WEBVTT - Bestselling Games of All Time

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<v Speaker 1>Get in touch with technology with tech Stuff from how

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<v Speaker 1>stuff works dot com. Hey there, and welcome to tech Stuff.

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<v Speaker 1>I am your host, Jonathan Strickland, senior writer for how

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<v Speaker 1>stuff works dot com. And as I record this, my

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<v Speaker 1>email is starting to fill up with messages about E three.

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<v Speaker 1>That's the big computer and video game trade show that

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<v Speaker 1>happens in Los Angeles every year. This year, it's a

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<v Speaker 1>little different from previous years. This year, for the first

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<v Speaker 1>time in Ages, E three is going to open up

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<v Speaker 1>its doors to the general public. You can actually attend

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<v Speaker 1>E three as a member of the general public. I

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<v Speaker 1>think you have to purchase a ticket to go. I'm media,

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<v Speaker 1>so it's different for me. I'm covering the event. I'm

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<v Speaker 1>not attending it the way other folks are. But this

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<v Speaker 1>is the first time in the Ages that the general

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<v Speaker 1>public has been allowed to go to E three. Before,

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<v Speaker 1>it's been one of those things where you had to

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<v Speaker 1>be an industry professional or part of the media in

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<v Speaker 1>order to get uh in there, or you just had

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<v Speaker 1>to know somebody and kind of leverage those personal relationships

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<v Speaker 1>in order to get access to it. So it should

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<v Speaker 1>be a really interesting show. But it does mean that

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<v Speaker 1>things are starting to get real busy. In my email inbox,

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<v Speaker 1>I do plan on going to E three. I plan

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<v Speaker 1>on recording at least one show about what I see

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<v Speaker 1>out there if I can, if I can manage it.

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<v Speaker 1>Uh And I thought, in honor of all that, in

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<v Speaker 1>honor of E three and video games, I would do

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<v Speaker 1>a show in which I talk about some of the

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<v Speaker 1>best selling games of all time, and some of these

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<v Speaker 1>might get a more thorough treatment in a future episode

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<v Speaker 1>of Tech Stuff. I might dedicate a full episode either

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<v Speaker 1>to a specific video game franchise or more likely the

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<v Speaker 1>company that created the franchise. In some cases, I might

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<v Speaker 1>talk about a specific video game designer. Uh. So it's

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<v Speaker 1>very possible that some of these that I mentioned today

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<v Speaker 1>I will revisit in some future episode. But today, let's

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<v Speaker 1>take a stroll down memory lane and talk about popular

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<v Speaker 1>video and computer games. And I'm really gonna cover sort

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<v Speaker 1>of all the major eras of video game and computer

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<v Speaker 1>game history. Now, one thing I have to mention early

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<v Speaker 1>on is that video games sales were very different in

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<v Speaker 1>the early days than they are today. Today we talk

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<v Speaker 1>about dozens of millions of units sold for a truly

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<v Speaker 1>blockbuster game, but back in the day that was way

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<v Speaker 1>too big a number to even dream about. Uh, it

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<v Speaker 1>was more of a niche market in the early eighties

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<v Speaker 1>when computer games and video games were really first starting

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<v Speaker 1>to take off. So with today's world, where you've got

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<v Speaker 1>pre sales and you've got these these digital delivery systems

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<v Speaker 1>where it means you don't even have to go to

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<v Speaker 1>a store to buy the thing anymore, the numbers obviously

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<v Speaker 1>are very very different. Also, video games are much more

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<v Speaker 1>mainstream now than they were in the eighties. You know,

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<v Speaker 1>it was a bustling industry back then, but it was

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<v Speaker 1>still very much a niche industry. Back in those good

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<v Speaker 1>old days, when you were happy to have eight bits

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<v Speaker 1>to rub together in order to make a game, things

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<v Speaker 1>were a little different. And I'm not going to cover

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<v Speaker 1>every console or every system because that would take way

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<v Speaker 1>too much research, honestly, to have to look at the

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<v Speaker 1>different sales figures for every single platform that was out there.

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<v Speaker 1>But I covered all the major ones, including the major

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<v Speaker 1>ones of the past. Um and to start with, we'll

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<v Speaker 1>take a look at the good old at now is

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<v Speaker 1>not the only early video game console. There was Collique Vision,

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<v Speaker 1>there was in television. There were other Atari models like

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<v Speaker 1>but they is what I think of when I think

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<v Speaker 1>of classic home video game market. It was the big

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<v Speaker 1>daddy out of all the systems that were out there,

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<v Speaker 1>at least as far as a dedicated video game console,

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<v Speaker 1>and it was one of the most successful ones of

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<v Speaker 1>that time. So let's take a look at the top

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<v Speaker 1>ten titles featured on that system. And I want to

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<v Speaker 1>tell you right now that when I talk about the

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<v Speaker 1>ones at the very end of the list, or really

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<v Speaker 1>the beginning of the list, because I started ten and

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<v Speaker 1>work my way down, you could substitute a few different

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<v Speaker 1>names for the top numbers ten, nine, and eight and

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<v Speaker 1>seven or so like those those top four. You could

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<v Speaker 1>probably switch this out with some others because these sales

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<v Speaker 1>were very similar, like around a million units each. So

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<v Speaker 1>that is something to keep in mind when I'm talking

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<v Speaker 1>about these top selling ones. They were so close that

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<v Speaker 1>if you were to look at a different list of

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<v Speaker 1>top ten best selling games for the attor, I would

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<v Speaker 1>bet the last few entries on the list would be

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<v Speaker 1>a little different than the ones I have. But I'm

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<v Speaker 1>the one running this show, so I get to pick

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<v Speaker 1>which ones end up on the list. Since they were

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<v Speaker 1>all so close that it really is kind of a

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<v Speaker 1>judgment call in the first place, and I wanted ten

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<v Speaker 1>because that's a nice round number. So number ten, depending

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<v Speaker 1>upon the version that you're looking at, was Kaboom. Kaboom

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<v Speaker 1>was a game from Activision, so that was a third

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<v Speaker 1>party developer for games on the Autar and in Kaboom,

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<v Speaker 1>you used a paddle style controller to move a bucket

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<v Speaker 1>or sometimes a series of buckets back and forth across

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<v Speaker 1>the base of the screen. At the top of the

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<v Speaker 1>screen was a naughty little man, the mad Bomber, dropping

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<v Speaker 1>a series of bombs down and your job was to

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<v Speaker 1>catch the bombs before they could hit the ground. So

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<v Speaker 1>you would slide your bucket back and forth using this

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<v Speaker 1>paddle controller to catch the bombs. Pretty simple gameplay, Very

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<v Speaker 1>compelling though, because it was fast paced and it got

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<v Speaker 1>much more challenging the longer you played. Most of these games,

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<v Speaker 1>that's the way they worked. The difficulty would increase the

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<v Speaker 1>longer you played the game. This one came out and

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<v Speaker 1>sold more than a million copies. Number nine was one

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<v Speaker 1>of the games that I would argue ranks among the

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<v Speaker 1>best that ever came out for the at In fact,

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<v Speaker 1>I would probably put this as a tie for number

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<v Speaker 1>one of my favorites, and it was called River Raid.

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<v Speaker 1>River Raid was a top down shooter in which you

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<v Speaker 1>would control a jet and you flew back and forth.

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<v Speaker 1>It would scroll vertically, so you're flying over a river,

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<v Speaker 1>uh and the screen would change scrolling from the top

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<v Speaker 1>down to the bottom. Meanwhile, you're flying back and forth

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<v Speaker 1>shooting down boats and also helicopters, and and you would

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<v Speaker 1>end up destroying stuff in order to try and find

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<v Speaker 1>fuel because as you flew, you would actually consume the

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<v Speaker 1>fuel that you were using, meaning that if you didn't

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<v Speaker 1>pick up more fuel, your jet would eventually crash. Even

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<v Speaker 1>if you were able to avoid all the enemy fire

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<v Speaker 1>coming at you, you would still need to pick up

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<v Speaker 1>more fuel. So this was another game from Activision. Activision

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<v Speaker 1>produced lots of games for the Atari. A lot of

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<v Speaker 1>the big successful ones came out of Activision, and I

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<v Speaker 1>thought that River Raid was one of the more exciting

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<v Speaker 1>and interesting games on there. It was the one of

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<v Speaker 1>the ones that got closest to replicating the sort of

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<v Speaker 1>experience you might have at an actual arcade. The graphics

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<v Speaker 1>weren't arcade level graphics, but the action was similar to

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<v Speaker 1>what you would find in an arcade machine. Number eight

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<v Speaker 1>was a game called Adventure, one of the best known

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<v Speaker 1>games of the era. I have played Adventure, but I

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<v Speaker 1>did not own it. I did have an Atari twenty

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<v Speaker 1>when I was a kid. Sometimes people say the Adventure

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<v Speaker 1>was one of the earliest, if not the very first

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<v Speaker 1>action adventure game. I think that might be going a

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<v Speaker 1>bit far, but I see where they're coming from. It

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<v Speaker 1>came straight from Atari, so it was the first party game.

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<v Speaker 1>It didn't come from a third party developer, and it

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<v Speaker 1>required you to navigate a maze searching for a chalice

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<v Speaker 1>while simultaneously trying to avoid three naughty little dragons and

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<v Speaker 1>a little action adventure game. You go through these different

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<v Speaker 1>maze like areas finding components that would allow you to

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<v Speaker 1>get access to the chalice, and if you could then

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<v Speaker 1>you could win the game, essentially win that level more

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<v Speaker 1>or less. Also, this game has the honor of being

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<v Speaker 1>the first video game that anyone was able to point

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<v Speaker 1>to and say, there's an Easter Egg in that video game,

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<v Speaker 1>and the easter Egg was the name of the developer.

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<v Speaker 1>So back in those days, Atari did not allowed developers

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<v Speaker 1>to include their names on either the packaging or the

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<v Speaker 1>game itself. Atari didn't want developers to have any connection.

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<v Speaker 1>They didn't want this to become a personality thing. They

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<v Speaker 1>wanted to be known as just a company that produced

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<v Speaker 1>great games, and they didn't really see the value of

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<v Speaker 1>allowing developers their chance to claim any of the credit,

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<v Speaker 1>and this caused a lot of consternation in the video

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<v Speaker 1>game developer world. So in this case, the developer decided

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<v Speaker 1>that it might be a little cheeky and fun to

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<v Speaker 1>hide his name inside the game itself, and if you

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<v Speaker 1>knew the right place to go in the game, you

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<v Speaker 1>could go down an invisible go through an invisible door,

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<v Speaker 1>down a corridor into a room that had the developers

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<v Speaker 1>name in it. And uh. Eventually, a Tori stance on

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<v Speaker 1>not allowing developers to include their names attached to games

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<v Speaker 1>would lead to a lot of people leaving Atari to

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<v Speaker 1>form their own company. That's how Activision got its start, actually,

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<v Speaker 1>was that there are people who are working for Atari

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<v Speaker 1>who got tired of the fact that they could not

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<v Speaker 1>claim any credit to the games they developed, and so

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<v Speaker 1>they left to form their own company where they could

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<v Speaker 1>make their own policies. So it's actually a policy that

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<v Speaker 1>would ultimately hurt Atari in the long run. The seventh

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<v Speaker 1>best selling game for the hundred is a title that

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<v Speaker 1>tech Stuff once declared the worst video game of all time,

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<v Speaker 1>though to be fair, that was actually the result of

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<v Speaker 1>a poll that we put out among tech stuff listeners.

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<v Speaker 1>We asked our listeners to nominate what they thought was

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<v Speaker 1>the worst video game of all time, and the number

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<v Speaker 1>one response, not the only response, but the one that

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<v Speaker 1>got the most votes was ET the Extra Terrestrial for

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<v Speaker 1>the Atari dred and that is the number seven best

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<v Speaker 1>selling game on the at now. I don't really think

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<v Speaker 1>it deserves the title of worst video game of all time.

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<v Speaker 1>I think there are way worse games there than ET.

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<v Speaker 1>But man, it was not a great game. It had

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<v Speaker 1>a lot of problems. It was also really expensive for

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<v Speaker 1>Atari to produce because they had to pay for the

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<v Speaker 1>license to get ET so they could make a game

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<v Speaker 1>about it. Uh And it sold a lot of copies.

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<v Speaker 1>It was on number seven on this list, but Atari

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<v Speaker 1>produced way more copies and they were actually able to sell,

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<v Speaker 1>and a lot of those would end up buried in

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<v Speaker 1>a landfill. And you can learn more about that story.

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<v Speaker 1>There's a documentary called Atari Game Over. You can actually

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<v Speaker 1>watch that, and it has the whole journey of of

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<v Speaker 1>identifying the landfill where supposedly these games were dumped, and

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<v Speaker 1>then they do a dig to see if they can

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<v Speaker 1>actually find the games. And I don't want to spoil anything,

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<v Speaker 1>but it's a good documentary, so you should check that

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<v Speaker 1>out if you're interested in this story. And a lot

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<v Speaker 1>of people point to ET as being an expensive mistake

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<v Speaker 1>that ultimately contributed to Atari's collapse. Uh, and that seems

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<v Speaker 1>pretty fair. Atari into up over committing on these big,

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<v Speaker 1>big projects and then not selling enough units, and they

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<v Speaker 1>took a math on it. They they suffered losses as

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<v Speaker 1>a result that ultimately led to a massive crash in

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<v Speaker 1>the home video game market. This is one of those

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<v Speaker 1>games I had as a kid. I had E. T. D. Extraterrestrial,

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<v Speaker 1>so I experienced this pain firsthand. I played it and

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<v Speaker 1>it was one of those things where in my mind

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<v Speaker 1>I had never really completed the game, but then when

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<v Speaker 1>I watched the play through, I realized I had completed

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<v Speaker 1>the game on numerous occasions. I just kind of blocked

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<v Speaker 1>it out of my mind. It helps to remember that

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<v Speaker 1>the game developer, Howard Scott Warshaw, it was working under

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<v Speaker 1>a crazy deadline. He was given something like five weeks

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<v Speaker 1>to develop this game from start to finish. So he

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<v Speaker 1>really had an impossible task ahead of him when it

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<v Speaker 1>came down to making this game, and that should give

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<v Speaker 1>you at least some sympathy for him, and it explains

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<v Speaker 1>why the game turned out the way it did. He

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<v Speaker 1>didn't have enough time to develop, you know, a more

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<v Speaker 1>well rounded, interesting game, and everything in the game works.

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<v Speaker 1>It's just not particularly fun to play. So there are

0:13:11.280 --> 0:13:14.600
<v Speaker 1>other games that don't even have components that completely work,

0:13:14.840 --> 0:13:16.839
<v Speaker 1>So that that alone tells me this is not the

0:13:16.880 --> 0:13:20.640
<v Speaker 1>worst game ever developed. Uh. Then we've got a game

0:13:20.679 --> 0:13:24.480
<v Speaker 1>called Atlantis, which was the first game on this list.

0:13:24.480 --> 0:13:27.800
<v Speaker 1>I actually don't remember ever playing or seeing played. So

0:13:27.840 --> 0:13:30.200
<v Speaker 1>in this game, you would protect the city of Atlantis

0:13:30.320 --> 0:13:33.840
<v Speaker 1>from enemy aircraft flying overhead, and you had a set

0:13:33.880 --> 0:13:37.720
<v Speaker 1>of three cannons that you could use. You can control

0:13:37.760 --> 0:13:40.040
<v Speaker 1>with the joystick, so you could switch between the cannons

0:13:40.080 --> 0:13:41.720
<v Speaker 1>using the joystick, and then you would fire with the

0:13:41.760 --> 0:13:45.440
<v Speaker 1>button and tried to shoot down the aircraft that flew overhead.

0:13:45.480 --> 0:13:47.920
<v Speaker 1>As the aircraft would pass overhead, they would get a

0:13:47.960 --> 0:13:51.559
<v Speaker 1>little lower on their subsequent passes, and at certain points,

0:13:51.679 --> 0:13:55.160
<v Speaker 1>once they reached an altitude, they would start firing down

0:13:55.200 --> 0:13:57.800
<v Speaker 1>and destroying your cannons, so it became a race to

0:13:58.040 --> 0:14:01.320
<v Speaker 1>destroy the aircraft before your can ends were destroyed, similar

0:14:01.360 --> 0:14:03.760
<v Speaker 1>to another game that's on this list called Missile Command.

0:14:04.679 --> 0:14:08.560
<v Speaker 1>UH also kind of tied with Atlantis around this same area,

0:14:08.679 --> 0:14:11.520
<v Speaker 1>so technically I guess there are eleven items on this list.

0:14:11.880 --> 0:14:15.200
<v Speaker 1>Was a game called Demon Attack, which I had heard about,

0:14:15.200 --> 0:14:16.880
<v Speaker 1>but I also never played this one. I didn't know

0:14:17.040 --> 0:14:20.120
<v Speaker 1>Demon Attack. This one came from a company called The

0:14:20.200 --> 0:14:24.200
<v Speaker 1>Magic and was launched in two Now. Atari had actually

0:14:24.240 --> 0:14:27.560
<v Speaker 1>sued a Magic over this game, saying that they had

0:14:27.960 --> 0:14:31.240
<v Speaker 1>copied another game called Phoenix. And if you look at

0:14:31.320 --> 0:14:35.400
<v Speaker 1>Phoenix and you look at Demon Attack, they do, in

0:14:35.440 --> 0:14:39.000
<v Speaker 1>fact look extremely similar to one another, although Phoenix is

0:14:39.040 --> 0:14:42.840
<v Speaker 1>a faster paced game than Demon Attack is Demon Attack

0:14:43.200 --> 0:14:46.440
<v Speaker 1>you play a little cannon that can move back and

0:14:46.440 --> 0:14:48.520
<v Speaker 1>forth across the bomb of the screen, kind of similar

0:14:48.520 --> 0:14:51.840
<v Speaker 1>to Space Invaders, and you fire up at these three

0:14:51.880 --> 0:14:56.520
<v Speaker 1>flying objects that are at different levels of altitude. So

0:14:56.560 --> 0:14:58.880
<v Speaker 1>there's one in the low position, one a middle position,

0:14:58.920 --> 0:15:01.640
<v Speaker 1>and one in the high position and UH, and your

0:15:01.720 --> 0:15:05.320
<v Speaker 1>job is to destroy wave after wave of these three things.

0:15:05.560 --> 0:15:09.080
<v Speaker 1>And each time you complete one wave, you get a

0:15:09.120 --> 0:15:12.360
<v Speaker 1>new set of three, and they might have slightly different abilities,

0:15:12.440 --> 0:15:15.840
<v Speaker 1>like the kind of projectiles they fire change a little bit,

0:15:16.120 --> 0:15:18.440
<v Speaker 1>and eventually get to a point where when you destroy one,

0:15:18.520 --> 0:15:21.720
<v Speaker 1>they'll it'll split into two smaller entities that can swoop

0:15:21.760 --> 0:15:25.120
<v Speaker 1>down at you and also shoot at you. Interesting note,

0:15:25.200 --> 0:15:26.880
<v Speaker 1>if you do ever play this game and you want

0:15:26.880 --> 0:15:31.360
<v Speaker 1>to look like a total pro playing it, only the

0:15:31.400 --> 0:15:37.240
<v Speaker 1>bottom most creature can actually shoot at you. So if

0:15:37.240 --> 0:15:41.720
<v Speaker 1>you concentrate on destroying the bottom most creature in each

0:15:41.760 --> 0:15:44.960
<v Speaker 1>wave and and they do respawn, but they only respond

0:15:44.960 --> 0:15:47.720
<v Speaker 1>a certain number of times per wave. If you destroy

0:15:47.800 --> 0:15:50.560
<v Speaker 1>that lowest level one, you can take all the time

0:15:50.600 --> 0:15:52.920
<v Speaker 1>in the world to destroy the next two because they

0:15:52.920 --> 0:15:56.520
<v Speaker 1>will never shoot you ever. Uh. The only difference is

0:15:56.520 --> 0:15:58.720
<v Speaker 1>that if you get to the levels where you shoot

0:15:58.760 --> 0:16:02.760
<v Speaker 1>one and it splits into creatures, those that pair of

0:16:02.800 --> 0:16:08.040
<v Speaker 1>creatures will move down levels until they're at that lowest level,

0:16:08.040 --> 0:16:09.440
<v Speaker 1>and at that point they can shoot at you and

0:16:09.520 --> 0:16:13.080
<v Speaker 1>swoop at you, but in their big form, they'll just

0:16:13.560 --> 0:16:16.440
<v Speaker 1>like you can set your controller down and go order

0:16:16.520 --> 0:16:22.360
<v Speaker 1>a pizza. You're fine. They'll never shoot you. Spoiler, I

0:16:22.400 --> 0:16:24.440
<v Speaker 1>guess if you're talking about a game that came out

0:16:24.440 --> 0:16:28.760
<v Speaker 1>in the early eighties that is on an obsolete system,

0:16:28.800 --> 0:16:32.000
<v Speaker 1>but interesting that it was one of those where Atari

0:16:32.040 --> 0:16:35.120
<v Speaker 1>would actually take another company to court. By the way,

0:16:35.200 --> 0:16:39.760
<v Speaker 1>the case was settled out of court, but yeah, it was.

0:16:40.160 --> 0:16:44.520
<v Speaker 1>It was. It caused some consternation. Next on the list,

0:16:44.840 --> 0:16:47.600
<v Speaker 1>number five, since that was kind of a tie. Is

0:16:47.720 --> 0:16:50.840
<v Speaker 1>a real classic in arcade game history Space Invaders. So

0:16:51.120 --> 0:16:53.600
<v Speaker 1>similar to what I was just saying before. Space Invaders.

0:16:53.600 --> 0:17:00.320
<v Speaker 1>Of course, very very successful arcade game uh A debuted Japan.

0:17:00.400 --> 0:17:05.080
<v Speaker 1>The arcade version debut in Japan in nine. Now a

0:17:05.080 --> 0:17:12.080
<v Speaker 1>company called Tito created Space Invaders, and then Bally's Midway

0:17:12.160 --> 0:17:15.719
<v Speaker 1>division would end up licensing it and distributing it here

0:17:15.760 --> 0:17:20.680
<v Speaker 1>in the United States and in Europe. The Attori version

0:17:20.840 --> 0:17:22.959
<v Speaker 1>of Space Invaders came out in nineteen eighties, so two

0:17:23.040 --> 0:17:26.280
<v Speaker 1>years after the game had come out in arcades, and

0:17:26.280 --> 0:17:29.240
<v Speaker 1>they sold around two million copies, which was a huge

0:17:29.320 --> 0:17:33.240
<v Speaker 1>number for home video games at this stage. Two million

0:17:33.320 --> 0:17:37.119
<v Speaker 1>is enormous. Space Invaders was one of those titles that

0:17:37.240 --> 0:17:41.040
<v Speaker 1>helped sell consoles because people remembered how much fun they

0:17:41.040 --> 0:17:42.800
<v Speaker 1>had playing it in the arcade and they wanted to

0:17:42.840 --> 0:17:46.600
<v Speaker 1>have that experience at home. So it's a known quantity

0:17:46.800 --> 0:17:50.360
<v Speaker 1>and you'll often see games come out where people will

0:17:50.560 --> 0:17:54.400
<v Speaker 1>say that's that's the the killer app or that's the

0:17:54.440 --> 0:17:59.360
<v Speaker 1>one that will sell consoles because it creates a an

0:17:59.400 --> 0:18:03.480
<v Speaker 1>experience that people want to have or that they associate

0:18:03.800 --> 0:18:07.040
<v Speaker 1>with being fun. So in this case, Space Invaders was

0:18:07.040 --> 0:18:09.439
<v Speaker 1>a really popular game in the arcades and it really

0:18:09.440 --> 0:18:15.040
<v Speaker 1>helps sell some Atari consoles um and it was more

0:18:15.119 --> 0:18:17.600
<v Speaker 1>or less the same game on the Atari twenty hundred.

0:18:17.680 --> 0:18:21.879
<v Speaker 1>It wasn't as colorful or as a uh you know,

0:18:21.920 --> 0:18:24.640
<v Speaker 1>the graphics weren't as good, which is weird to say

0:18:24.680 --> 0:18:26.679
<v Speaker 1>when you look at the graphics of Space Invaders, but

0:18:26.720 --> 0:18:30.880
<v Speaker 1>it's true. But it had the basic game elements fairly

0:18:30.960 --> 0:18:35.800
<v Speaker 1>well represented in the twenty version. Number four is was

0:18:35.960 --> 0:18:37.960
<v Speaker 1>Missile Command. This is the game I was talking about

0:18:37.960 --> 0:18:40.960
<v Speaker 1>earlier when I was talking about Atlantis. Missile Command came

0:18:41.000 --> 0:18:44.720
<v Speaker 1>out in nineteen eighty, with the Atari twentyre port debuting

0:18:44.720 --> 0:18:48.359
<v Speaker 1>the following year, so was when the arcade version came out,

0:18:49.320 --> 0:18:52.919
<v Speaker 1>and the arcade version had a roller ball control, but

0:18:53.160 --> 0:18:57.480
<v Speaker 1>the Atari version used the basic joystick. It still was

0:18:57.520 --> 0:19:00.280
<v Speaker 1>a big hit with the with fans. They bought two

0:19:00.280 --> 0:19:02.600
<v Speaker 1>and a half million units of this thing. So it's

0:19:02.680 --> 0:19:07.160
<v Speaker 1>very successful gameplay for Missile Command if you've never played.

0:19:07.200 --> 0:19:11.480
<v Speaker 1>It involves moving a little set of crosshairs over the

0:19:11.560 --> 0:19:15.200
<v Speaker 1>horizon as missiles are coming in towards a city, and

0:19:15.280 --> 0:19:19.280
<v Speaker 1>you can fire anti missile projectiles and what happens is

0:19:19.280 --> 0:19:21.600
<v Speaker 1>they'll they'll fly out, and then at the point where

0:19:21.640 --> 0:19:27.280
<v Speaker 1>you designated with your crosshairs, the anti missile projectile will

0:19:27.320 --> 0:19:31.280
<v Speaker 1>explode in a little circle. Any missiles that make connection

0:19:31.400 --> 0:19:36.080
<v Speaker 1>with that circle will disappear. They're nullified. So the game

0:19:36.119 --> 0:19:41.119
<v Speaker 1>becomes one of fast reflexes and also just strategy figuring

0:19:41.119 --> 0:19:45.359
<v Speaker 1>out where you can place these anti missile projectiles to

0:19:45.520 --> 0:19:49.480
<v Speaker 1>take out as many different enemy missiles as possible, because

0:19:49.520 --> 0:19:52.320
<v Speaker 1>you have a limited number of shots per level, so

0:19:52.440 --> 0:19:54.960
<v Speaker 1>you want to make sure that you get two or

0:19:55.000 --> 0:19:57.720
<v Speaker 1>three per level instead of trying to dedicate one for

0:19:57.800 --> 0:19:59.840
<v Speaker 1>one thing. You would run out of time before you

0:20:00.000 --> 0:20:02.600
<v Speaker 1>it take down all the missiles and you would start

0:20:02.600 --> 0:20:06.879
<v Speaker 1>losing parts of your city. But anyways, again another one

0:20:06.920 --> 0:20:10.080
<v Speaker 1>of those games that had very simple gameplay, but it

0:20:10.119 --> 0:20:12.760
<v Speaker 1>was compelling. It It encouraged people to keep playing and

0:20:12.840 --> 0:20:14.840
<v Speaker 1>keep trying to get better and beat that high score.

0:20:15.560 --> 0:20:20.040
<v Speaker 1>So while these games were simplistic, especially compared to today's games.

0:20:20.880 --> 0:20:25.720
<v Speaker 1>What they had was some sort of hook that latched

0:20:25.760 --> 0:20:29.040
<v Speaker 1>on to that reward center in our brains, that lizard

0:20:29.119 --> 0:20:32.720
<v Speaker 1>part of our brains that wants to achieve something, and

0:20:32.760 --> 0:20:37.560
<v Speaker 1>it just gently presses that button saying good job. And

0:20:37.640 --> 0:20:41.040
<v Speaker 1>if it presses that button just frequently enough, not so

0:20:41.080 --> 0:20:43.240
<v Speaker 1>frequently that you get tired of it, but not so

0:20:43.359 --> 0:20:46.960
<v Speaker 1>infrequently that you get frustrated by it, it becomes a

0:20:46.960 --> 0:20:53.080
<v Speaker 1>compelling game. Number three was another classic port Asteroids. Asteroids

0:20:53.119 --> 0:20:56.080
<v Speaker 1>was one of the very first arcade games, especially one

0:20:56.119 --> 0:21:00.160
<v Speaker 1>of the first successful arcade games, and the port came

0:21:00.160 --> 0:21:02.199
<v Speaker 1>out in ninety one and it would go on to

0:21:02.240 --> 0:21:06.359
<v Speaker 1>sell just shy of four million copies, again a huge

0:21:06.480 --> 0:21:10.640
<v Speaker 1>number in those days. This game involves controlling a spaceship

0:21:10.680 --> 0:21:14.640
<v Speaker 1>that has to blast asteroids before they collide with the spaceship.

0:21:14.680 --> 0:21:17.280
<v Speaker 1>If you collide with an asteroid, your spaceship is destroyed.

0:21:17.640 --> 0:21:20.439
<v Speaker 1>But when you shoot an asteroid, it splits into smaller

0:21:20.560 --> 0:21:23.280
<v Speaker 1>asteroids until they get to such a level that they

0:21:23.320 --> 0:21:26.960
<v Speaker 1>just are disintegrated. So it then becomes a game of

0:21:27.080 --> 0:21:30.400
<v Speaker 1>shooting asteroids to break them apart, but not shooting too

0:21:30.400 --> 0:21:33.320
<v Speaker 1>many big asteroids, because otherwise you just have a huge

0:21:33.480 --> 0:21:36.520
<v Speaker 1>field of smaller ones you have to maneuver around. The

0:21:36.600 --> 0:21:39.040
<v Speaker 1>Arcade game was really challenging because all it had were

0:21:39.040 --> 0:21:42.520
<v Speaker 1>buttons to control your spaceship. You can control the direction

0:21:42.560 --> 0:21:45.840
<v Speaker 1>you were facing, your thrust, and your rate of fire

0:21:45.880 --> 0:21:50.040
<v Speaker 1>as was a little hyperspace button, whereas the Arcade the

0:21:50.040 --> 0:21:52.520
<v Speaker 1>the Atari version used it all as a controller, so

0:21:52.560 --> 0:21:56.199
<v Speaker 1>you would control your spaceships orientation and thrust with the

0:21:56.280 --> 0:21:59.080
<v Speaker 1>joystick part and then the fire with a button. So

0:21:59.119 --> 0:22:01.680
<v Speaker 1>it made a little sim blur, but I still thought

0:22:01.720 --> 0:22:05.359
<v Speaker 1>it was really fun back in those days. Um number

0:22:05.359 --> 0:22:09.000
<v Speaker 1>two is the only game on this list that I

0:22:09.080 --> 0:22:13.639
<v Speaker 1>think is as good as River Raid, which was Pitfall.

0:22:14.320 --> 0:22:18.960
<v Speaker 1>Number two. Best selling hunter game was Pitfall. It was

0:22:19.000 --> 0:22:23.239
<v Speaker 1>an early platform er, so platform ring games were not

0:22:23.320 --> 0:22:26.680
<v Speaker 1>a thing, uh from the get go. Like a lot

0:22:26.720 --> 0:22:30.080
<v Speaker 1>of the early games were war games or strategy games

0:22:30.600 --> 0:22:33.840
<v Speaker 1>or puzzle games. This was a platform er and you

0:22:33.880 --> 0:22:37.399
<v Speaker 1>control a little dude named Harry. And you have Harry

0:22:37.480 --> 0:22:40.960
<v Speaker 1>running through the jungle, swinging over ponds, jumping on alligators,

0:22:41.000 --> 0:22:45.359
<v Speaker 1>dodging scorpions, and picking up random treasures to generate the points.

0:22:46.000 --> 0:22:47.920
<v Speaker 1>And you had a timer so you had to try

0:22:47.920 --> 0:22:50.240
<v Speaker 1>and get as many treasures within that timer as possible,

0:22:50.720 --> 0:22:53.560
<v Speaker 1>or you know, obviously if you ran into enemies you

0:22:53.560 --> 0:22:56.160
<v Speaker 1>could lose lives, so your your game was over either

0:22:56.200 --> 0:22:59.000
<v Speaker 1>when the timer ran out or more likely when you

0:22:59.160 --> 0:23:04.720
<v Speaker 1>died three times. Pitfall also was well known for the

0:23:04.760 --> 0:23:08.280
<v Speaker 1>fact that when you had Harry jump on a rope

0:23:08.440 --> 0:23:12.360
<v Speaker 1>a vine and swing, he made a little Tarzan like noise,

0:23:12.400 --> 0:23:15.080
<v Speaker 1>although it was the eight bit version of a Tarzan

0:23:15.240 --> 0:23:19.600
<v Speaker 1>like noise, so not exactly perfect audio, but it was

0:23:19.640 --> 0:23:22.160
<v Speaker 1>really charming and it was another reason why people really

0:23:22.200 --> 0:23:25.480
<v Speaker 1>liked it, And it was a glorious eight bit sound

0:23:25.800 --> 0:23:28.920
<v Speaker 1>that I still love to this day. And that game

0:23:29.000 --> 0:23:33.240
<v Speaker 1>sold four million copies, so very popular. The number one

0:23:33.960 --> 0:23:37.919
<v Speaker 1>a game I think goes neck and neck with the

0:23:38.000 --> 0:23:42.760
<v Speaker 1>worst game for the ATY. I think this one in

0:23:42.800 --> 0:23:45.920
<v Speaker 1>some ways is worse than et It is pac Man.

0:23:46.720 --> 0:23:48.399
<v Speaker 1>So it was a port of an arcade game, a

0:23:48.520 --> 0:23:53.159
<v Speaker 1>very popular arcade game, one of the iconic arcade games

0:23:53.160 --> 0:23:56.440
<v Speaker 1>in the early eighties, late seventies early eighties pac Man.

0:23:57.400 --> 0:24:04.560
<v Speaker 1>The version was ugly compared to the arcade version. Things

0:24:04.600 --> 0:24:08.000
<v Speaker 1>that were nice and smooth and round were blocky instead

0:24:08.000 --> 0:24:11.040
<v Speaker 1>of pellets, you were eating dashes. The ghosts were flickering

0:24:11.080 --> 0:24:14.080
<v Speaker 1>in the Utari version because the sprites wouldn't be able

0:24:14.119 --> 0:24:17.760
<v Speaker 1>to stay solid. It was a mess. The sound effects

0:24:17.800 --> 0:24:21.800
<v Speaker 1>were terrible and and clangy, and it just wasn't It

0:24:21.840 --> 0:24:26.200
<v Speaker 1>didn't represent what pac Man was like in arcades, so

0:24:26.640 --> 0:24:31.800
<v Speaker 1>it was a bad port in many ways. However, it

0:24:31.880 --> 0:24:38.480
<v Speaker 1>sold seven million copies. Unfortunately, Atari had produced twelve million copies,

0:24:39.040 --> 0:24:43.879
<v Speaker 1>so five million copies went unsold. That's a huge investment

0:24:43.920 --> 0:24:46.920
<v Speaker 1>that they did not see a return on. So this

0:24:47.000 --> 0:24:50.520
<v Speaker 1>is another example of Atari making a big, bold move

0:24:50.760 --> 0:24:53.680
<v Speaker 1>that would end up costing the money, and ultimately it's

0:24:53.720 --> 0:24:57.160
<v Speaker 1>what helped push the entire industry toward a crash, although

0:24:57.160 --> 0:25:02.480
<v Speaker 1>there were a lot of other factors there too. Um So,

0:25:02.520 --> 0:25:05.000
<v Speaker 1>it sold more copies than any other Atari game, but

0:25:05.080 --> 0:25:08.040
<v Speaker 1>not as many as what Atari was hoping for, and it,

0:25:08.200 --> 0:25:10.800
<v Speaker 1>along with a lot of third party games that had

0:25:10.880 --> 0:25:14.920
<v Speaker 1>very little quality control, help sink the home video game

0:25:15.000 --> 0:25:20.919
<v Speaker 1>industry in um let's talk about that just for a second. Now.

0:25:20.920 --> 0:25:24.520
<v Speaker 1>I've done episodes about the video game crash of three,

0:25:24.560 --> 0:25:26.360
<v Speaker 1>so I'm not going to go into a whole lot

0:25:26.400 --> 0:25:29.399
<v Speaker 1>of detail here, but basically, What you had was a

0:25:29.480 --> 0:25:34.760
<v Speaker 1>huge amount of competition with lots of different consoles trying

0:25:34.800 --> 0:25:40.600
<v Speaker 1>to make their their spot in consumer electronics. So you

0:25:40.640 --> 0:25:46.120
<v Speaker 1>had hundred the Collique of Vision, the Intellivision, You had

0:25:46.520 --> 0:25:50.840
<v Speaker 1>countless other video game consoles. You had hundreds of titles

0:25:50.960 --> 0:25:55.240
<v Speaker 1>from third party developers, some of which were really good games.

0:25:55.400 --> 0:25:57.959
<v Speaker 1>Some of the best games of that time came from

0:25:58.000 --> 0:26:00.640
<v Speaker 1>third party developers. But some of them were terrible. They

0:26:00.640 --> 0:26:04.159
<v Speaker 1>were buggy, they were not fun, some of them barely worked,

0:26:04.560 --> 0:26:07.879
<v Speaker 1>and they were being sold side by side with first

0:26:07.920 --> 0:26:11.400
<v Speaker 1>party game titles, and so you were diluting the product

0:26:11.560 --> 0:26:15.400
<v Speaker 1>over time. This is what eventually got consumers fed up

0:26:15.760 --> 0:26:23.120
<v Speaker 1>with home video game since what led to that huge crash. Now,

0:26:23.960 --> 0:26:26.320
<v Speaker 1>in our next segment, we're going to talk about the

0:26:26.320 --> 0:26:31.919
<v Speaker 1>company that helped resurrect the home video game industry after

0:26:32.200 --> 0:26:36.000
<v Speaker 1>this massive crash. But before we get to that very

0:26:36.040 --> 0:26:40.480
<v Speaker 1>special company, let's take a quick break to thank our sponsor.

0:26:47.520 --> 0:26:52.360
<v Speaker 1>All Right, it is time to talk Nintendo. The Nintendo

0:26:52.480 --> 0:26:55.600
<v Speaker 1>Entertainment System gets a lot of credit for resurrecting the

0:26:55.600 --> 0:26:59.520
<v Speaker 1>home video game market after that crash, and it should

0:27:00.320 --> 0:27:04.920
<v Speaker 1>get that credit. The previous incarnation of the video game

0:27:04.960 --> 0:27:08.040
<v Speaker 1>industry had collapsed in on itself due to its own

0:27:08.320 --> 0:27:13.920
<v Speaker 1>massive bulk, and consumers were completely sick of it. They

0:27:13.960 --> 0:27:16.760
<v Speaker 1>felt like they had been burned by home video games,

0:27:16.920 --> 0:27:19.240
<v Speaker 1>and the rise of the personal computer meant that people

0:27:19.240 --> 0:27:22.480
<v Speaker 1>were starting to take more attention um and pay more

0:27:22.480 --> 0:27:26.320
<v Speaker 1>attention toward personal computers than to video game consoles. So

0:27:26.400 --> 0:27:28.960
<v Speaker 1>it was a big deal to get into that game

0:27:29.119 --> 0:27:34.399
<v Speaker 1>after the entire industry had collapsed. But luckily, not really luckily,

0:27:34.920 --> 0:27:39.600
<v Speaker 1>due to hard work, Nintendo had a compelling product that

0:27:39.680 --> 0:27:43.000
<v Speaker 1>was running compelling games, and it was enough to get

0:27:43.000 --> 0:27:45.880
<v Speaker 1>people interested in it even after they had lost all

0:27:46.000 --> 0:27:49.199
<v Speaker 1>faith in the industry because of the issues I had

0:27:49.280 --> 0:27:53.439
<v Speaker 1>just talked about. That is a huge thing. Uh, And

0:27:53.520 --> 0:27:57.000
<v Speaker 1>if you've listened to my podcasts on Nintendo, you know

0:27:57.119 --> 0:27:59.000
<v Speaker 1>the history of the company. It started off as a

0:27:59.040 --> 0:28:01.760
<v Speaker 1>playing card money so to get to a point where

0:28:01.760 --> 0:28:05.359
<v Speaker 1>it became a video game company, that's a huge journey there,

0:28:05.440 --> 0:28:07.199
<v Speaker 1>and I recommend you listen to those if you're not

0:28:07.200 --> 0:28:09.040
<v Speaker 1>familiar with them. They were a lot of fun to record.

0:28:10.560 --> 0:28:14.320
<v Speaker 1>So Nintendo saw where some of these problems were with

0:28:14.400 --> 0:28:16.240
<v Speaker 1>the home video game industry, and one of the things

0:28:16.240 --> 0:28:19.040
<v Speaker 1>they said was we want to make sure the quality

0:28:19.080 --> 0:28:22.560
<v Speaker 1>of the games is at our level of standards, so

0:28:22.680 --> 0:28:25.879
<v Speaker 1>we're gonna have a certification program. People will have to

0:28:26.000 --> 0:28:28.320
<v Speaker 1>submit their games to us and we can certify them,

0:28:28.359 --> 0:28:31.880
<v Speaker 1>Otherwise we will not allow them to run on our consoles. Eventually,

0:28:31.920 --> 0:28:35.720
<v Speaker 1>people would develop workarounds to that. They would develop adapters

0:28:35.720 --> 0:28:38.600
<v Speaker 1>that would allow you to play games that were not

0:28:38.800 --> 0:28:43.960
<v Speaker 1>Nintendo certified on Nintendo hardware. But initially, what this meant

0:28:44.120 --> 0:28:48.360
<v Speaker 1>was it gave Nintendo a very clear level of control

0:28:48.680 --> 0:28:51.720
<v Speaker 1>for their games, and you could argue because of that,

0:28:51.800 --> 0:28:56.040
<v Speaker 1>the quality of the games was much a step better

0:28:56.200 --> 0:28:58.960
<v Speaker 1>than what you had seen in the previous generation of

0:28:59.240 --> 0:29:04.960
<v Speaker 1>video game consoles. Then s game Nintendo Entertainment System game

0:29:05.200 --> 0:29:08.400
<v Speaker 1>that sold the most copies was a launch title. Uh,

0:29:08.600 --> 0:29:10.920
<v Speaker 1>not a big surprise. Most of the titles that you

0:29:11.280 --> 0:29:15.000
<v Speaker 1>will see that are the top selling title for a

0:29:15.080 --> 0:29:17.760
<v Speaker 1>video game console tend to also be the ones that

0:29:17.840 --> 0:29:22.000
<v Speaker 1>were bundled with the console when it was initially sold.

0:29:22.800 --> 0:29:25.240
<v Speaker 1>Of course, not all consoles came with a bundled game,

0:29:26.000 --> 0:29:28.400
<v Speaker 1>and in those cases it could be a very different result.

0:29:29.160 --> 0:29:32.520
<v Speaker 1>But in this case, we're talking about Super Mario Brothers,

0:29:33.400 --> 0:29:36.600
<v Speaker 1>one of the most popular platform or games of all time,

0:29:36.680 --> 0:29:40.160
<v Speaker 1>one of the most popular games of all time period.

0:29:41.000 --> 0:29:47.440
<v Speaker 1>It sold more than forty million copies. Forty million. I

0:29:47.560 --> 0:29:50.160
<v Speaker 1>was just talking about seven million being a big number.

0:29:51.160 --> 0:29:54.680
<v Speaker 1>So more than five times as many as Atari's top

0:29:54.840 --> 0:29:59.920
<v Speaker 1>selling game forty million. Now that's largely because the nes

0:30:00.080 --> 0:30:02.040
<v Speaker 1>was such a huge success and because the game was

0:30:02.080 --> 0:30:05.440
<v Speaker 1>bundled with it, but still that's just such a huge,

0:30:06.360 --> 0:30:09.479
<v Speaker 1>huge number. If you're not familiar with Super Mario Brothers,

0:30:10.560 --> 0:30:15.040
<v Speaker 1>welcome to the modern world. I hope that you are

0:30:15.200 --> 0:30:19.560
<v Speaker 1>comfortable out from beneath the rock you were under. Just kidding,

0:30:19.800 --> 0:30:22.360
<v Speaker 1>I know not everyone's interested in video games. So maybe

0:30:22.400 --> 0:30:24.640
<v Speaker 1>you don't know about Super Mario Brothers, or you've heard

0:30:24.680 --> 0:30:27.360
<v Speaker 1>the name but you don't know what it's about. Well,

0:30:28.680 --> 0:30:31.320
<v Speaker 1>Super Mario Brothers. Here's how the game works. It's a

0:30:32.280 --> 0:30:35.240
<v Speaker 1>got either one player mode or two player mode. In

0:30:35.360 --> 0:30:37.800
<v Speaker 1>one player mode, you're playing as Mario. In two player,

0:30:37.920 --> 0:30:40.680
<v Speaker 1>one person plays as Mario, the other person plays as Luigi.

0:30:42.040 --> 0:30:46.280
<v Speaker 1>You are a jumpy little plumber and Mario had previously

0:30:46.360 --> 0:30:49.640
<v Speaker 1>appeared in other games like Donkey Kong, although at the

0:30:49.680 --> 0:30:54.480
<v Speaker 1>time he was just called jump Man and Mario Brothers.

0:30:54.680 --> 0:30:57.000
<v Speaker 1>There was a game just called Mario Brothers, which involved

0:30:57.080 --> 0:31:00.240
<v Speaker 1>running around in a little level that was to be

0:31:00.280 --> 0:31:02.520
<v Speaker 1>like a sewer and you would knock turtles on their

0:31:02.560 --> 0:31:10.160
<v Speaker 1>backs and kick them over because those turtles were bad anyway.

0:31:11.040 --> 0:31:14.600
<v Speaker 1>They You also had a Donkey Kong Jr. Where Mario

0:31:14.840 --> 0:31:18.680
<v Speaker 1>was technically the bad guy in that game, but in

0:31:18.800 --> 0:31:21.160
<v Speaker 1>Super Mario Brothers, your job was to navigate a world

0:31:21.520 --> 0:31:25.480
<v Speaker 1>filled with various little monsters and things that could hurt

0:31:25.560 --> 0:31:30.160
<v Speaker 1>you so that you could get to the correct castle

0:31:30.360 --> 0:31:34.400
<v Speaker 1>after visiting a series of incorrect castles and rescue Princess

0:31:34.440 --> 0:31:39.040
<v Speaker 1>Peach from the clutches of the Evil Bowser. There's a

0:31:39.080 --> 0:31:41.320
<v Speaker 1>lot of jumping and running involved. That's what a platform

0:31:41.400 --> 0:31:44.400
<v Speaker 1>er is called called a platform er because you typically

0:31:44.440 --> 0:31:47.200
<v Speaker 1>are jumping from one platform to another platform, and you're

0:31:47.240 --> 0:31:50.920
<v Speaker 1>trying to get the timing rights that you avoid gaps,

0:31:51.480 --> 0:31:54.960
<v Speaker 1>you avoid enemies, you avoid enemy fire, that kind of stuff.

0:31:56.560 --> 0:31:59.560
<v Speaker 1>Other games that also sold well for the Nintendo Entertainment

0:31:59.560 --> 0:32:03.920
<v Speaker 1>System included Duck Hunt. Now, Duck Hunt was a light

0:32:04.000 --> 0:32:07.520
<v Speaker 1>gun game, and it became packaged with the Light Gun system.

0:32:07.680 --> 0:32:11.000
<v Speaker 1>So again not a big surprise that it's sold really well,

0:32:11.840 --> 0:32:15.360
<v Speaker 1>but uh, it was. It was a big seller. Like

0:32:15.480 --> 0:32:18.880
<v Speaker 1>there were many millions of copies of it sold. The

0:32:19.000 --> 0:32:22.640
<v Speaker 1>first two sequels to Super Mario Brothers also sold very well,

0:32:22.720 --> 0:32:26.000
<v Speaker 1>so the Super Mario Brothers two and three did extremely well.

0:32:26.720 --> 0:32:31.360
<v Speaker 1>Just shy of the top five slot for the best

0:32:31.600 --> 0:32:34.200
<v Speaker 1>selling video games of the Nintendo Entertainment System was the

0:32:34.360 --> 0:32:37.520
<v Speaker 1>Legend of Zelda. That was the sixth best selling game

0:32:37.600 --> 0:32:40.280
<v Speaker 1>for the NES. The Legend of Zelda was the first

0:32:40.360 --> 0:32:43.520
<v Speaker 1>game and another beloved Nintendo franchise. And you're gonna start

0:32:43.600 --> 0:32:46.680
<v Speaker 1>seeing things as I go through these Nintendo games where

0:32:46.720 --> 0:32:48.440
<v Speaker 1>a lot of the names start popping up over and

0:32:48.520 --> 0:32:53.080
<v Speaker 1>over again. Nintendo, more than any other company, I would argue,

0:32:53.440 --> 0:32:59.600
<v Speaker 1>depends heavily upon it's franchises that it created, more so

0:32:59.800 --> 0:33:03.000
<v Speaker 1>the third party games that were developed for Nintendo. The

0:33:03.120 --> 0:33:07.840
<v Speaker 1>first party franchises are what get Nintendo fans excited and

0:33:07.920 --> 0:33:13.400
<v Speaker 1>it's what sells Nintendo consoles. So with Nintendo Super Mario Brothers,

0:33:13.520 --> 0:33:18.320
<v Speaker 1>anything Mario Brothers related, that's obviously one of the top performers.

0:33:18.920 --> 0:33:22.160
<v Speaker 1>Also Zelda another top performer, and Legend of Zelda was

0:33:22.240 --> 0:33:27.520
<v Speaker 1>the first of many mini games in that franchise. That

0:33:27.920 --> 0:33:30.760
<v Speaker 1>particular version Legend of Zelda sold six and a half

0:33:30.840 --> 0:33:35.200
<v Speaker 1>million copies. So this is number six on our list, right,

0:33:35.360 --> 0:33:37.720
<v Speaker 1>and it hits six and a half million copies. Remember

0:33:37.800 --> 0:33:40.920
<v Speaker 1>number one of Atari hits seven million, So we're already

0:33:40.960 --> 0:33:44.480
<v Speaker 1>talking about a totally different industry at this point. Metroid,

0:33:44.560 --> 0:33:48.640
<v Speaker 1>which is another franchise people love with Nintendo, got edged

0:33:48.680 --> 0:33:50.760
<v Speaker 1>out of the top ten, just barely. It was number

0:33:50.840 --> 0:33:54.760
<v Speaker 1>eleven on the best Selling Games of Nintendo and it

0:33:54.840 --> 0:33:58.600
<v Speaker 1>sold two point seven million copies. So yeah, popular system.

0:33:59.440 --> 0:34:02.800
<v Speaker 1>The success user to the Nintendo Entertainment System was, of course,

0:34:02.920 --> 0:34:06.520
<v Speaker 1>the Super Nintendo Entertainment System or the Super Famicom. The

0:34:06.600 --> 0:34:09.520
<v Speaker 1>Famicon was the name of the NES in Japan, and

0:34:09.560 --> 0:34:13.520
<v Speaker 1>then the Super Famicon was the next one, so we

0:34:13.680 --> 0:34:16.560
<v Speaker 1>called it the Super Nintendo Entertainment System or the s

0:34:16.719 --> 0:34:20.840
<v Speaker 1>NES or SNEES, depending upon the circles you run in.

0:34:22.520 --> 0:34:25.520
<v Speaker 1>The top selling game for that one, again not a

0:34:25.600 --> 0:34:28.840
<v Speaker 1>big surprise. It was a bundled to launch title was

0:34:29.080 --> 0:34:36.319
<v Speaker 1>Super Mario World, sometimes referred to as Super Mario Brothers four. Now,

0:34:36.440 --> 0:34:41.080
<v Speaker 1>you could argue that Nintendo's reliance on franchises like the

0:34:41.160 --> 0:34:45.279
<v Speaker 1>Mario Brothers franchise was cemented by the fact that these

0:34:45.320 --> 0:34:50.080
<v Speaker 1>were the best selling games in consoles and their consoles history,

0:34:51.000 --> 0:34:53.200
<v Speaker 1>but in many cases these were games that were also

0:34:53.560 --> 0:34:56.160
<v Speaker 1>bundled with the actual system, So it's it's it's like

0:34:56.600 --> 0:34:59.399
<v Speaker 1>you can't really do apples and apples because the game

0:34:59.520 --> 0:35:02.200
<v Speaker 1>comes of the console, than just buying a console means

0:35:02.280 --> 0:35:04.879
<v Speaker 1>you I have become a customer of that game. Even

0:35:04.920 --> 0:35:06.400
<v Speaker 1>if you were to never put the game in the

0:35:06.480 --> 0:35:09.919
<v Speaker 1>system and you weren't really interested in it, you still

0:35:10.080 --> 0:35:13.960
<v Speaker 1>technically bought one. So it's a little complicated. But Super

0:35:14.000 --> 0:35:18.240
<v Speaker 1>Mario World sold more than twenty million copies, already half

0:35:19.080 --> 0:35:23.320
<v Speaker 1>of what the NES sold. So even though the NES

0:35:23.480 --> 0:35:26.759
<v Speaker 1>ushered in a new era of video games of home

0:35:26.880 --> 0:35:29.600
<v Speaker 1>video games, it didn't mean that we were immediately just

0:35:29.719 --> 0:35:33.200
<v Speaker 1>going to keep on building with each new system selling

0:35:33.320 --> 0:35:36.040
<v Speaker 1>even more copies than the one before it. It got

0:35:36.040 --> 0:35:40.200
<v Speaker 1>a little more complicated than that. Other top performers in

0:35:40.239 --> 0:35:44.160
<v Speaker 1>the Super Nintendo Entertainment System World included Donkey Kong Country,

0:35:44.560 --> 0:35:47.920
<v Speaker 1>in which you took control of the former villainous Donkey

0:35:48.000 --> 0:35:51.520
<v Speaker 1>Kong that was the bad guy in the game Donkey Kong,

0:35:51.560 --> 0:35:57.160
<v Speaker 1>where you played Mario slash jump Man. Uh. He was

0:35:57.239 --> 0:36:01.800
<v Speaker 1>also the captor our captive rather in Donkey Kong Junior,

0:36:01.880 --> 0:36:03.879
<v Speaker 1>you played as Donkey Kong Junior and you were trying

0:36:03.880 --> 0:36:07.680
<v Speaker 1>to rescue your dad, but Donkey Kong Country meant that

0:36:07.719 --> 0:36:11.480
<v Speaker 1>you were actually controlling Donkey Kong himself. Uh. Super Mario

0:36:11.600 --> 0:36:14.400
<v Speaker 1>Kart was also a top seller and would become another

0:36:14.600 --> 0:36:17.880
<v Speaker 1>franchise within Nintendo. Super Mario Kart, of course, is a

0:36:18.360 --> 0:36:22.279
<v Speaker 1>kart racing games, So you're playing like go karts, uh,

0:36:22.440 --> 0:36:26.279
<v Speaker 1>and you're playing as various iconic Nintendo characters, typically from

0:36:26.320 --> 0:36:29.680
<v Speaker 1>the Super Mario world, and you can pick up a

0:36:29.680 --> 0:36:34.719
<v Speaker 1>little power ups and use them to completely infuriate all

0:36:34.760 --> 0:36:37.960
<v Speaker 1>of your fellow players. And if you hit me with

0:36:38.040 --> 0:36:43.080
<v Speaker 1>another BLUESLL so help me, you get no more Cheetos

0:36:45.000 --> 0:36:52.239
<v Speaker 1>you know I'm talking to Well. These were or that

0:36:52.400 --> 0:36:57.360
<v Speaker 1>that joined the Donkey Kong franchise, the Mario franchise, and

0:36:57.480 --> 0:37:01.719
<v Speaker 1>the Metroid and Zelda franchises to come yet another longstanding

0:37:01.760 --> 0:37:05.160
<v Speaker 1>franchise with Nintendo. You could argue it's a spinoff because

0:37:05.200 --> 0:37:09.880
<v Speaker 1>it's the Super Mario characters, but the Mario Kart franchise

0:37:10.000 --> 0:37:11.640
<v Speaker 1>is really kind of its own things, sort of like

0:37:11.800 --> 0:37:15.920
<v Speaker 1>the way Super Smash Brothers is its own thing. But again,

0:37:16.440 --> 0:37:20.680
<v Speaker 1>It really showed how Nintendo would rely heavily on these

0:37:20.760 --> 0:37:24.360
<v Speaker 1>franchises in order to make big sales because that's what

0:37:24.480 --> 0:37:27.400
<v Speaker 1>their fans loved. You could tell because those were the

0:37:27.760 --> 0:37:30.640
<v Speaker 1>games that were selling the best, So we might as

0:37:30.640 --> 0:37:34.040
<v Speaker 1>well stick with Nintendo. Other console systems were coming out

0:37:34.280 --> 0:37:36.480
<v Speaker 1>the same time as the S and E s and

0:37:37.080 --> 0:37:40.359
<v Speaker 1>shortly thereafter, but we might as well focus on one

0:37:40.480 --> 0:37:43.720
<v Speaker 1>company at a time. So next would be the Nintendo

0:37:43.840 --> 0:37:47.400
<v Speaker 1>sixty four or in sixty four, which was the system

0:37:47.480 --> 0:37:50.520
<v Speaker 1>I really loved it was the system was the last

0:37:50.800 --> 0:37:54.759
<v Speaker 1>of the home console systems Nintendo would sell that was

0:37:54.840 --> 0:37:59.320
<v Speaker 1>a cartridge based system. The other ones would become disc based.

0:38:00.320 --> 0:38:03.719
<v Speaker 1>This was a cartridge based system. I never owned a

0:38:04.400 --> 0:38:06.800
<v Speaker 1>Nintendo or Super Nintendo, but I did have a Nintendo

0:38:06.880 --> 0:38:09.840
<v Speaker 1>sixty four, and I thought it was pretty keen. The

0:38:09.920 --> 0:38:13.719
<v Speaker 1>top selling game was Super Mario sixty four, which did

0:38:13.760 --> 0:38:16.880
<v Speaker 1>not necessarily come within Nintendo sixty four, So actually this

0:38:16.960 --> 0:38:20.960
<v Speaker 1>one is legitimately a top seller because I never had

0:38:21.040 --> 0:38:23.480
<v Speaker 1>that game. I always wanted it. It was also one

0:38:23.600 --> 0:38:26.719
<v Speaker 1>that even years and years and years after it came out,

0:38:26.800 --> 0:38:29.520
<v Speaker 1>you could not find it for a real discounted price

0:38:29.600 --> 0:38:31.799
<v Speaker 1>because there were still a demand for it. That's how

0:38:32.000 --> 0:38:36.239
<v Speaker 1>how highly regarded this game was. Super Mario sixty four

0:38:36.400 --> 0:38:38.800
<v Speaker 1>always was pretty expensive, even if you were trying to

0:38:38.800 --> 0:38:44.400
<v Speaker 1>buy a used copy. This was eleven point nine million

0:38:44.719 --> 0:38:47.600
<v Speaker 1>units sold. So again you look at the story, the

0:38:47.920 --> 0:38:51.320
<v Speaker 1>nes top selling games sold forty million copies, the S

0:38:51.400 --> 0:38:53.880
<v Speaker 1>and E s twenty million, and then the n sixty

0:38:53.960 --> 0:38:56.440
<v Speaker 1>four eleven point nine million. So you see there's this

0:38:56.560 --> 0:39:02.600
<v Speaker 1>trend of decreasing diminishing returns, if you will, which would

0:39:02.680 --> 0:39:04.960
<v Speaker 1>end up being a little troubling and more so in

0:39:05.080 --> 0:39:09.080
<v Speaker 1>future generations of Nintendo consoles. But not too far behind

0:39:09.160 --> 0:39:12.319
<v Speaker 1>Super Mario sixty four was Mario Kart sixty four, which

0:39:12.680 --> 0:39:15.640
<v Speaker 1>firmly established the Mario Kart franchise as a thing in

0:39:15.719 --> 0:39:22.040
<v Speaker 1>its own right. And third place was unusually a licensed game,

0:39:22.520 --> 0:39:25.319
<v Speaker 1>not a Nintendo first party game, but a licensed game.

0:39:25.920 --> 0:39:30.040
<v Speaker 1>It was Golden I Double O seven And anyone who

0:39:30.200 --> 0:39:33.279
<v Speaker 1>had an in sixty four and played Golden Eye, I

0:39:33.440 --> 0:39:35.840
<v Speaker 1>guarantee you right now they have a big smile on

0:39:35.920 --> 0:39:39.600
<v Speaker 1>their face. Why because this game was awesome. You played

0:39:39.640 --> 0:39:44.120
<v Speaker 1>as James Bond, and the game loosely followed plot lines

0:39:44.160 --> 0:39:47.520
<v Speaker 1>that were inspired by the film Golden I. It was

0:39:47.560 --> 0:39:49.880
<v Speaker 1>cool because you got to run around different levels as

0:39:49.960 --> 0:39:53.440
<v Speaker 1>James Bond and try and defeat various enemies and make

0:39:53.480 --> 0:39:56.520
<v Speaker 1>sure you didn't get shot in the process. But even

0:39:56.600 --> 0:39:59.480
<v Speaker 1>better than that, you could argue, was the multiplayer. You

0:39:59.560 --> 0:40:03.040
<v Speaker 1>could a first person shooter multiplayer against friends in a

0:40:03.120 --> 0:40:05.960
<v Speaker 1>split screen environment, and it was one of the earliest

0:40:06.120 --> 0:40:11.440
<v Speaker 1>console based multiplayer first person shooters that I can think of,

0:40:11.680 --> 0:40:14.200
<v Speaker 1>and it did it really well. The controls were fun,

0:40:14.640 --> 0:40:17.360
<v Speaker 1>the weapons were fun, the maps were fun, and it

0:40:17.520 --> 0:40:19.920
<v Speaker 1>was hilarious to listen to a group of people play

0:40:20.000 --> 0:40:21.920
<v Speaker 1>this game because they would come up with some very

0:40:22.040 --> 0:40:25.160
<v Speaker 1>creative curse words to yell at each other as they

0:40:25.200 --> 0:40:29.799
<v Speaker 1>would get shot while trying to shoot someone else. One

0:40:29.840 --> 0:40:32.400
<v Speaker 1>of my favorite games to play and favorite games to

0:40:32.480 --> 0:40:37.200
<v Speaker 1>watch people play. Fourth place for the Nintendo sixty four

0:40:37.200 --> 0:40:40.000
<v Speaker 1>would go to the Legend of Zelda the ok Arena Time,

0:40:40.440 --> 0:40:44.600
<v Speaker 1>which sold seven point six million copies, so fourth place

0:40:44.640 --> 0:40:47.279
<v Speaker 1>seven point six million. First place was eleven point nine.

0:40:47.840 --> 0:40:50.719
<v Speaker 1>You're seeing less of a drop off from one to

0:40:50.800 --> 0:40:54.120
<v Speaker 1>two to three to four, which is good. Out of

0:40:54.160 --> 0:40:56.600
<v Speaker 1>all the versions of Zelda I've played, and I've only

0:40:56.680 --> 0:40:58.560
<v Speaker 1>played a few of them, There are a lot more

0:40:58.600 --> 0:41:00.560
<v Speaker 1>out there that I haven't touched, but all of all

0:41:00.560 --> 0:41:02.759
<v Speaker 1>the ones I have played, Oak are Enough Time is

0:41:02.840 --> 0:41:08.279
<v Speaker 1>my favorite. Then we come to the Nintendo GameCube. The

0:41:08.320 --> 0:41:10.800
<v Speaker 1>best selling game for the game Cube was Super Smash

0:41:10.840 --> 0:41:15.279
<v Speaker 1>Brothers Melee. This was a game that our franchise that

0:41:15.280 --> 0:41:19.320
<v Speaker 1>had previously been established with just Super Smash Brothers. This

0:41:19.440 --> 0:41:23.760
<v Speaker 1>one involves playing various iconic Nintendo characters, and you're playing

0:41:23.800 --> 0:41:29.320
<v Speaker 1>on on levels against other players, typically other human players,

0:41:29.400 --> 0:41:33.200
<v Speaker 1>although you can play against computer controlled ones too, and

0:41:33.320 --> 0:41:37.360
<v Speaker 1>the object is to knock your opponents off of the

0:41:37.440 --> 0:41:39.920
<v Speaker 1>platforms that you can stand on, so you want to

0:41:39.920 --> 0:41:44.719
<v Speaker 1>be the last character standing in a free for all Melee. Ah,

0:41:45.440 --> 0:41:50.160
<v Speaker 1>this one did really well. The other ones had done well,

0:41:50.320 --> 0:41:52.600
<v Speaker 1>but not as good as this that they sold more

0:41:52.680 --> 0:41:56.160
<v Speaker 1>than seven million units. However, that means that you also

0:41:56.200 --> 0:41:59.360
<v Speaker 1>see another drop from eleven point nine million as the

0:41:59.400 --> 0:42:01.920
<v Speaker 1>top one of the inn sixty four to seven million

0:42:02.280 --> 0:42:04.800
<v Speaker 1>for the game Cube. I shall also point out that

0:42:04.880 --> 0:42:07.600
<v Speaker 1>I'm concentrating on platform exclusives here for the most part.

0:42:08.480 --> 0:42:11.920
<v Speaker 1>Keep in mind some games would appear on multiple platforms,

0:42:12.200 --> 0:42:18.200
<v Speaker 1>and that means that they might do well overall. When

0:42:18.239 --> 0:42:20.560
<v Speaker 1>you add up all the different platforms they were sold on,

0:42:21.560 --> 0:42:25.440
<v Speaker 1>but because you could play them on various different consoles,

0:42:25.640 --> 0:42:30.920
<v Speaker 1>it was they rarely reached the top five for most

0:42:31.120 --> 0:42:34.840
<v Speaker 1>game platforms because you've diluted it by allowing people to

0:42:34.880 --> 0:42:38.560
<v Speaker 1>buy it on whichever console they most prefer. It's the

0:42:38.600 --> 0:42:40.959
<v Speaker 1>console exclusives that tend to be in the top five

0:42:41.160 --> 0:42:43.200
<v Speaker 1>simply because that's the only place you can buy them,

0:42:43.320 --> 0:42:46.040
<v Speaker 1>it's the only place you can play them. Rather, the

0:42:46.160 --> 0:42:48.720
<v Speaker 1>rest of the top five for the game Cube includes

0:42:48.760 --> 0:42:52.520
<v Speaker 1>the usual suspects. Another kart racing games again, other Mario

0:42:52.640 --> 0:42:55.080
<v Speaker 1>Kart game in there. You have another Super Mario game

0:42:55.160 --> 0:42:58.120
<v Speaker 1>with like Super Mario Sunshine. You had another Zelda game

0:42:58.160 --> 0:43:02.239
<v Speaker 1>in there, and you had Metro Prime. So again, the

0:43:02.360 --> 0:43:07.440
<v Speaker 1>top selling games for Nintendo are the franchises that they established.

0:43:07.520 --> 0:43:09.600
<v Speaker 1>The Golden I Double O seven was kind of a

0:43:10.280 --> 0:43:12.759
<v Speaker 1>exception to the rule, and now we're back to the rule,

0:43:12.960 --> 0:43:17.440
<v Speaker 1>which is Nintendo depends very heavily on the intellectual property

0:43:17.520 --> 0:43:20.000
<v Speaker 1>they have created. It's also one of the reasons why

0:43:20.080 --> 0:43:23.560
<v Speaker 1>they were very reluctant to have that stuff appear on

0:43:23.719 --> 0:43:29.600
<v Speaker 1>other platforms, because clearly those are the titles that sell consoles.

0:43:30.000 --> 0:43:32.560
<v Speaker 1>They're the ones that have the highest sales rates. So

0:43:33.840 --> 0:43:37.040
<v Speaker 1>that explains why Nintendo is never really eager to put

0:43:37.120 --> 0:43:39.680
<v Speaker 1>their stuff on a different platform. Doesn't mean that people

0:43:39.760 --> 0:43:43.200
<v Speaker 1>haven't done it. Obviously. They've got the Mario Jump game

0:43:43.840 --> 0:43:47.480
<v Speaker 1>for iPhone, but that didn't do as well as what

0:43:47.719 --> 0:43:51.279
<v Speaker 1>Nintendo was hoping and kind of reinforce their idea that

0:43:52.440 --> 0:43:56.719
<v Speaker 1>their intellectual property works best on their own platforms. The

0:43:56.840 --> 0:44:00.440
<v Speaker 1>Nintendo WE tells a slightly different story than the Predace sessors.

0:44:00.600 --> 0:44:03.360
<v Speaker 1>Louise most popular game was WE Sports because it was

0:44:03.440 --> 0:44:05.839
<v Speaker 1>bundled with the console, although to be fair, it's also

0:44:05.880 --> 0:44:08.240
<v Speaker 1>a very fun game, so I'm not here to suggest

0:44:08.280 --> 0:44:10.520
<v Speaker 1>that it's a bad game, just that if you bought

0:44:10.560 --> 0:44:12.880
<v Speaker 1>a WE you got WE Sports is one of your games,

0:44:13.160 --> 0:44:18.239
<v Speaker 1>at least early on. Initially, it's sold eighty two point

0:44:18.320 --> 0:44:25.719
<v Speaker 1>eight million copies. Now that is mind blowing, eighty two

0:44:25.800 --> 0:44:29.600
<v Speaker 1>point eight million, more than twice as many as the

0:44:29.760 --> 0:44:33.400
<v Speaker 1>nes Super Mario Brothers game, and that helps illustrate how

0:44:33.440 --> 0:44:37.560
<v Speaker 1>the Nintendo WE had become a huge powerhouse in the industry,

0:44:37.600 --> 0:44:40.520
<v Speaker 1>at least temporarily. It had a big impact on the

0:44:40.640 --> 0:44:44.279
<v Speaker 1>video game industry. It was insanely popular, you couldn't find

0:44:44.360 --> 0:44:46.759
<v Speaker 1>them anywhere when they first came out, because they would

0:44:46.800 --> 0:44:48.640
<v Speaker 1>be bought as soon as they would hit store shelves.

0:44:49.840 --> 0:44:51.960
<v Speaker 1>But when you start looking down the list of the

0:44:52.080 --> 0:44:55.640
<v Speaker 1>top performing games, you see that there's an issue because

0:44:55.719 --> 0:44:59.600
<v Speaker 1>number two on that list was Mario Kart We and

0:44:59.680 --> 0:45:02.680
<v Speaker 1>that one sold thirty six point eight three million copies,

0:45:02.800 --> 0:45:08.080
<v Speaker 1>so less than half of number one. What that tells

0:45:08.160 --> 0:45:13.800
<v Speaker 1>you is that the console was what was popular, and

0:45:13.920 --> 0:45:20.160
<v Speaker 1>then gamers differed on which games they felt were the best.

0:45:21.239 --> 0:45:23.520
<v Speaker 1>Because you see a huge drop from number one to

0:45:23.640 --> 0:45:26.120
<v Speaker 1>number two. Number one sells more than eighty million copies,

0:45:26.239 --> 0:45:33.040
<v Speaker 1>number two sells thirty six million. It's an enormous gap. Uh.

0:45:33.200 --> 0:45:35.760
<v Speaker 1>Nintendo had several big hits for the Weed, but nothing

0:45:35.840 --> 0:45:38.600
<v Speaker 1>that approached the level of interest for the console itself.

0:45:39.440 --> 0:45:42.000
<v Speaker 1>So once you get the tenth place, which was We Party,

0:45:42.160 --> 0:45:44.719
<v Speaker 1>you're talking about nine million copies sold, which is still

0:45:44.719 --> 0:45:47.480
<v Speaker 1>a lot. I don't mean to take anything away from it,

0:45:48.600 --> 0:45:53.400
<v Speaker 1>but remember we started at eighty million, So you go

0:45:53.520 --> 0:45:56.239
<v Speaker 1>from eighty million at number one to nine million at

0:45:56.320 --> 0:45:59.799
<v Speaker 1>number ten. That shows that there were not any standout

0:46:00.080 --> 0:46:05.680
<v Speaker 1>games that really demanded a huge push from the consumer level.

0:46:05.760 --> 0:46:07.880
<v Speaker 1>And that was an issue. You got to see more

0:46:07.920 --> 0:46:10.680
<v Speaker 1>and more players kind of put their Nintendo we to

0:46:10.760 --> 0:46:12.560
<v Speaker 1>the side and allow it to gather dust, and they

0:46:12.600 --> 0:46:14.120
<v Speaker 1>would only take it out if they had a group

0:46:14.160 --> 0:46:17.120
<v Speaker 1>of people over to play party games or group games.

0:46:18.760 --> 0:46:23.320
<v Speaker 1>The WU is even more jury story. The top selling

0:46:23.400 --> 0:46:26.120
<v Speaker 1>title on the WU was Mario Kart eight and the

0:46:26.200 --> 0:46:30.000
<v Speaker 1>sales were hitting around eight million units. So the number

0:46:30.080 --> 0:46:33.719
<v Speaker 1>one selling game of the Weiu sold fewer units than

0:46:33.760 --> 0:46:39.080
<v Speaker 1>the number ten for the Wei itself. That's not a

0:46:39.200 --> 0:46:41.239
<v Speaker 1>great story, and in fact, if I were to talk

0:46:41.320 --> 0:46:44.000
<v Speaker 1>specifically about the WEU, it would be a pretty sad

0:46:44.080 --> 0:46:47.000
<v Speaker 1>story from beginning to end, particularly because I think the

0:46:47.080 --> 0:46:51.680
<v Speaker 1>WU was a very innovative approach. It just didn't have

0:46:51.920 --> 0:46:55.640
<v Speaker 1>the games or the experiences that were compelling enough to

0:46:55.880 --> 0:47:02.680
<v Speaker 1>really push it into a success. Switching over to handhelds,

0:47:02.760 --> 0:47:05.160
<v Speaker 1>just briefly, the top selling title on the Game Boy

0:47:05.520 --> 0:47:08.160
<v Speaker 1>is one that I'm going to chat about later. And

0:47:08.200 --> 0:47:10.120
<v Speaker 1>I'm sure a lot of you will guess what the

0:47:10.200 --> 0:47:13.719
<v Speaker 1>top selling title for game Boy was, but again I'll

0:47:13.960 --> 0:47:17.680
<v Speaker 1>i'll address that one in a little bit. So apart

0:47:17.719 --> 0:47:21.560
<v Speaker 1>from the number one spot, Pokemon Rules the Land for

0:47:21.680 --> 0:47:26.520
<v Speaker 1>the original game, Boy, the Pokemon games Red, Blue, Gold,

0:47:26.680 --> 0:47:32.239
<v Speaker 1>and Silver made up nearly fifty million units sold. That's

0:47:32.280 --> 0:47:37.440
<v Speaker 1>collectively the four games fifty million units, huge number. The

0:47:37.560 --> 0:47:42.360
<v Speaker 1>Game Boy Advance continued that trend with Pokemon Ruby, Sapphire, Fire,

0:47:42.400 --> 0:47:45.960
<v Speaker 1>Red Leaf, Green, and Emerald, which collectively accounted for more

0:47:46.040 --> 0:47:50.120
<v Speaker 1>than thirty million units, which tells me that Pokemon fans

0:47:50.320 --> 0:47:56.160
<v Speaker 1>love their games. Then you have the Nintendo DS. That's

0:47:56.200 --> 0:47:59.680
<v Speaker 1>top game was the New Super Mario Brothers, followed by

0:47:59.719 --> 0:48:03.799
<v Speaker 1>An ten Dogs and then Mario Kart DS. The three

0:48:03.880 --> 0:48:07.840
<v Speaker 1>DS returned the title to Pokemon, with Pokemon X and

0:48:08.080 --> 0:48:11.640
<v Speaker 1>Y leading the charge with more than sixteen million units sold.

0:48:11.680 --> 0:48:13.080
<v Speaker 1>And I guess someday I'm just gonna have to do

0:48:13.160 --> 0:48:16.600
<v Speaker 1>a full Pokemon episode. She means, I'm gonna have to

0:48:16.680 --> 0:48:23.399
<v Speaker 1>understand it. Pity me. Before I take another quick break,

0:48:23.440 --> 0:48:24.960
<v Speaker 1>I thought it'd be cool to chat about the top

0:48:25.040 --> 0:48:27.480
<v Speaker 1>selling games for some of the consoles that weren't nearly

0:48:27.560 --> 0:48:30.799
<v Speaker 1>as popular as the Nintendo line. And we're talking about

0:48:30.880 --> 0:48:33.560
<v Speaker 1>the Vegas Sega systems here, So what were the top

0:48:33.680 --> 0:48:36.480
<v Speaker 1>games on those systems. It's a little tricky because most

0:48:36.560 --> 0:48:39.400
<v Speaker 1>of them didn't really hit a full million units and

0:48:39.520 --> 0:48:41.359
<v Speaker 1>that's what you need to show up on a lot

0:48:41.440 --> 0:48:44.799
<v Speaker 1>of lists. The Sega Genesis, which was better known as

0:48:44.880 --> 0:48:47.759
<v Speaker 1>the Mega Drive and other parts of the world, had

0:48:47.840 --> 0:48:50.680
<v Speaker 1>Sonic the Hedgehog as its top performing title with fifteen

0:48:50.719 --> 0:48:54.239
<v Speaker 1>million units sold. It's another title that got bundled with

0:48:54.480 --> 0:48:59.239
<v Speaker 1>the Sega Genesis in most cases. Sonic two came in

0:48:59.360 --> 0:49:03.319
<v Speaker 1>second place with six million units uh, which is much

0:49:03.360 --> 0:49:06.520
<v Speaker 1>more modest than the fifteen million that Sonic One sold,

0:49:06.680 --> 0:49:10.680
<v Speaker 1>and third place went to Disney's Aladdin, which was another

0:49:10.800 --> 0:49:13.239
<v Speaker 1>licensed game, and it managed to buck the trend that

0:49:13.320 --> 0:49:16.720
<v Speaker 1>trend being a licensed game that ends up being pretty lousy.

0:49:17.160 --> 0:49:20.320
<v Speaker 1>I'm sure any video gamers out there are familiar with

0:49:20.520 --> 0:49:24.359
<v Speaker 1>tons of different games based on licenses that just were

0:49:24.440 --> 0:49:28.120
<v Speaker 1>not fun or we're a bad representation of whatever the

0:49:28.200 --> 0:49:31.360
<v Speaker 1>license was. But Aladdin was a fun platform or that

0:49:31.400 --> 0:49:33.600
<v Speaker 1>a lot of people liked, so it did really well

0:49:33.840 --> 0:49:38.440
<v Speaker 1>on the Sega Genesis. Uh. Following that up, We're the

0:49:38.560 --> 0:49:42.840
<v Speaker 1>Game's NBA Jam, one of the few sports related games

0:49:42.920 --> 0:49:45.000
<v Speaker 1>to a show up on our lists so far, although

0:49:45.120 --> 0:49:48.640
<v Speaker 1>NBA Jam is a very arcady version of sports and

0:49:48.800 --> 0:49:53.320
<v Speaker 1>Mortal Kombat to our first fighting game besides, uh yeah, no,

0:49:53.440 --> 0:49:56.359
<v Speaker 1>it's our first one first fighting game where it's kind

0:49:56.360 --> 0:49:58.960
<v Speaker 1>of like Street Fighter sort of stuff, Mortal Kombat too.

0:50:00.320 --> 0:50:04.080
<v Speaker 1>The Sega Saturn had only a few titles top more

0:50:04.160 --> 0:50:08.000
<v Speaker 1>than a million sold. That would include Virtua Fighter Too,

0:50:08.200 --> 0:50:11.240
<v Speaker 1>which was another fighting game kind of like Mortal Kombat

0:50:11.360 --> 0:50:13.200
<v Speaker 1>or Street Fighter or tech In or one of those,

0:50:14.000 --> 0:50:18.399
<v Speaker 1>and Sega Rally Championship, a racing game. The Dreamcast, which

0:50:18.440 --> 0:50:20.719
<v Speaker 1>is still one of my favorite consoles of all time,

0:50:21.160 --> 0:50:24.799
<v Speaker 1>had Sonic Adventure as its top selling title, followed by

0:50:24.880 --> 0:50:28.800
<v Speaker 1>the fighting game Soul Caliber. Soul Caliber is kind of

0:50:28.800 --> 0:50:30.880
<v Speaker 1>like more more like Mortal Kombat, I would argue than

0:50:30.920 --> 0:50:33.240
<v Speaker 1>Street Fighter because you have a lot of weapons involved.

0:50:33.640 --> 0:50:35.840
<v Speaker 1>There are also other elements of gameplay that we're not

0:50:36.040 --> 0:50:39.360
<v Speaker 1>common to Street Fighter or Mortal Kombat. I spent a

0:50:39.440 --> 0:50:42.799
<v Speaker 1>lot of time playing Soul Caliber on the Dreamcast trying

0:50:42.840 --> 0:50:46.239
<v Speaker 1>to unlock all the different stuff. My favorite character was Servantes,

0:50:46.800 --> 0:50:53.040
<v Speaker 1>who was a pirate yar. Anyway, Third place would go

0:50:53.200 --> 0:50:56.040
<v Speaker 1>to a Crazy Taxi, which sold a little bit more

0:50:56.080 --> 0:51:00.200
<v Speaker 1>than one point two million units. Now, I would take

0:51:00.280 --> 0:51:02.680
<v Speaker 1>time to talk about the top selling Turbo Graphics six

0:51:02.719 --> 0:51:07.719
<v Speaker 1>team games, but those didn't get to sales figures large

0:51:07.840 --> 0:51:10.560
<v Speaker 1>enough for me to find in a really reliable source.

0:51:11.440 --> 0:51:15.040
<v Speaker 1>I'm sure that certain games did pretty well, but none

0:51:15.080 --> 0:51:18.840
<v Speaker 1>of them were breakout successes. So you might find a

0:51:18.920 --> 0:51:23.800
<v Speaker 1>game like Ninja Spirit or Legendary Acts or BOMBERMANE that

0:51:24.080 --> 0:51:27.640
<v Speaker 1>did pretty well, but again couldn't find any sells figures

0:51:27.719 --> 0:51:31.240
<v Speaker 1>that made it stand out. Now, in our next section,

0:51:31.480 --> 0:51:33.920
<v Speaker 1>I'll take a look at the top games on Sony

0:51:34.040 --> 0:51:36.920
<v Speaker 1>and Xbox consoles, as well as the big names in

0:51:37.040 --> 0:51:40.680
<v Speaker 1>PC games. But before that, let's take another quick break

0:51:41.160 --> 0:51:51.520
<v Speaker 1>to thank our sponsor. All right, let's talk about Sony now.

0:51:51.600 --> 0:51:55.720
<v Speaker 1>Sony's PlayStation was the first console to seriously give Nintendo

0:51:55.760 --> 0:51:58.520
<v Speaker 1>a run for its money, and it also ushered in

0:51:58.600 --> 0:52:01.720
<v Speaker 1>a new era of big say hills in video games.

0:52:02.200 --> 0:52:06.399
<v Speaker 1>The original PlayStation's top selling game was Grand Tarismo, which

0:52:06.560 --> 0:52:09.160
<v Speaker 1>was a racing game and a driving simulator. Still is

0:52:09.400 --> 0:52:11.640
<v Speaker 1>a racing game and a driving simulator. It didn't magically

0:52:11.680 --> 0:52:14.600
<v Speaker 1>transform over the last few years, but Grand Tarismo was

0:52:14.680 --> 0:52:17.960
<v Speaker 1>the number one selling title for the original PlayStation. And

0:52:18.040 --> 0:52:20.000
<v Speaker 1>I find this interesting since we didn't really see any

0:52:20.080 --> 0:52:24.279
<v Speaker 1>actual driving simulators in our other lists. Really, we saw

0:52:24.400 --> 0:52:28.400
<v Speaker 1>some arcady things like Mario Kart, but this was an

0:52:28.480 --> 0:52:31.840
<v Speaker 1>honest to goodness driving simulator and a race car simulator.

0:52:32.760 --> 0:52:36.600
<v Speaker 1>Other big PS one games included Final Fantasy seven, so

0:52:36.840 --> 0:52:40.640
<v Speaker 1>a video game role playing game, one of the most

0:52:40.719 --> 0:52:46.120
<v Speaker 1>popular of the Final Fantasy franchise, and Grand Tarismo too.

0:52:46.360 --> 0:52:51.000
<v Speaker 1>As it turns out, Grand Turismo really was dominating PlayStation one.

0:52:51.560 --> 0:52:53.680
<v Speaker 1>Fourth place went to tech In three, which was another

0:52:53.760 --> 0:52:56.560
<v Speaker 1>fighting game. But then let's take a look over at

0:52:56.600 --> 0:53:00.359
<v Speaker 1>PS two. So the PlayStation two's top game was Grand

0:53:00.440 --> 0:53:05.640
<v Speaker 1>Theft Auto San Andreas. So this is an action adventure

0:53:05.719 --> 0:53:09.680
<v Speaker 1>game and the first sandbox style game on our list. Now,

0:53:09.760 --> 0:53:12.880
<v Speaker 1>to be fair, consoles really didn't have the power to

0:53:13.000 --> 0:53:15.480
<v Speaker 1>give you a sandbox kind of experience. And basically a

0:53:15.560 --> 0:53:18.680
<v Speaker 1>sandbox game means that you get dumped into a game

0:53:18.719 --> 0:53:20.680
<v Speaker 1>world and you have a lot of freedom of choice

0:53:20.880 --> 0:53:23.600
<v Speaker 1>as to what you do next. You can wander around,

0:53:23.719 --> 0:53:25.400
<v Speaker 1>try and do different things. You don't have to go

0:53:25.560 --> 0:53:28.560
<v Speaker 1>down a linear pathway in order to complete the game

0:53:28.680 --> 0:53:30.640
<v Speaker 1>right away. You can do a lot of side missions.

0:53:31.000 --> 0:53:34.040
<v Speaker 1>You can explore the world uh to to greater or

0:53:34.120 --> 0:53:37.880
<v Speaker 1>lesser degree. Grand Theft Auto series tends to have things

0:53:38.040 --> 0:53:41.400
<v Speaker 1>that keep you in certain areas at least to a

0:53:41.520 --> 0:53:43.400
<v Speaker 1>certain point of the game before it opens up the

0:53:43.520 --> 0:53:48.239
<v Speaker 1>next area, but you still can explore large portions of

0:53:48.320 --> 0:53:50.800
<v Speaker 1>the game right away as soon as the game starts.

0:53:52.520 --> 0:53:55.480
<v Speaker 1>So Grand Theft Auto San Andreas takes place in a

0:53:55.680 --> 0:54:00.360
<v Speaker 1>fictional version of Los Angeles. Then you play a cominal,

0:54:00.440 --> 0:54:02.240
<v Speaker 1>as you do in all the Grand Theft Auto games.

0:54:02.680 --> 0:54:04.960
<v Speaker 1>You play a criminal who is going on a series

0:54:05.000 --> 0:54:09.680
<v Speaker 1>of missions in order to pursue specific goals, which usually

0:54:09.719 --> 0:54:13.200
<v Speaker 1>involved becoming more and more powerful in the crime scene

0:54:13.360 --> 0:54:16.440
<v Speaker 1>of whatever area you are in, as well as eliminating

0:54:16.600 --> 0:54:22.040
<v Speaker 1>various enemies and rivals that you encounter throughout the story.

0:54:22.680 --> 0:54:25.360
<v Speaker 1>And you're playing a specific character in each of these games,

0:54:25.760 --> 0:54:29.080
<v Speaker 1>different characters for each game, but a specific one. You're

0:54:29.080 --> 0:54:31.520
<v Speaker 1>not able to create a character, at least not in

0:54:31.560 --> 0:54:36.880
<v Speaker 1>the single player version. So Grand Theft Auto San Andreas

0:54:36.920 --> 0:54:41.120
<v Speaker 1>sold seventeen million copies, and again we see a nice

0:54:41.200 --> 0:54:45.800
<v Speaker 1>big number here, much bigger than than the lagging we

0:54:46.120 --> 0:54:49.480
<v Speaker 1>numbers were later um which actually happened later at this point,

0:54:49.520 --> 0:54:53.120
<v Speaker 1>because we're still talking about the PS two. But then

0:54:53.200 --> 0:54:56.880
<v Speaker 1>Grand Rismo three and four take second and third place, respectively.

0:54:57.120 --> 0:55:00.920
<v Speaker 1>So the driving racing games, those were still really popular

0:55:01.320 --> 0:55:04.120
<v Speaker 1>in Sony's world. This is kind of interesting to me

0:55:04.280 --> 0:55:06.640
<v Speaker 1>because I would argue that by looking at the top

0:55:06.719 --> 0:55:09.640
<v Speaker 1>selling games of each console, you start to get kind

0:55:09.680 --> 0:55:14.680
<v Speaker 1>of a profile of what the hardcore fans of those

0:55:14.760 --> 0:55:18.839
<v Speaker 1>consoles really liked. So it's Sony, you're getting the Grand

0:55:18.880 --> 0:55:22.000
<v Speaker 1>Theft Auto games, these sandbox games, and the Grand Turismo games,

0:55:22.120 --> 0:55:24.840
<v Speaker 1>the race card games that seted apart from something like

0:55:25.000 --> 0:55:28.560
<v Speaker 1>Nintendo that was looking at things like the Super Mario franchise,

0:55:28.719 --> 0:55:34.360
<v Speaker 1>the Zelda franchise, or other companies as well. When we

0:55:34.440 --> 0:55:37.200
<v Speaker 1>get the Xbox, we'll see that they have a different

0:55:37.400 --> 0:55:41.080
<v Speaker 1>style of games that are the most popular, and you

0:55:41.200 --> 0:55:43.160
<v Speaker 1>get a little bit of a feeling of the personality

0:55:43.320 --> 0:55:47.839
<v Speaker 1>for each console in a way. The next two games

0:55:47.920 --> 0:55:51.520
<v Speaker 1>on the list after Grand Tourism three and four were

0:55:51.960 --> 0:55:54.560
<v Speaker 1>other Grand Theft Auto games. Actually, so this is still

0:55:54.600 --> 0:55:58.560
<v Speaker 1>for the PS two. So number four on the list

0:55:59.040 --> 0:56:02.120
<v Speaker 1>for top five p US two selling games was Grand

0:56:02.200 --> 0:56:04.800
<v Speaker 1>Theft Auto Vice City, which sets you in a fictional

0:56:04.960 --> 0:56:08.560
<v Speaker 1>version of Miami during the nineteen eighties, and number five

0:56:08.719 --> 0:56:10.600
<v Speaker 1>was Grand Theft Auto three, which puts you in a

0:56:10.680 --> 0:56:15.200
<v Speaker 1>fictional version of New York City. So three Grand Theft

0:56:15.239 --> 0:56:17.839
<v Speaker 1>Auto games and two Grand Thereismo games took the top

0:56:17.960 --> 0:56:21.360
<v Speaker 1>five spots for PS two, not a whole lot of

0:56:21.440 --> 0:56:26.279
<v Speaker 1>variety there. The PS three would continue this trend with

0:56:26.400 --> 0:56:31.120
<v Speaker 1>Grand Theft Auto five raking up twenty one million units sold,

0:56:31.400 --> 0:56:33.480
<v Speaker 1>and that game would take you back to San Andreas,

0:56:33.640 --> 0:56:38.080
<v Speaker 1>that fictional version of Los Angeles as well as surrounding areas.

0:56:38.120 --> 0:56:40.200
<v Speaker 1>It was a much larger map than the one for

0:56:40.280 --> 0:56:44.759
<v Speaker 1>Grand Theft Auto San Andreas. Second place would go to

0:56:44.840 --> 0:56:48.200
<v Speaker 1>Grand Thereismo five, So again, no surprise, you're still having

0:56:48.239 --> 0:56:51.279
<v Speaker 1>Grand Theft Auto and Grand Theresmo dominating the top of

0:56:51.360 --> 0:56:54.759
<v Speaker 1>the charts for the Sony PlayStation line. Really sinsing a

0:56:54.800 --> 0:56:57.640
<v Speaker 1>trend here, but third place would change things up a bit.

0:56:57.800 --> 0:57:00.479
<v Speaker 1>Third place went to Battlefield three, which is first person

0:57:00.520 --> 0:57:03.279
<v Speaker 1>shooter games set in modern day, a fictional version of

0:57:03.360 --> 0:57:08.279
<v Speaker 1>modern day, and it had both single and multiplayer modes

0:57:08.360 --> 0:57:11.799
<v Speaker 1>that made it very popular. Slots four and five would

0:57:11.800 --> 0:57:17.480
<v Speaker 1>go to Uncharted three and Uncharted two, respectfully respectively. I

0:57:17.480 --> 0:57:19.960
<v Speaker 1>should say not respectfully. I'm sure they do respect it,

0:57:20.080 --> 0:57:23.480
<v Speaker 1>but that's neither here nor there. Uncharted three and to

0:57:24.200 --> 0:57:28.080
<v Speaker 1>carry on the series of Uncharted, which follows the exploits

0:57:28.120 --> 0:57:30.240
<v Speaker 1>of a character named Nathan Drake who's kind of a

0:57:30.320 --> 0:57:34.280
<v Speaker 1>mix between Laura Croft the tomb Raider and Indiana Jones.

0:57:34.360 --> 0:57:36.920
<v Speaker 1>He's a treasure hunter who gets in trouble, gets in

0:57:37.040 --> 0:57:38.760
<v Speaker 1>over his head all the time, and they has to

0:57:38.800 --> 0:57:41.680
<v Speaker 1>try and escape, usually ends up escaping without whatever the

0:57:41.720 --> 0:57:44.000
<v Speaker 1>treasure was he was going after it gets lost to

0:57:44.080 --> 0:57:48.680
<v Speaker 1>all time or something along those lines. Um very cinematic

0:57:48.760 --> 0:57:56.680
<v Speaker 1>style games, very popular for the PS three. Now, one

0:57:56.760 --> 0:57:59.600
<v Speaker 1>game I was surprised didn't show up on the Best

0:58:00.440 --> 0:58:02.919
<v Speaker 1>Selling Games for the p S three was The Last

0:58:03.000 --> 0:58:09.040
<v Speaker 1>of Us, which is a post apocalyptic zombie survival style game,

0:58:09.200 --> 0:58:11.680
<v Speaker 1>although I guess you could argue they're not really zombies.

0:58:11.760 --> 0:58:15.360
<v Speaker 1>They are humans that have been infected by some sort

0:58:15.400 --> 0:58:20.520
<v Speaker 1>of fungal um infection for lack of a better word,

0:58:20.720 --> 0:58:24.120
<v Speaker 1>I'm gonna be repetitive and redundant here that makes them

0:58:24.160 --> 0:58:27.520
<v Speaker 1>go crazy and attack people. So The Last of Us

0:58:27.600 --> 0:58:30.000
<v Speaker 1>is a great game, but is not on the Best

0:58:30.040 --> 0:58:32.480
<v Speaker 1>Selling Games for the p S three. However, the remastered

0:58:32.600 --> 0:58:35.360
<v Speaker 1>version would end up being number eight for PS four,

0:58:37.120 --> 0:58:40.440
<v Speaker 1>but was on the top of PS four's list. All

0:58:40.520 --> 0:58:43.320
<v Speaker 1>The top selling game for PS four is Uncharted four

0:58:44.440 --> 0:58:48.480
<v Speaker 1>that just seemingly concludes Nathan Drake's storyline in the Uncharted series,

0:58:48.680 --> 0:58:53.280
<v Speaker 1>although never say never. Number two is a game called

0:58:53.360 --> 0:58:58.760
<v Speaker 1>Horizon zero Dawn, one of the more recent games on

0:58:58.920 --> 0:59:02.160
<v Speaker 1>this list in this entire episode, really is Horizon zero

0:59:02.240 --> 0:59:06.520
<v Speaker 1>Don's interesting post apocalyptic science fiction game that I recommend

0:59:06.600 --> 0:59:09.240
<v Speaker 1>checking out because it's kind of cool. Third place, we

0:59:09.320 --> 0:59:11.400
<v Speaker 1>go to kill Zone shadow Fall, which is a first

0:59:11.440 --> 0:59:15.600
<v Speaker 1>person shooter game, and then would you would have Blood Born,

0:59:15.880 --> 0:59:18.440
<v Speaker 1>which is an action role playing game. In fourth place

0:59:18.960 --> 0:59:20.800
<v Speaker 1>and fifth place, we go to Drive Club, which was

0:59:20.880 --> 0:59:22.800
<v Speaker 1>the only racing game to make the top five of

0:59:22.880 --> 0:59:26.680
<v Speaker 1>Sony's most recent console. So that is kind of a departure,

0:59:27.560 --> 0:59:30.640
<v Speaker 1>partly because of delays with Grand Tarismo series, but it

0:59:30.760 --> 0:59:35.360
<v Speaker 1>is a departure from the Sony h appeal because you

0:59:35.440 --> 0:59:38.920
<v Speaker 1>saw in the earlier consoles that Grand Treismo was always

0:59:38.960 --> 0:59:44.600
<v Speaker 1>taking a top place in those those top fives. Now,

0:59:44.720 --> 0:59:47.560
<v Speaker 1>those who know me, and they know me well, they

0:59:47.640 --> 0:59:50.720
<v Speaker 1>know that I'm an Xbox guy. I'm not a PlayStation person.

0:59:51.000 --> 0:59:52.680
<v Speaker 1>I do own a p S three, but I do

0:59:52.800 --> 0:59:54.920
<v Speaker 1>not own a PS four. I like the PS three

0:59:55.040 --> 0:59:57.600
<v Speaker 1>just fine, and I like the games that I played

0:59:57.640 --> 1:00:00.520
<v Speaker 1>on it really well. I like the Uncharted series, but

1:00:00.800 --> 1:00:03.480
<v Speaker 1>I just tend to be more of an Xbox player

1:00:03.520 --> 1:00:09.120
<v Speaker 1>than a PlayStation player. I do fully recognize that each

1:00:09.200 --> 1:00:13.160
<v Speaker 1>generation the PlayStation is a more powerful console than the Xboxes,

1:00:13.920 --> 1:00:17.440
<v Speaker 1>but I just prefer the Xbox ecosystem. I prefer the controller.

1:00:18.040 --> 1:00:22.760
<v Speaker 1>I in large part prefer the games that are exclusive

1:00:22.960 --> 1:00:25.080
<v Speaker 1>to the Xbox, although they are not that many of them,

1:00:25.400 --> 1:00:29.120
<v Speaker 1>only a few. Most of them are multi platform games, um,

1:00:29.560 --> 1:00:32.960
<v Speaker 1>but you know, just interest of full disclosure so I

1:00:33.000 --> 1:00:35.320
<v Speaker 1>can get that bias out of the way. For the

1:00:35.400 --> 1:00:40.080
<v Speaker 1>original Xbox, the best selling game is Halo two, which

1:00:40.080 --> 1:00:42.280
<v Speaker 1>I find really interesting. I would have thought the first

1:00:42.360 --> 1:00:46.160
<v Speaker 1>Halo would take the top spot, but it's actually in

1:00:46.280 --> 1:00:50.240
<v Speaker 1>second place. Halo two is the best selling game on

1:00:50.480 --> 1:00:54.600
<v Speaker 1>the original Xbox, with Halo following suit. The Halo series

1:00:54.680 --> 1:00:58.000
<v Speaker 1>follow you playing the role of a hero called master

1:00:58.160 --> 1:01:03.760
<v Speaker 1>Chief who's fighting off aliens and various fun guy that

1:01:03.880 --> 1:01:07.480
<v Speaker 1>are infecting aliens and humans alike. So it's the first

1:01:07.520 --> 1:01:10.240
<v Speaker 1>person shooter. You're blasting aliens a lot. There's a lot

1:01:10.320 --> 1:01:12.960
<v Speaker 1>of science fiction e plot around it, but the important

1:01:12.960 --> 1:01:15.920
<v Speaker 1>thing is you're blasting aliens a lot unless you're playing multiplayer,

1:01:15.920 --> 1:01:18.480
<v Speaker 1>in which case you're blasting other master chiefs a lot,

1:01:19.320 --> 1:01:23.200
<v Speaker 1>and uh, it's it's a first person shooter game with

1:01:23.240 --> 1:01:26.280
<v Speaker 1>a really popular multiplayer feature, at least starting with Halo two.

1:01:26.320 --> 1:01:29.640
<v Speaker 1>It's a really popular multiplayer feature. The first Halo, if

1:01:29.680 --> 1:01:31.200
<v Speaker 1>you had a whole bunch of people over at your

1:01:31.240 --> 1:01:33.160
<v Speaker 1>house or you were going to a land party, it

1:01:33.280 --> 1:01:36.160
<v Speaker 1>was popular. But Halo two was when you started getting

1:01:36.200 --> 1:01:41.160
<v Speaker 1>this over into the actual internet world. Um So, Halo

1:01:41.280 --> 1:01:44.120
<v Speaker 1>two and Halo take spots one and two in the

1:01:44.200 --> 1:01:47.000
<v Speaker 1>top five for Xbox. What's number three? That would be

1:01:47.040 --> 1:01:50.840
<v Speaker 1>a game called Fable, which sold three million units, So

1:01:51.320 --> 1:01:54.160
<v Speaker 1>you're already seeing that the number of units is significantly

1:01:54.240 --> 1:01:57.560
<v Speaker 1>lower than that for the PlayStation. But Fable is a

1:01:57.720 --> 1:02:01.240
<v Speaker 1>fantasy role playing game that it was supposed to depend

1:02:01.320 --> 1:02:04.880
<v Speaker 1>heavily upon the players choices. In other words, the actions

1:02:04.920 --> 1:02:06.400
<v Speaker 1>you took as a player were supposed to have a

1:02:06.480 --> 1:02:11.000
<v Speaker 1>huge impact on the game world. But you could argue

1:02:11.080 --> 1:02:13.680
<v Speaker 1>that as the game got closer to release, more and

1:02:13.800 --> 1:02:17.360
<v Speaker 1>more of those features got removed, so that your impact

1:02:17.440 --> 1:02:20.040
<v Speaker 1>on the game world was actually kind of minimal. It

1:02:20.200 --> 1:02:22.280
<v Speaker 1>wasn't as big a deal as it was made out

1:02:22.360 --> 1:02:26.040
<v Speaker 1>to be in the development process. It disappointed some fans,

1:02:26.080 --> 1:02:29.919
<v Speaker 1>although it's still kind of a cool game. Fourth place

1:02:30.000 --> 1:02:33.160
<v Speaker 1>was splinter Cell. That's a franchise where you play a

1:02:33.280 --> 1:02:37.080
<v Speaker 1>special ops stealth operative and you have to stealthily make

1:02:37.160 --> 1:02:40.360
<v Speaker 1>your way through various levels and and achieve special mission

1:02:40.440 --> 1:02:43.479
<v Speaker 1>goals while not being spotted. You can either go super

1:02:43.520 --> 1:02:46.320
<v Speaker 1>stealthy or you can go loud, although it's very difficult

1:02:46.320 --> 1:02:50.280
<v Speaker 1>to do so. Very popular series, and the first one

1:02:50.600 --> 1:02:53.120
<v Speaker 1>was one of the top selling games for the original

1:02:53.320 --> 1:02:57.880
<v Speaker 1>Xbox and the fifth slot went to Project Gotham Racing,

1:02:57.880 --> 1:03:01.440
<v Speaker 1>which sold two point one million units. Again, a racing

1:03:01.520 --> 1:03:04.640
<v Speaker 1>game made it into the top five for the original Xbox,

1:03:04.720 --> 1:03:07.920
<v Speaker 1>but it wasn't selling nearly the number of units that

1:03:07.960 --> 1:03:11.920
<v Speaker 1>you would see Grand Turismo on the PlayStation now. One

1:03:12.000 --> 1:03:14.800
<v Speaker 1>thing Microsoft has been really really good at, something they

1:03:14.880 --> 1:03:21.760
<v Speaker 1>do amazingly well is naming its consoles and following a

1:03:21.800 --> 1:03:25.680
<v Speaker 1>strategy that makes perfect sense because you have your original Xbox,

1:03:26.520 --> 1:03:30.160
<v Speaker 1>followed by the Xbox three sixty, and then after that

1:03:30.280 --> 1:03:34.720
<v Speaker 1>you get the Xbox One, So yeah, that makes sense anyway.

1:03:35.720 --> 1:03:37.960
<v Speaker 1>The top selling game for the Xbox three sixty was

1:03:38.000 --> 1:03:42.960
<v Speaker 1>actually Connect Adventures. It's a sports game that moved twenty

1:03:43.000 --> 1:03:46.560
<v Speaker 1>four million units. I suspect because it was bundled with

1:03:46.800 --> 1:03:49.000
<v Speaker 1>the Connect, so if you bought a Connect, you got

1:03:49.200 --> 1:03:53.120
<v Speaker 1>a copy of that game. Second place for the Xbox

1:03:53.200 --> 1:03:57.800
<v Speaker 1>three sixty was Grand Theft Auto five, so again we

1:03:57.880 --> 1:04:01.640
<v Speaker 1>see the Grand Theft Auto franchise making a big impact

1:04:01.720 --> 1:04:05.760
<v Speaker 1>on consoles. It was popular on Microsoft's console, just as

1:04:05.800 --> 1:04:08.080
<v Speaker 1>it had been over at Sony, and it sold nearly

1:04:08.160 --> 1:04:12.920
<v Speaker 1>eighteen million units. That's a lot. Halo three would come

1:04:12.960 --> 1:04:15.600
<v Speaker 1>in third place with fourteen and a half million units,

1:04:15.760 --> 1:04:22.880
<v Speaker 1>and then followed by Minecraft with thirteen million units. And

1:04:23.280 --> 1:04:26.640
<v Speaker 1>I've done a full episode about Minecraft, so I don't

1:04:26.680 --> 1:04:28.520
<v Speaker 1>feel like I need to go into it very much.

1:04:28.560 --> 1:04:30.360
<v Speaker 1>Here you can listen to that, although I have been

1:04:30.400 --> 1:04:33.160
<v Speaker 1>told I need to update my episode on Minecraft, so

1:04:33.680 --> 1:04:36.240
<v Speaker 1>keep an ear out because eventually I will update that

1:04:36.360 --> 1:04:39.680
<v Speaker 1>episode and I will release a new version. But no

1:04:39.840 --> 1:04:42.080
<v Speaker 1>need to go into it here. And then in fifth

1:04:42.160 --> 1:04:44.440
<v Speaker 1>place you had Call of Duty Black Ops, a first

1:04:44.480 --> 1:04:48.000
<v Speaker 1>person shooter style game that sold twelve million units. So

1:04:49.000 --> 1:04:52.600
<v Speaker 1>while their numbers weren't as big as some of the

1:04:52.680 --> 1:04:57.720
<v Speaker 1>PlayStation numbers, they were grouped more closely together, which could

1:04:57.760 --> 1:05:00.720
<v Speaker 1>tell you that your hardcore group of game mers are

1:05:00.800 --> 1:05:05.640
<v Speaker 1>buying similar games because they're all you know, they they

1:05:05.880 --> 1:05:07.960
<v Speaker 1>seem to be hitting the same spread because those those

1:05:08.000 --> 1:05:10.960
<v Speaker 1>are pretty consistent numbers. You don't have a huge gap

1:05:11.080 --> 1:05:13.880
<v Speaker 1>between one and two and two and three. In other words,

1:05:15.840 --> 1:05:18.320
<v Speaker 1>So now we've got Xbox one and seriously, Microsoft, I

1:05:18.400 --> 1:05:22.440
<v Speaker 1>know everyone has criticized you for this nonsensical naming strategy

1:05:22.560 --> 1:05:27.600
<v Speaker 1>that you've been employing, but what the heck man? Come on? Anyway,

1:05:27.720 --> 1:05:30.040
<v Speaker 1>the top selling game for the Xbox One so far

1:05:30.680 --> 1:05:35.560
<v Speaker 1>is Halo five Guardians with five million units sold. So yeah,

1:05:35.720 --> 1:05:39.000
<v Speaker 1>top selling game, but fewer copies than what you would

1:05:39.000 --> 1:05:44.120
<v Speaker 1>see in previous UH console generations, and it shows that

1:05:44.160 --> 1:05:46.480
<v Speaker 1>the Xbox One hasn't been performing at nearly the same

1:05:46.600 --> 1:05:49.960
<v Speaker 1>level as the SONYPS four. Second place would go to

1:05:50.040 --> 1:05:52.920
<v Speaker 1>Dead Rising three, which is a survival horror game with

1:05:53.080 --> 1:05:58.280
<v Speaker 1>some weird comedic undertones. It's set in a zombie infested California.

1:05:58.800 --> 1:06:01.520
<v Speaker 1>Third and fourth place went to two entries in the

1:06:01.680 --> 1:06:06.040
<v Speaker 1>four motorsport racing series UH for for the Motorsports five

1:06:06.240 --> 1:06:10.240
<v Speaker 1>and then six, So again we see racing games starting

1:06:10.320 --> 1:06:13.640
<v Speaker 1>to make a big impact on the top one sold

1:06:14.360 --> 1:06:17.360
<v Speaker 1>and fifth place spot went to Gears of War Ultimate Edition,

1:06:17.400 --> 1:06:22.120
<v Speaker 1>which is a third person science fiction based shooter. And

1:06:22.240 --> 1:06:26.240
<v Speaker 1>this brings us to the PC, which is interesting, Like,

1:06:26.640 --> 1:06:31.360
<v Speaker 1>there was a time where I was devoted to gaming

1:06:31.520 --> 1:06:35.400
<v Speaker 1>on personal computers because I felt that they gave a

1:06:35.440 --> 1:06:40.880
<v Speaker 1>superior experience to consoles. Then I felt that consoles were

1:06:40.920 --> 1:06:43.800
<v Speaker 1>superior for a while because you didn't have to upgrade

1:06:43.960 --> 1:06:46.320
<v Speaker 1>a console after you bought it. All the games you

1:06:46.360 --> 1:06:48.680
<v Speaker 1>bought for your console were guaranteed to run on it

1:06:49.600 --> 1:06:52.760
<v Speaker 1>more or less as opposed to a PC game that

1:06:52.840 --> 1:06:55.080
<v Speaker 1>you might buy and it ends up being incompatible with

1:06:55.160 --> 1:06:57.800
<v Speaker 1>your video card or you need a new three D

1:06:57.960 --> 1:06:59.800
<v Speaker 1>based video card in order to play it, and you

1:06:59.880 --> 1:07:03.440
<v Speaker 1>have to upgrade your computer over and over again. Eventually

1:07:03.480 --> 1:07:05.000
<v Speaker 1>we get to a point where now I feel like

1:07:05.120 --> 1:07:08.760
<v Speaker 1>PC gaming has overtaken console again. I think PC gaming

1:07:08.840 --> 1:07:12.840
<v Speaker 1>is out on top. So let's talk about some of

1:07:12.960 --> 1:07:16.640
<v Speaker 1>the top selling PC games of all time. Number one

1:07:16.720 --> 1:07:20.200
<v Speaker 1>with a bullet is Minecraft. It has sold more than

1:07:20.280 --> 1:07:23.720
<v Speaker 1>any other PC game. But next after that is World

1:07:23.760 --> 1:07:28.000
<v Speaker 1>of Warcraft, which is a fantasy based massively multiplayer online

1:07:28.080 --> 1:07:32.160
<v Speaker 1>role playing game or m m O RPG. Uh kind

1:07:32.160 --> 1:07:35.360
<v Speaker 1>of like Dungeons and Dragons, but on the computer, you

1:07:35.600 --> 1:07:38.840
<v Speaker 1>play a character that's part of one of two sides,

1:07:39.680 --> 1:07:43.400
<v Speaker 1>and those two sides are in opposition to one another,

1:07:44.040 --> 1:07:46.680
<v Speaker 1>and you can't really push the story forward too far,

1:07:46.800 --> 1:07:49.200
<v Speaker 1>but you can advance within the world and feel like

1:07:49.360 --> 1:07:54.400
<v Speaker 1>you're playing a part in this bigger story. Third place

1:07:54.880 --> 1:07:58.120
<v Speaker 1>was Diablo three, which is a dungeon crawler and that

1:07:58.320 --> 1:08:00.960
<v Speaker 1>will end up wearing out your mouth button faster than

1:08:01.000 --> 1:08:03.640
<v Speaker 1>anything else. A hacking slash style game where you keep

1:08:03.680 --> 1:08:07.080
<v Speaker 1>on clicking that mouse button trying to whack enemies before

1:08:07.120 --> 1:08:10.200
<v Speaker 1>they whack you. After that as counter Strike, which is

1:08:10.200 --> 1:08:13.800
<v Speaker 1>a game that came out but it really found its

1:08:13.880 --> 1:08:18.160
<v Speaker 1>legs with the moderate community, as in people who modify games.

1:08:18.200 --> 1:08:20.840
<v Speaker 1>There are tons of different modifications for Counterstrike and that

1:08:21.240 --> 1:08:24.639
<v Speaker 1>made it last much longer than other games of its ilk.

1:08:25.880 --> 1:08:28.439
<v Speaker 1>And then fifth place would go to The Sims, which

1:08:28.560 --> 1:08:32.839
<v Speaker 1>is a family or life simulator game which really drives

1:08:32.960 --> 1:08:35.960
<v Speaker 1>home the notion that no matter what you want, you

1:08:36.120 --> 1:08:38.280
<v Speaker 1>cannot do all the things you need to do in

1:08:38.360 --> 1:08:43.120
<v Speaker 1>a day, like exercise, eat well, do your job, find

1:08:43.200 --> 1:08:48.960
<v Speaker 1>time for entertainment, hygiene. Something's got to give you, guys,

1:08:49.040 --> 1:08:54.840
<v Speaker 1>know where your priorities are. I'm not making any commentary here. Now,

1:08:54.960 --> 1:08:56.599
<v Speaker 1>just for funzies, I thought i'd take a look at

1:08:56.600 --> 1:09:01.160
<v Speaker 1>how some classic computer games measure up in sales. So

1:09:02.040 --> 1:09:05.599
<v Speaker 1>modern games you can get massive numbers of sales, millions

1:09:05.720 --> 1:09:10.360
<v Speaker 1>and millions of units, particularly on day one of a

1:09:10.520 --> 1:09:16.040
<v Speaker 1>game hitting the virtual shells, because of digital delivery and

1:09:16.120 --> 1:09:20.760
<v Speaker 1>pre game or pre sales. I should say that's not

1:09:20.880 --> 1:09:24.160
<v Speaker 1>the case with classic games. Let's take a good old classic,

1:09:24.320 --> 1:09:30.080
<v Speaker 1>Zorke one. Zorke was a text based adventure game, meaning

1:09:30.160 --> 1:09:32.759
<v Speaker 1>that the whole game plays out almost like a choose

1:09:32.760 --> 1:09:35.080
<v Speaker 1>your own adventure book, and you would type in what

1:09:35.240 --> 1:09:37.840
<v Speaker 1>you would want your character to do, and as long

1:09:37.920 --> 1:09:40.520
<v Speaker 1>as you were typing in commands that the game recognized,

1:09:40.560 --> 1:09:42.680
<v Speaker 1>you would continue on through the game until you got

1:09:42.760 --> 1:09:47.240
<v Speaker 1>eaten by a group. One of the most popular games

1:09:47.280 --> 1:09:50.000
<v Speaker 1>of the early computing era, one that a lot of

1:09:50.040 --> 1:09:52.439
<v Speaker 1>people have heard about, and it sold a grand total

1:09:52.520 --> 1:09:56.080
<v Speaker 1>of around four hundred thousand copies, so not even half

1:09:56.080 --> 1:09:59.519
<v Speaker 1>a million, which is kind of crazy to me because

1:09:59.560 --> 1:10:03.000
<v Speaker 1>I think of zork is being synonymous with early PC gaming,

1:10:03.520 --> 1:10:06.160
<v Speaker 1>But it does show you that it was a very

1:10:06.280 --> 1:10:10.439
<v Speaker 1>small niche market back in the day. Or how about

1:10:10.479 --> 1:10:14.160
<v Speaker 1>the Bard's Tale, which is a very popular dungeon crawler

1:10:14.240 --> 1:10:17.320
<v Speaker 1>or fantasy game again kind of like Dungeons and Dragons,

1:10:18.320 --> 1:10:21.200
<v Speaker 1>very similar to other games of the same style, like Wizardry.

1:10:22.600 --> 1:10:26.040
<v Speaker 1>So how did it do? It's sold three hundred thousand units.

1:10:26.840 --> 1:10:30.040
<v Speaker 1>Or Ultimate four, which is a game that changed up

1:10:30.080 --> 1:10:32.720
<v Speaker 1>computer role playing games by requiring the player to not

1:10:33.040 --> 1:10:37.160
<v Speaker 1>act like a complete psychopath. One of the issues that

1:10:37.840 --> 1:10:41.240
<v Speaker 1>Richard Garriott, who created the Ultimate series, had with computer

1:10:41.400 --> 1:10:44.559
<v Speaker 1>role playing games is that the computer role playing games

1:10:44.600 --> 1:10:49.360
<v Speaker 1>were not very good at inspiring players to make ethical choices.

1:10:49.800 --> 1:10:52.680
<v Speaker 1>Most of the time, there were very few consequences if

1:10:52.720 --> 1:10:55.240
<v Speaker 1>you did something unethical, like if you tried to steal

1:10:55.400 --> 1:10:58.240
<v Speaker 1>money from the good guys, or you just started to

1:10:58.680 --> 1:11:02.240
<v Speaker 1>slaughter good guys for no reason. Often there'd be very

1:11:02.280 --> 1:11:05.600
<v Speaker 1>few consequences to that. With Ultimate four, he designed a

1:11:05.640 --> 1:11:09.960
<v Speaker 1>game that you could not win unless you played a

1:11:10.400 --> 1:11:15.760
<v Speaker 1>model ethical character. You had to become the avatar, someone

1:11:15.840 --> 1:11:22.840
<v Speaker 1>who embodied the the virtues of this fantasy world, which

1:11:22.920 --> 1:11:25.320
<v Speaker 1>meant that you had to play as a super duper

1:11:25.360 --> 1:11:27.479
<v Speaker 1>goody two shoes, and in parts of the game it

1:11:27.560 --> 1:11:30.120
<v Speaker 1>was actually really challenging because it felt like two different

1:11:30.240 --> 1:11:32.760
<v Speaker 1>virtues were at slight odds with one another, so you

1:11:32.840 --> 1:11:35.439
<v Speaker 1>had to figure out how to navigate your way through

1:11:35.479 --> 1:11:39.080
<v Speaker 1>situations in order to actually achieve what you needed to

1:11:39.400 --> 1:11:43.000
<v Speaker 1>in order to win. The game sold three copies, So

1:11:43.240 --> 1:11:46.280
<v Speaker 1>the Ultimate Series is one of the more popular franchises

1:11:46.680 --> 1:11:49.599
<v Speaker 1>in the early PC gaming era. But you're still talking

1:11:49.640 --> 1:11:52.280
<v Speaker 1>about sales that amounted to less than half a million

1:11:52.360 --> 1:11:55.920
<v Speaker 1>in most cases. So remember when I say something like

1:11:56.040 --> 1:11:58.479
<v Speaker 1>six million units, isn't that much? It's all a matter

1:11:58.560 --> 1:12:02.639
<v Speaker 1>of context. Obviously, six million units back in the early

1:12:02.760 --> 1:12:05.719
<v Speaker 1>days of PC gaming would have been a huge number,

1:12:05.960 --> 1:12:10.639
<v Speaker 1>an unimaginably huge number. Oh and what was the greatest

1:12:10.720 --> 1:12:14.320
<v Speaker 1>video game or best selling video game of all time?

1:12:14.360 --> 1:12:16.479
<v Speaker 1>Not greatest video game, but best selling video game of

1:12:16.520 --> 1:12:21.920
<v Speaker 1>all time. Well, it's sold more than four million units

1:12:22.880 --> 1:12:27.000
<v Speaker 1>across all the different platforms that appeared on. But it

1:12:27.160 --> 1:12:29.240
<v Speaker 1>was That's the reason why it sold so well, as

1:12:29.280 --> 1:12:34.240
<v Speaker 1>it's on multiple platforms, not just a console or a

1:12:34.360 --> 1:12:38.400
<v Speaker 1>family of consoles or PCs, It's on pretty much everything.

1:12:39.800 --> 1:12:42.840
<v Speaker 1>It's one of the most addictive puzzle arcade games of

1:12:42.920 --> 1:12:46.120
<v Speaker 1>all time, and the original game Boy version had a

1:12:46.640 --> 1:12:51.080
<v Speaker 1>killer soundtrack. I am, of course talking about the one

1:12:51.280 --> 1:12:56.559
<v Speaker 1>the only Tetris, in which blocks of different shapes fall

1:12:56.640 --> 1:12:59.639
<v Speaker 1>down a board and it's your job to arrange them

1:12:59.720 --> 1:13:04.560
<v Speaker 1>into to complete layers so that they disappear. Otherwise the

1:13:04.640 --> 1:13:08.000
<v Speaker 1>board just keeps filling up with shapes until you get

1:13:08.040 --> 1:13:11.960
<v Speaker 1>to the top and your game is over. Well, the

1:13:12.040 --> 1:13:15.080
<v Speaker 1>story of Tetris is interesting in its own right, and

1:13:15.160 --> 1:13:17.120
<v Speaker 1>I could probably do a full episode just about the

1:13:17.160 --> 1:13:18.960
<v Speaker 1>Tetris story, but I'm gonna give you kind of the

1:13:19.000 --> 1:13:23.000
<v Speaker 1>cliffs notes version here. There was a software developer named

1:13:23.160 --> 1:13:28.080
<v Speaker 1>Alexey paget Nov, and I apologize for butchering the name,

1:13:28.160 --> 1:13:32.160
<v Speaker 1>but my Russian is yet. That just means my Russian

1:13:32.240 --> 1:13:35.439
<v Speaker 1>is no. That's how bad my Russian is. It's not

1:13:35.680 --> 1:13:41.439
<v Speaker 1>just not good, it's just no. Alexey pat paget Nov

1:13:41.760 --> 1:13:45.160
<v Speaker 1>created the game in four and he was a citizen

1:13:45.320 --> 1:13:48.240
<v Speaker 1>of what is now Russia, but at the time was

1:13:48.360 --> 1:13:52.080
<v Speaker 1>the Soviet Union, and those young uns among you might

1:13:52.160 --> 1:13:55.040
<v Speaker 1>not know how chilly relations were between the U S

1:13:55.240 --> 1:13:57.679
<v Speaker 1>SR and the good old USA back in those days,

1:13:57.720 --> 1:14:02.280
<v Speaker 1>but suffice it to say we were not besties. The

1:14:02.439 --> 1:14:06.479
<v Speaker 1>name of the game he took from the Latin prefix tetra,

1:14:06.800 --> 1:14:10.960
<v Speaker 1>which generally means four and his favorite sport, which was tennis,

1:14:11.680 --> 1:14:16.280
<v Speaker 1>and he had Tetris. And the reason he chose four

1:14:16.520 --> 1:14:19.720
<v Speaker 1>is because every block in Tetris is made up of

1:14:19.880 --> 1:14:23.280
<v Speaker 1>four smaller blocks. So if you have a long piece,

1:14:23.479 --> 1:14:28.160
<v Speaker 1>that's actually four small blocks in a row. If you

1:14:28.240 --> 1:14:32.320
<v Speaker 1>have a box, that's a two by two square of blocks.

1:14:32.880 --> 1:14:35.200
<v Speaker 1>So if you look at any shape in your standard

1:14:35.240 --> 1:14:37.600
<v Speaker 1>Tetris game, you'll see that's made up of four of

1:14:37.800 --> 1:14:43.519
<v Speaker 1>these little blocks. In some configuration or another. The Soviet

1:14:43.600 --> 1:14:48.200
<v Speaker 1>Union was keeping a really firm grasp on what could

1:14:48.600 --> 1:14:54.160
<v Speaker 1>leave its country legally, and that included money, and included

1:14:54.760 --> 1:14:59.400
<v Speaker 1>physical goods, and it included software. So this game that

1:14:59.520 --> 1:15:02.240
<v Speaker 1>was made in eight four, it might have just stayed

1:15:02.320 --> 1:15:04.719
<v Speaker 1>in the Soviet Union. It may not have ever gotten

1:15:04.760 --> 1:15:08.920
<v Speaker 1>beyond that, except that paget Noov was able to show

1:15:09.120 --> 1:15:14.639
<v Speaker 1>it off at a software symposium in Hungary. And someone

1:15:14.720 --> 1:15:17.400
<v Speaker 1>else who attended that was a guy named Robert Stein,

1:15:18.080 --> 1:15:22.360
<v Speaker 1>who owned his own software company in the UK, and

1:15:22.520 --> 1:15:25.519
<v Speaker 1>he was able to secure an agreement with the Soviet

1:15:25.640 --> 1:15:28.439
<v Speaker 1>Union that he would be able to license Tetris to

1:15:28.600 --> 1:15:31.559
<v Speaker 1>distributors in the United Kingdom and in the United States,

1:15:32.200 --> 1:15:37.479
<v Speaker 1>but only for a computer version. Of Tetris. In other words,

1:15:38.280 --> 1:15:40.640
<v Speaker 1>it couldn't go to video game consoles, it couldn't go

1:15:40.720 --> 1:15:45.439
<v Speaker 1>to arcades, It could only be computer based versions. What

1:15:45.600 --> 1:15:49.479
<v Speaker 1>Stein started to do was talk up Tetris to other

1:15:50.200 --> 1:15:52.639
<v Speaker 1>entities and say, hey, I'm gonna work on getting these

1:15:52.680 --> 1:15:56.040
<v Speaker 1>other deals in place so that we can also make

1:15:56.160 --> 1:16:00.840
<v Speaker 1>arcade games or make versions for home video game consoles.

1:16:01.800 --> 1:16:04.880
<v Speaker 1>So go ahead and get to work on that. I'll

1:16:04.920 --> 1:16:09.439
<v Speaker 1>take care of the the bureaucratic nonsense. This really upset

1:16:10.479 --> 1:16:13.280
<v Speaker 1>government officials in the Soviet Union. They had not given

1:16:13.400 --> 1:16:16.599
<v Speaker 1>him any authority to do this, and so it had

1:16:16.640 --> 1:16:20.720
<v Speaker 1>a had a the opportunity to potentially shut all this down.

1:16:21.600 --> 1:16:26.880
<v Speaker 1>But then a second software developer was able to smooth

1:16:26.880 --> 1:16:29.120
<v Speaker 1>things out. His name was Hank Rogers, and he was

1:16:29.200 --> 1:16:32.599
<v Speaker 1>able to convince the Soviet Union to license this over

1:16:32.720 --> 1:16:34.960
<v Speaker 1>to Nintendo and they put it out for the Game

1:16:35.000 --> 1:16:37.599
<v Speaker 1>Boy uh and that once the Game Boy edition came out,

1:16:39.120 --> 1:16:42.519
<v Speaker 1>it really caught fire, and from that point forward it

1:16:42.640 --> 1:16:45.240
<v Speaker 1>was one of the most popular games. In fact, it

1:16:45.400 --> 1:16:49.719
<v Speaker 1>was the most popular game in video game history. Sad

1:16:49.880 --> 1:16:54.599
<v Speaker 1>side note Pageantanov didn't profit from this. He didn't get

1:16:54.640 --> 1:16:57.760
<v Speaker 1>to collect profits from these sales that was pretty much

1:16:57.800 --> 1:17:02.680
<v Speaker 1>going to the Soviet Union government. Paget Nov, even though

1:17:02.720 --> 1:17:06.200
<v Speaker 1>he built the thing, wasn't getting rewarded for it. Eventually,

1:17:06.320 --> 1:17:10.240
<v Speaker 1>hink Rogers would travel to Moscow and actually argue that

1:17:10.680 --> 1:17:13.559
<v Speaker 1>paget Nov should be reawarded the rights to the game

1:17:13.680 --> 1:17:17.760
<v Speaker 1>he himself had developed. But by then it was so

1:17:17.840 --> 1:17:20.080
<v Speaker 1>you're talking about more than a decade and a half

1:17:20.880 --> 1:17:28.040
<v Speaker 1>of sales where the so Union had been benefiting from this, uh,

1:17:28.200 --> 1:17:32.000
<v Speaker 1>this piece of software, and paget Nov had not. So

1:17:32.120 --> 1:17:35.479
<v Speaker 1>kind of an interesting story and maybe one day I'll

1:17:35.520 --> 1:17:37.880
<v Speaker 1>do a full episode on Tetris to really dive into

1:17:37.960 --> 1:17:40.280
<v Speaker 1>that and give you like a blow by blow of

1:17:40.400 --> 1:17:44.479
<v Speaker 1>how that played out, because it's interesting political story as

1:17:44.520 --> 1:17:47.360
<v Speaker 1>well as a technological one. But for now, it's time

1:17:47.439 --> 1:17:50.680
<v Speaker 1>to wrap this up and say goodbye. So here's a

1:17:50.760 --> 1:17:52.519
<v Speaker 1>question for some of you guys. Have you any of

1:17:52.560 --> 1:17:54.479
<v Speaker 1>you played any of the games that I've mentioned here,

1:17:54.760 --> 1:17:56.920
<v Speaker 1>Are any of them like really stand out games? You

1:17:56.920 --> 1:17:59.080
<v Speaker 1>would say that makes sense that that's on that best

1:17:59.120 --> 1:18:03.519
<v Speaker 1>selling list because as that game is amazing, or were

1:18:03.600 --> 1:18:06.080
<v Speaker 1>there any games that you feel should have been on

1:18:06.160 --> 1:18:08.920
<v Speaker 1>the best selling list? But for some reason, I have

1:18:09.040 --> 1:18:12.200
<v Speaker 1>been overlooked. Are there games that you wish got more

1:18:12.240 --> 1:18:15.040
<v Speaker 1>attention because you think that they were really, really good,

1:18:16.000 --> 1:18:22.599
<v Speaker 1>but they just never got that mainstream adoption that would

1:18:22.600 --> 1:18:24.920
<v Speaker 1>have put them as a best seller. Let me know.

1:18:26.120 --> 1:18:28.280
<v Speaker 1>Or if you have suggestions for future episodes of tech

1:18:28.360 --> 1:18:30.880
<v Speaker 1>Stuff or guests I should have on the show, anything

1:18:30.960 --> 1:18:34.200
<v Speaker 1>like that, send me an email. The address for the

1:18:34.280 --> 1:18:37.599
<v Speaker 1>show is text stuff at how stuff works dot com,

1:18:37.760 --> 1:18:40.120
<v Speaker 1>or you can drop me a line on Twitter or Facebook.

1:18:40.240 --> 1:18:42.479
<v Speaker 1>The handle for the show at both of those locations

1:18:42.560 --> 1:18:46.599
<v Speaker 1>is tech Stuff hs W. Remember I live stream tech

1:18:46.680 --> 1:18:48.360
<v Speaker 1>Stuff now, so if you ever want to watch me

1:18:48.520 --> 1:18:51.360
<v Speaker 1>record one of these shows live on camera like people

1:18:51.400 --> 1:18:55.000
<v Speaker 1>are doing at this very second that I'm recording this,

1:18:55.240 --> 1:18:58.320
<v Speaker 1>not when you're listening. That wouldn't make sense, go to

1:18:58.560 --> 1:19:02.920
<v Speaker 1>twitch dot tv slash tech Stuff. My schedule is up

1:19:03.320 --> 1:19:07.440
<v Speaker 1>on the website. I live stream on Wednesdays and Fridays,

1:19:07.640 --> 1:19:09.439
<v Speaker 1>so check that out. I would love for you to

1:19:09.560 --> 1:19:12.120
<v Speaker 1>join us, and I will talk to you guys again

1:19:13.040 --> 1:19:21.360
<v Speaker 1>really soon. For more on this and thousands of other topics.

1:19:21.640 --> 1:19:22.960
<v Speaker 1>Is it how staff works dot com.