in that area than it would be if

0:35:53.040 --> 0:35:56.480
<v Speaker 1>they were competing against Microsoft and Sony. Well, now I

0:35:56.480 --> 0:36:00.000
<v Speaker 1>would argue that that Nintendo is finding itself at a crossroads.

0:36:00.680 --> 0:36:03.560
<v Speaker 1>Um it has announced the Wii U, which is the

0:36:03.600 --> 0:36:08.680
<v Speaker 1>next version of the Wi um Yukoy had said, as

0:36:08.760 --> 0:36:11.520
<v Speaker 1>you will recall from the last podcast, that Nintendo was

0:36:11.560 --> 0:36:15.080
<v Speaker 1>the kind of company that takes mature technology and utilizes

0:36:15.120 --> 0:36:17.839
<v Speaker 1>it to create new products, which is exactly what they

0:36:17.880 --> 0:36:19.880
<v Speaker 1>did with the WE that enabled them to hit a

0:36:19.920 --> 0:36:23.520
<v Speaker 1>lower price point out of the out of the gate. Um.

0:36:23.640 --> 0:36:27.640
<v Speaker 1>And people criticize the hardcore gamers who liked the Xbox

0:36:27.680 --> 0:36:30.080
<v Speaker 1>three sixty, who liked the PlayStation three because it had

0:36:30.640 --> 0:36:35.520
<v Speaker 1>uh full on her high definition graphics, uh, criticized the

0:36:35.560 --> 0:36:40.160
<v Speaker 1>WE because it only had the lower definition. Um, well,

0:36:40.200 --> 0:36:43.520
<v Speaker 1>it's still high deaf, but it's uh DVD resolution, not

0:36:43.640 --> 0:36:47.640
<v Speaker 1>the ten A DP. It was seven UM and or

0:36:48.280 --> 0:36:55.640
<v Speaker 1>seven or seven twenty anyways, seven lines of resolutions. Then yeah,

0:36:55.719 --> 0:36:58.719
<v Speaker 1>and uh, the WE U is aimed at the high

0:36:58.760 --> 0:37:03.080
<v Speaker 1>deaf market, and it has a Again, they've reinvented the controller.

0:37:03.719 --> 0:37:06.000
<v Speaker 1>It has a it's a much bigger controller that has

0:37:06.080 --> 0:37:09.839
<v Speaker 1>an additional functionality, has its own screen UM. So they're

0:37:09.880 --> 0:37:15.719
<v Speaker 1>also like combining the d S I with the UM

0:37:15.760 --> 0:37:17.759
<v Speaker 1>And some people really like it, some people really don't.

0:37:17.760 --> 0:37:19.360
<v Speaker 1>We'll have to see when it actually gets out on

0:37:19.400 --> 0:37:22.280
<v Speaker 1>the market whether it succeeds or not. But the DS

0:37:22.400 --> 0:37:25.719
<v Speaker 1>is competing with smartphones and other devices, and people have

0:37:25.800 --> 0:37:29.280
<v Speaker 1>pointed out, and rightfully, so why would I pay thirty dollars,

0:37:29.320 --> 0:37:31.359
<v Speaker 1>which is sort of the price point for a new

0:37:31.440 --> 0:37:34.640
<v Speaker 1>DS game, when I can get the same exact game

0:37:34.760 --> 0:37:39.279
<v Speaker 1>for my smartphone for five dollars, And and my smartphone

0:37:39.280 --> 0:37:42.000
<v Speaker 1>does stuff other than play games. So some people say

0:37:42.000 --> 0:37:44.640
<v Speaker 1>that perhaps Nintendo should get into the smartphone business, or

0:37:44.640 --> 0:37:49.319
<v Speaker 1>perhaps Nintendo should re reevaluate it's it's line on not

0:37:49.520 --> 0:37:53.520
<v Speaker 1>licensing out it's it's prime core material to other companies.

0:37:53.719 --> 0:37:56.400
<v Speaker 1>We should also point out the three DS, which launched

0:37:57.480 --> 0:38:01.120
<v Speaker 1>is another Nintendo slow starter at is not done nearly

0:38:01.160 --> 0:38:02.960
<v Speaker 1>as well in the market as they had hoped. That,

0:38:03.040 --> 0:38:05.720
<v Speaker 1>of course, is the d S system, the handheld gaming

0:38:05.719 --> 0:38:10.080
<v Speaker 1>system that has the glasses free three D effect, using

0:38:11.040 --> 0:38:14.600
<v Speaker 1>essentially a variation on a lenticular display. If you'd like

0:38:14.680 --> 0:38:16.560
<v Speaker 1>to see one taking apart, you can see that on

0:38:16.600 --> 0:38:20.400
<v Speaker 1>our website. Yeah, I I we bought one specifically for

0:38:20.480 --> 0:38:23.520
<v Speaker 1>me to demolish, and I did, and there was much

0:38:23.719 --> 0:38:26.719
<v Speaker 1>wailing and nashing of teeth. But the Yeah, the three

0:38:26.800 --> 0:38:29.160
<v Speaker 1>D S was sort of Nintendo's approach to try and

0:38:29.200 --> 0:38:33.359
<v Speaker 1>combat the smartphone casual gaming market by introducing this new

0:38:33.400 --> 0:38:36.760
<v Speaker 1>element three D, which was not available on most other systems.

0:38:37.040 --> 0:38:39.080
<v Speaker 1>But it just has not taken off. And a lot

0:38:39.160 --> 0:38:42.439
<v Speaker 1>of people who have enjoyed the three DS have told

0:38:42.520 --> 0:38:44.960
<v Speaker 1>me this is anecdotal, but they have told me that

0:38:44.960 --> 0:38:47.239
<v Speaker 1>they just turned the three D off because it's just

0:38:47.320 --> 0:38:50.520
<v Speaker 1>more of a problem than than Uh. It doesn't it

0:38:50.560 --> 0:38:54.120
<v Speaker 1>doesn't enhance the gameplay for them. So the XL, however,

0:38:54.160 --> 0:38:57.279
<v Speaker 1>has done reasonably well. It's D S with a larger screen. Yeah,

0:38:57.320 --> 0:38:59.920
<v Speaker 1>and uh, I we need to start wrapping up the

0:39:00.400 --> 0:39:02.480
<v Speaker 1>uh this episode, But I did want to point out

0:39:02.560 --> 0:39:04.600
<v Speaker 1>one other thing. We we've been talking about lots of

0:39:04.600 --> 0:39:06.400
<v Speaker 1>different people, and I do have a kind of a

0:39:06.400 --> 0:39:10.520
<v Speaker 1>tragic ending for one of the folks involved in this story.

0:39:10.920 --> 0:39:14.239
<v Speaker 1>Um Yakoi, the guy who was the designer who came

0:39:14.320 --> 0:39:16.520
<v Speaker 1>up with the game Boy design. He also designed the

0:39:16.560 --> 0:39:18.919
<v Speaker 1>Virtual Boy, so not everything he touched turned to gold.

0:39:19.760 --> 0:39:24.399
<v Speaker 1>He decided to leave Nintendo in nine and he went

0:39:24.480 --> 0:39:29.840
<v Speaker 1>to found his own company, but unfortunately, tragically, he died

0:39:30.239 --> 0:39:33.239
<v Speaker 1>as a result of a car accident in n He

0:39:33.640 --> 0:39:36.719
<v Speaker 1>his car rear ended a truck on a highway and

0:39:36.760 --> 0:39:38.600
<v Speaker 1>when he got out to inspect the damage, he was

0:39:38.640 --> 0:39:41.920
<v Speaker 1>struck by another driver and died as a result. H

0:39:42.040 --> 0:39:44.319
<v Speaker 1>So that was something I thought i'd mentioned. It was

0:39:44.520 --> 0:39:48.080
<v Speaker 1>a person who really was instrumental in the design of

0:39:48.120 --> 0:39:50.880
<v Speaker 1>a lot of early Nintendo products, and his design elements

0:39:50.920 --> 0:39:55.319
<v Speaker 1>carried over into current generation Nintendo products, and I thought

0:39:55.320 --> 0:39:58.879
<v Speaker 1>it was it was important to remember him. And Uh,

0:39:58.920 --> 0:40:01.520
<v Speaker 1>it's sad, of course, is the way, um the way

0:40:01.520 --> 0:40:03.960
<v Speaker 1>that all turned out. But I thought it was something

0:40:03.960 --> 0:40:07.680
<v Speaker 1>that we should definitely touch on. So it'll be interesting

0:40:07.680 --> 0:40:10.120
<v Speaker 1>to see what happens, don't know, in the future. Recently,

0:40:10.200 --> 0:40:13.640
<v Speaker 1>as of eleven, the company has been struggling financially. Uh,

0:40:13.719 --> 0:40:16.240
<v Speaker 1>it's just it's one of those things where the video

0:40:16.239 --> 0:40:19.200
<v Speaker 1>game console market saturation has caused problems. The three DS

0:40:19.320 --> 0:40:23.680
<v Speaker 1>sales have caused problems, but the company has returned from

0:40:24.080 --> 0:40:27.040
<v Speaker 1>setbacks in the past, so we can't we can't just

0:40:27.080 --> 0:40:29.319
<v Speaker 1>discount Nintendo and say that they're out of the game

0:40:29.400 --> 0:40:31.960
<v Speaker 1>like they're they're also ran. At this point, there's always

0:40:31.960 --> 0:40:35.560
<v Speaker 1>the chance that they're going to reinvent the home video

0:40:35.560 --> 0:40:39.720
<v Speaker 1>game market yet again. Yeah, and it's and it's uh well,

0:40:39.840 --> 0:40:42.719
<v Speaker 1>just before we recorded this a few days ago, they

0:40:42.800 --> 0:40:45.759
<v Speaker 1>announced that their earnings were going to be less even

0:40:45.760 --> 0:40:49.840
<v Speaker 1>than they had predicted before um, which has caused some

0:40:50.320 --> 0:40:53.560
<v Speaker 1>um mumblings of doom and gloom around the industry. But

0:40:53.800 --> 0:40:57.440
<v Speaker 1>um uh you know, they could also end up as Saga.

0:40:57.520 --> 0:41:01.320
<v Speaker 1>Did you wonder what the creators of Mario and Link

0:41:01.400 --> 0:41:04.200
<v Speaker 1>and and all those other characters Kirby and so many

0:41:04.239 --> 0:41:07.759
<v Speaker 1>of the others that we love, um would would do.

0:41:08.160 --> 0:41:10.960
<v Speaker 1>I mean, Saga found as it got out of the

0:41:11.080 --> 0:41:14.240
<v Speaker 1>video game console business that it still could make great

0:41:14.320 --> 0:41:18.080
<v Speaker 1>video games, uh some not so great, um, but still

0:41:18.080 --> 0:41:21.399
<v Speaker 1>sell them to uh markets and reach out through other

0:41:21.440 --> 0:41:24.120
<v Speaker 1>people's hardware. And I think they've been somewhat successful in

0:41:24.239 --> 0:41:28.200
<v Speaker 1>partnering with Nintendo UM to do that. Uh. So it

0:41:28.320 --> 0:41:30.400
<v Speaker 1>is possible that even if Nintendo gets out of the

0:41:30.400 --> 0:41:33.399
<v Speaker 1>hardware business. They could still end up making fantastic games

0:41:33.440 --> 0:41:38.080
<v Speaker 1>around their their wonderful characters. UM. So hopefully, uh, you know,

0:41:38.120 --> 0:41:40.839
<v Speaker 1>if they find a way to um that they'll find

0:41:40.840 --> 0:41:42.600
<v Speaker 1>a way to continue one way or the other. But

0:41:42.880 --> 0:41:44.680
<v Speaker 1>they're still not they're still not out of it yet,

0:41:44.680 --> 0:41:46.600
<v Speaker 1>and I'm interested to see what happens when when the

0:41:46.640 --> 0:41:50.160
<v Speaker 1>WEIU comes out, um, you know, in the market and

0:41:50.160 --> 0:41:52.799
<v Speaker 1>the and they're not too terribly distant future. Yeah, yeah,

0:41:52.840 --> 0:41:55.000
<v Speaker 1>we'll have to keep our eyes open and uh, we'll

0:41:55.040 --> 0:41:57.359
<v Speaker 1>be sure to report on it of course. So that

0:41:57.400 --> 0:42:00.759
<v Speaker 1>wraps up this discussion about the two partner episode. If

0:42:00.760 --> 0:42:03.000
<v Speaker 1>you guys have any companies you would like us to

0:42:03.000 --> 0:42:05.600
<v Speaker 1>focus on, or even other topics have nothing to do

0:42:05.680 --> 0:42:08.680
<v Speaker 1>with the company whatsoever, let us know. Send us a message.

0:42:08.719 --> 0:42:11.680
<v Speaker 1>You can email us that addresses tech stuff at how

0:42:11.760 --> 0:42:14.520
<v Speaker 1>stuff Works dot com or let us know on Facebook

0:42:14.600 --> 0:42:17.279
<v Speaker 1>or Twitter. Are handled there is tech stuff hs W

0:42:18.080 --> 0:42:20.799
<v Speaker 1>and Chris and I will taught to you again really soon.

0:42:22.880 --> 0:42:25.440
<v Speaker 1>Be sure to check out our new video podcast, Stuff

0:42:25.520 --> 0:42:28.120
<v Speaker 1>from the Future. Join how Stuff Work staff as we

0:42:28.200 --> 0:42:33.000
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0:42:33.040 --> 0:42:36.040
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0:42:36.280 --> 0:42:43.360
<v Speaker 1>on iTunes, Brought to you by the reinvented two thousand

0:42:43.440 --> 0:42:45.600
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