WEBVTT - sideways thinking: why is Nintendo so weird?

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<v Speaker 1>The Nintendo switch to is finally out. Came out last week.

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<v Speaker 2>The moment has arrived.

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<v Speaker 1>My switch to is here.

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<v Speaker 3>It's been eight long years.

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<v Speaker 4>Well, folks, it is currently one six in the morning,

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<v Speaker 4>and I just got home from the Best By midnight

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<v Speaker 4>launch for the Nintendo Switch Too.

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<v Speaker 2>And here is a close up look at those new

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<v Speaker 2>magnetic joy cons. It's bigger, it's more rigid, it feels

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<v Speaker 2>more premium. The buttons are bigger. Speaking of bigger, the

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<v Speaker 2>doc got a little redesigned not earlier.

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<v Speaker 4>Did I manage to pick up the Nintendo switch too,

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<v Speaker 4>But I also got as many accessories as humanly possible, and.

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<v Speaker 2>I've got the freaking switch to.

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<v Speaker 3>Are you ready to dive in?

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<v Speaker 4>Let me know the comment saw below how freaking cool

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<v Speaker 4>this is.

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<v Speaker 1>I do not have one yet, but I thought maybe

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<v Speaker 1>now it was a good time to talk about the

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<v Speaker 1>people who made the switch to Nintendo, because they're kind

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<v Speaker 1>of a weird company.

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<v Speaker 4>So I was invited to a event in New York

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<v Speaker 4>for media to come play the switch to early. And

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<v Speaker 4>I walk in and as I'm approaching, there are just

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<v Speaker 4>two long lines of Nintendo employees like awaiting me and

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<v Speaker 4>like the seven people who are like walking through and

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<v Speaker 4>they all just start clapping and hooting and hollering like yeah,

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<v Speaker 4>you get to play Switch, dude, And I'm like ah,

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<v Speaker 4>and I walked through.

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<v Speaker 1>Wait, hold on, there's seven of you, and how many

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<v Speaker 1>of the.

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<v Speaker 4>Employees triple that? Like like like wives, way more than that.

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<v Speaker 1>Petrick Clippik and I used to work together Vice back

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<v Speaker 1>in the day. He now runs a podcast at Remap

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<v Speaker 1>Radio with some other VICE friends, and he also writes

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<v Speaker 1>a substack called cross Play about playing video games with kids.

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<v Speaker 1>He got to play the Switch too early and later

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<v Speaker 1>on we'll get his thoughts about it.

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<v Speaker 4>Work got weird was there was sort of like a

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<v Speaker 4>media space and I would go over there kind of

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<v Speaker 4>collect my thoughts. What else do I need to go do?

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<v Speaker 4>I was like, all right, I'm gonna go back because

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<v Speaker 4>I didn't play this and and play that. And I

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<v Speaker 4>walk in again and those same people are there waiting,

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<v Speaker 4>like who's ready to play Switch too? And I'm like

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<v Speaker 4>I was, I was just I was just here, Like

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<v Speaker 4>I was just here, and then happen to be three

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<v Speaker 4>times over the course of the like six hours. So

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<v Speaker 4>it's a little it was a little culty, but it

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<v Speaker 4>was very funny.

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<v Speaker 1>So this episode isn't really about the as Patrick put it,

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<v Speaker 1>the slightly culty part of Nintendo's culture, which does exist.

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<v Speaker 1>But Nintendo is a unique video game company for another reason.

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<v Speaker 4>I think what's fascint about Nintendo is that they have

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<v Speaker 4>survived as long as they have. You know, my Microsoft

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<v Speaker 4>is a relative newcomer. Sega came into the hardware business

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<v Speaker 4>and last the hardware business. The thing about Nintendo is

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<v Speaker 4>that their kind of conservative nature has allowed them to

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<v Speaker 4>survive big ups and big downs. Like they were making

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<v Speaker 4>games that cost less required fewer people in an industry

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<v Speaker 4>in which games are becoming more expensive to make, requiring

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<v Speaker 4>more people. I think it's a corporate culture that goes

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<v Speaker 4>back to the origins of the company at the executive level.

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<v Speaker 1>A lot of people compare Nintendo to Disney, and those

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<v Speaker 1>comparisons make a lot of sense. But when Patrick says

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<v Speaker 1>conservative here, it doesn't just mean being family friendly or

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<v Speaker 1>not taking risks. It can also mean thinking seriously about

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<v Speaker 1>what you've already got and what you can make with it.

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<v Speaker 1>And Patrick's right that culture does go back to the

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<v Speaker 1>origins of the company, at least the company as we

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<v Speaker 1>know it. Specifically, it goes back to one guy, someone

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<v Speaker 1>that even most hardcore video game fans have never heard of.

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<v Speaker 1>His name is Goompe Yokoi, and I would argue that

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<v Speaker 1>he's the guy who made Nintendo. Nintendo, I'm Afraid from

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<v Speaker 1>Kaleidoscope and iHeart podcasts. This is kill Switch.

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<v Speaker 5>I'm Dexter Thomas, I'm Char, I'm char. Good Bye.

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<v Speaker 1>Nintendo as a company goes back to eighteen eighty nine.

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<v Speaker 1>They were best known as a producer of playing cards,

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<v Speaker 1>specifically hanafuda, which are a kind of traditional Japanese card.

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<v Speaker 1>They're a little smaller than the western cards you might

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<v Speaker 1>be familiar with, and they have these images of flowers

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<v Speaker 1>or birds on the front. And people still play this

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<v Speaker 1>game today. But Nintendo didn't become a household name until

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<v Speaker 1>they pivoted to video games. And there's one specific person

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<v Speaker 1>that we should probably credit for making Nintendo what it

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<v Speaker 1>is today. Now. When I say that, a lot of

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<v Speaker 1>people might think of Shagero Miyamoto, which is fair because

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<v Speaker 1>he's the guy who created Mario and Zelda. But the

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<v Speaker 1>guy that I'm talking about was there before Miyamoto even

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<v Speaker 1>joined the company. A young electrical engineer named Gumpe Yukoi.

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<v Speaker 2>He was kind of their original creative lead, if you will.

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<v Speaker 2>The company kind of started their R and D division

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<v Speaker 2>for him.

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<v Speaker 1>To understand Yukoi's influence on Nintendo called the Jeremy Parrish.

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<v Speaker 1>He's been reporting on and researching game history for years now.

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<v Speaker 1>He's even got an entire YouTube channel dedicated to it,

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<v Speaker 1>and Ucoy's name comes up a lot there.

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<v Speaker 2>He joined the company I think back in the nineteen

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<v Speaker 2>sixties or so, when Nintendo was still trying to figure

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<v Speaker 2>out what it was. You know, that was the era

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<v Speaker 2>where they were licensing peanuts from the US Charlie Brown

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<v Speaker 2>and Snoopy and trying to create stuff around that. They

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<v Speaker 2>were selling Ramen like instant Ramen, basically like any trend

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<v Speaker 2>that they could find, they would jump on it, hoping

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<v Speaker 2>for some sort of hit. They had their own lego

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<v Speaker 2>knockoff called n Block, and the company really didn't have

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<v Speaker 2>a direction beyond we want to make money somehow.

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<v Speaker 1>Good direction? So why would they need an electrical engineer

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<v Speaker 1>like Ukoi. Let's back up, and I can tell you

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<v Speaker 1>the story that's in the closest thing to an autobiography

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<v Speaker 1>that Yukoi ever wrote, which is in an interview in

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<v Speaker 1>a book by a reporter named Makiino Takifumi. So the

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<v Speaker 1>kind of cards that Nintendo made weren't just for families

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<v Speaker 1>to gather around and pass the time. They were also

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<v Speaker 1>good for gambling, and part of Nintendo's early customer base

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<v Speaker 1>was illegal gambling houses. And if you've ever been to Vegas,

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<v Speaker 1>you know gamblers take the quality of the cards very seriously.

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<v Speaker 1>If there's a defect in the manufacturing, the players will

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<v Speaker 1>notice it a little mark on a card here, or

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<v Speaker 1>a divid in the surface there, and a player can

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<v Speaker 1>use that to figure out what card it is and

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<v Speaker 1>a cheat. And apparently Nintendo's cards weren't always perfect, and

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<v Speaker 1>occasionally some quote scary looking yakaza would show up directly

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<v Speaker 1>at Nintendo's office and well, they would voice their concerns

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<v Speaker 1>about the cards. So if the cards aren't being manufactured evenly,

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<v Speaker 1>one solution is to use a machine to put them together.

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<v Speaker 1>But the machine that Nintendo had bought wasn't working well.

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<v Speaker 1>So when Gumpeykoi first got hired in Nintendo, the first

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<v Speaker 1>project they put him on was fixing the glue machine

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<v Speaker 1>for the cards.

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<v Speaker 2>Supposedly, legend has it that he was kind of assigned

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<v Speaker 2>to the night shift managing the factory and the assembly lines,

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<v Speaker 2>and it was a pretty boring task, so he would

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<v Speaker 2>just tinker and create things. And he created like an

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<v Speaker 2>accordion style device that you could open up and it

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<v Speaker 2>would contract, and then it had clamps on the end,

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<v Speaker 2>and if you closed it, you know, close the grips again,

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<v Speaker 2>then it would extend and close the grips on the

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<v Speaker 2>other end. And supposedly the company's president, Hiroshiyamauchi, who was always,

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<v Speaker 2>you know, always out looking for good ideas, saw this

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<v Speaker 2>thing that Yokoi had put together just to kill time,

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<v Speaker 2>and said, this is something that has play value. This

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<v Speaker 2>is something we could sell to people. So they created

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<v Speaker 2>the Ultra Hand and that was Nintendo's first hit toy

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<v Speaker 2>in the nineteen sixties. So, you know, Yokoi created this

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<v Speaker 2>hit and Nintendo basically said you're our guy, now do

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<v Speaker 2>this kind of thing again, and he did.

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<v Speaker 1>So gumpe Akoi kept cranking out these hit toy products,

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<v Speaker 1>but the toys he made were kind of weird.

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<v Speaker 2>One of the toys is a race car called Lefty RX.

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<v Speaker 2>And the reason it's called Lefty RX is because it's

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<v Speaker 2>a remote control car. That's the RX that can only

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<v Speaker 2>turn left. It cannot turn.

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<v Speaker 1>Right, only left, only left.

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<v Speaker 2>It goes in a straight line and you can turn left.

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<v Speaker 2>And that sounds like the worst toy imaginable. But the

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<v Speaker 2>thing is, when it was created in the nineteen seventies,

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<v Speaker 2>remote control cars were very very expensive, and having that

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<v Speaker 2>full chassis on a remote control car that can go

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<v Speaker 2>in both directions, can reverse, and also having a remote

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<v Speaker 2>control that has steering wheel and all the necessary buttons

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<v Speaker 2>and everything, it made those very expensive. And Yokoi's idea

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<v Speaker 2>with left DRX was what if we stripped out all

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<v Speaker 2>but the most basic functions to create an affordable remote

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<v Speaker 2>control car that any kid can own. So, all of

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<v Speaker 2>a sudden, with the left RX, you didn't have to

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<v Speaker 2>be one of the rich kids to have a cool

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<v Speaker 2>remote control car. You could have a slightly less cool

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<v Speaker 2>remote control car, but it was yours and it would

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<v Speaker 2>still race. It's just you know, you had to put

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<v Speaker 2>it on a race track. And it made sense because

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<v Speaker 2>you know, you look at enough one track, basic oval track,

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<v Speaker 2>it's just going to be your car is going to

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<v Speaker 2>be turning left.

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<v Speaker 6>Yeah.

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<v Speaker 1>So that's all they I mean, not all they do,

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<v Speaker 1>you know, offence of the NASCAR fans out there. But yeah,

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<v Speaker 1>essentially it is a sport in which you go straight

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<v Speaker 1>and turn left.

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<v Speaker 2>Yes, so Yokoi tapped into that. It was vastly less expensive,

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<v Speaker 2>you know, like a quarter of the cost of a

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<v Speaker 2>remote control racing car that had the full set of features.

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<v Speaker 2>Koy sort of democratized this technology, but at the same

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<v Speaker 2>time created something that was very profitable for Nintendo. So

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<v Speaker 2>it's not like he was, you know, some great man

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<v Speaker 2>of the people or something. He was a businessman. He

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<v Speaker 2>was making money for his employer, but doing it in

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<v Speaker 2>a way that opened up the field for the biggest

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<v Speaker 2>audience possible. And you know, using limited technology, using something

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<v Speaker 2>that seems underwhelming on the face of it, but still

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<v Speaker 2>ultimately it's functional and fun.

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<v Speaker 1>And this speaks to a philosophy that gumpe Ukoy had

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<v Speaker 1>which is still courts to Nintendo today. His phrase was

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<v Speaker 1>kut atajijitsu no siejeskal, which if you translate it literally

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<v Speaker 1>is something like lateral thinking with withered technology, or another

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<v Speaker 1>way to put it might be something like taking mature

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<v Speaker 1>technology and thinking sideways.

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<v Speaker 2>The idea is that you take something that is not

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<v Speaker 2>cutting edge tech that is not necessarily intuitive like the

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<v Speaker 2>new hot thing. It's been around for a while, and

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<v Speaker 2>that kind of works to its advantage. Find new applications

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<v Speaker 2>for this old technology, this old gadget or gimmick or

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<v Speaker 2>CPU or whatever, and create fun out of that, to

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<v Speaker 2>create something that one kind of gives kids and consumers

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<v Speaker 2>a fresh take on something that might be sort of

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<v Speaker 2>familiar and that they take for granted. But also because

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<v Speaker 2>this technology is old and well established, it's usually created

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<v Speaker 2>at scale, and so it's readily available as a component.

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<v Speaker 2>So you know, you can basically put together off the

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<v Speaker 2>shelf parts and very inexpensively come up with something that

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<v Speaker 2>can be created in mass manufacturing and distributed and be

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<v Speaker 2>very profitable. So it's one part kind of pure mad

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<v Speaker 2>cap and vence and one part business practicality. And eventually,

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<v Speaker 2>once Nintendo kind of went all in on video games,

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<v Speaker 2>they brought him in and said, please apply that creativity

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<v Speaker 2>to video games. And so you saw things like game

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<v Speaker 2>and Watch, and you saw things like game.

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<v Speaker 1>Boy, and this concept is still being referenced by Nintendo.

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<v Speaker 1>When one of the developers for the switch to was

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<v Speaker 1>asked about how the new JOYCN could be used as mice.

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<v Speaker 1>This is what he had to say, implementing mouse control

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<v Speaker 1>that's widely used nowadays in the Joycon controllers, isn't that costly?

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<v Speaker 1>And I think that's exactly what Lateral thinking of whither

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<v Speaker 1>technology is all about. Nintendo is still citing this philosophy

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<v Speaker 1>decades after Goompey entered the company, but we still haven't

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<v Speaker 1>talked about the games. How did goompe Eucoi's philosophy lead

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<v Speaker 1>to Nintendo's biggest early video game hits? That's after the

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<v Speaker 1>break felt the nineteen seventies, Goompey, a coy came up

0:14:09.840 --> 0:14:12.839
<v Speaker 1>with tons of toys for Nintendo, and they were all

0:14:12.880 --> 0:14:15.720
<v Speaker 1>pretty quirky. There was a puzzle game, There was an

0:14:15.760 --> 0:14:19.400
<v Speaker 1>extendable periscope. He made this thing called the Love Tester,

0:14:19.560 --> 0:14:23.240
<v Speaker 1>which supposedly measure your compatibility with a romantic partner, but

0:14:23.360 --> 0:14:25.440
<v Speaker 1>really just boys would buy it so they could get

0:14:25.440 --> 0:14:28.680
<v Speaker 1>girls to hold their hands. Goope had even started making

0:14:28.720 --> 0:14:32.480
<v Speaker 1>games for arcades. But the thing that really brought Nintendo

0:14:32.600 --> 0:14:35.720
<v Speaker 1>into some serious cash was this right here.

0:14:43.640 --> 0:14:49.880
<v Speaker 3>Game, what game? What game? What game?

0:14:53.120 --> 0:14:55.960
<v Speaker 1>If you play Smash Brothers, you might have recognized the

0:14:56.040 --> 0:14:59.480
<v Speaker 1>name there game and watch the game and Watch came

0:14:59.480 --> 0:15:03.960
<v Speaker 1>out in Night and this was Nintendo and goompe Ucoy's

0:15:04.240 --> 0:15:07.960
<v Speaker 1>first real video game hit, so right.

0:15:07.760 --> 0:15:10.760
<v Speaker 2>From the gate when those debuted in nineteen eighty with Ball,

0:15:11.400 --> 0:15:13.480
<v Speaker 2>a very simple juggling game where you have a guy

0:15:13.600 --> 0:15:17.920
<v Speaker 2>with you know, arms, and you just have to like

0:15:18.080 --> 0:15:20.920
<v Speaker 2>keep balls in the air. That's sold I want to

0:15:20.960 --> 0:15:24.240
<v Speaker 2>say half a million a million units. It became a

0:15:24.280 --> 0:15:25.040
<v Speaker 2>worldwide hit.

0:15:25.840 --> 0:15:28.360
<v Speaker 1>Ball is as simple as it sounds, and it was

0:15:28.400 --> 0:15:30.400
<v Speaker 1>the game that first came out with Game and Watch.

0:15:30.640 --> 0:15:33.600
<v Speaker 1>And again, if you play Smash Brothers, that's the character

0:15:33.680 --> 0:15:36.040
<v Speaker 1>you play as. And you could buy different Game and

0:15:36.080 --> 0:15:39.560
<v Speaker 1>Watch games and they were all equally simple. There was Ball,

0:15:39.760 --> 0:15:42.400
<v Speaker 1>there was a game where you dodge falling objects. There

0:15:42.440 --> 0:15:45.120
<v Speaker 1>was a really simple version of Whack a Mole. But

0:15:45.600 --> 0:15:48.960
<v Speaker 1>Game and Watch wasn't just a gaming console. It was

0:15:49.000 --> 0:15:50.680
<v Speaker 1>also a literal watch.

0:15:51.600 --> 0:15:53.880
<v Speaker 2>When it was in sort of a neutral mode, it

0:15:53.880 --> 0:15:57.520
<v Speaker 2>would switch over to like a display clock. You could

0:15:57.520 --> 0:16:00.200
<v Speaker 2>set an alarm on it. The time piece element was

0:16:00.240 --> 0:16:02.560
<v Speaker 2>sort of built in from the start because the idea

0:16:02.600 --> 0:16:07.720
<v Speaker 2>behind Game and Watch was taking the fundamental technology the

0:16:07.800 --> 0:16:11.400
<v Speaker 2>powered the brand new LCD wristwatches that were kind of

0:16:11.440 --> 0:16:16.520
<v Speaker 2>making their rounds from Cassio and other companies and taking

0:16:16.560 --> 0:16:20.960
<v Speaker 2>that screen technology and approaching it a different way to

0:16:21.080 --> 0:16:23.040
<v Speaker 2>create entertainment out of it.

0:16:23.520 --> 0:16:26.160
<v Speaker 1>So how did Ukoy come up with this thing? This

0:16:26.280 --> 0:16:28.760
<v Speaker 1>is where we start getting into the era where Ukoy

0:16:28.960 --> 0:16:32.200
<v Speaker 1>was starting to become something of a legend. So there

0:16:32.240 --> 0:16:35.600
<v Speaker 1>are a few stories about this. The most popular one

0:16:35.760 --> 0:16:38.200
<v Speaker 1>is that he got the idea from seeing businessmen on

0:16:38.200 --> 0:16:42.120
<v Speaker 1>the train absent mindedly playing with their calculators, and he

0:16:42.200 --> 0:16:45.080
<v Speaker 1>decided to make a product out of this. Maybe there

0:16:45.120 --> 0:16:49.000
<v Speaker 1>is some truth to that, and it is a nice story, but.

0:16:51.120 --> 0:16:55.560
<v Speaker 2>I think that's probably somewhat apocryphal. Most likely what happened

0:16:55.960 --> 0:17:00.320
<v Speaker 2>was before Game and Watch came out. Milton Bradley created

0:17:00.360 --> 0:17:04.480
<v Speaker 2>a game system portable game system called Microvision that was

0:17:04.520 --> 0:17:09.320
<v Speaker 2>in nineteen seventy nine, and Nintendo's designers and developers have

0:17:09.480 --> 0:17:13.119
<v Speaker 2>referenced Microvision when talking about the Game Boy, and that

0:17:13.160 --> 0:17:15.760
<v Speaker 2>you know, game Boy was ten years after Microvision came out.

0:17:16.359 --> 0:17:21.560
<v Speaker 2>But that system was big and unwieldy and kind of

0:17:21.600 --> 0:17:23.760
<v Speaker 2>a weird piece of tech. It had like a bowling

0:17:23.760 --> 0:17:27.000
<v Speaker 2>game that barely resembles bowling. It had a casino game

0:17:27.040 --> 0:17:31.400
<v Speaker 2>that barely resembles a slot machine, So that definitely caught

0:17:31.400 --> 0:17:34.800
<v Speaker 2>a Nintendo's eye, and I think what happened was, you know,

0:17:34.840 --> 0:17:37.560
<v Speaker 2>they said, we've got to do something like this, and

0:17:37.840 --> 0:17:40.800
<v Speaker 2>they looked at, you know, the technology that they saw

0:17:40.840 --> 0:17:45.760
<v Speaker 2>in LCD wristwatches and said, oh, okay, like we could

0:17:45.760 --> 0:17:48.600
<v Speaker 2>do something along those lines. We could take that technology

0:17:49.200 --> 0:17:54.719
<v Speaker 2>and approach the idea of video game displays differently than

0:17:54.760 --> 0:17:57.800
<v Speaker 2>the standard pixel grit. What they did was they just

0:17:58.600 --> 0:18:02.800
<v Speaker 2>silk screened onto an old screen and created little characters,

0:18:02.920 --> 0:18:06.440
<v Speaker 2>very detailed characters and images that are pre built into

0:18:06.480 --> 0:18:09.800
<v Speaker 2>the screen light up. It was built around I believe

0:18:09.880 --> 0:18:14.359
<v Speaker 2>sharp LCD technology and they were mass manufacturing millions and

0:18:14.400 --> 0:18:17.040
<v Speaker 2>millions of these screens. So they took something that was

0:18:17.960 --> 0:18:21.160
<v Speaker 2>a prevailing trend at the time but used in one way,

0:18:21.840 --> 0:18:24.600
<v Speaker 2>and said what if we use this a different way?

0:18:24.880 --> 0:18:27.359
<v Speaker 2>And it was a huge hit, made them tons of money.

0:18:27.840 --> 0:18:30.639
<v Speaker 2>These were hits in Japan, but also in the US,

0:18:30.720 --> 0:18:32.720
<v Speaker 2>but also in Europe and also in the Middle East

0:18:32.840 --> 0:18:37.000
<v Speaker 2>and you know, parts of East Asia and Africa, like anywhere,

0:18:37.119 --> 0:18:43.600
<v Speaker 2>you know, anywhere people bought consumer products and enjoyed entertainment.

0:18:44.040 --> 0:18:44.960
<v Speaker 2>They could buy a game.

0:18:44.840 --> 0:18:48.080
<v Speaker 1>And watch It makes sense because these were such simple

0:18:48.160 --> 0:18:51.800
<v Speaker 1>games that they didn't need translation or even a manual.

0:18:52.280 --> 0:18:54.480
<v Speaker 1>Just pick it up and you immediately know how to play.

0:18:55.040 --> 0:18:58.119
<v Speaker 1>Just recently, the Video Game History Foundation found what is

0:18:58.200 --> 0:19:02.440
<v Speaker 1>probably Nintendo's first EVA commercial in the USA in nineteen eighty.

0:19:02.760 --> 0:19:05.520
<v Speaker 1>They weren't big enough to distribute their products internationally by

0:19:05.520 --> 0:19:08.520
<v Speaker 1>themselves yet, so some other company did it and called

0:19:08.560 --> 0:19:11.760
<v Speaker 1>it time Out. But other than that label, this is

0:19:11.800 --> 0:19:13.280
<v Speaker 1>definitely the game and watch.

0:19:14.000 --> 0:19:18.200
<v Speaker 6>Jah Ying gave you falling notches, take time out. Tennis

0:19:18.320 --> 0:19:21.960
<v Speaker 6>gave you tennis elbow, take time out. Then you electronic

0:19:22.040 --> 0:19:25.919
<v Speaker 6>spot this timeout games called toss Up. It plays an

0:19:25.920 --> 0:19:29.960
<v Speaker 6>easy game and a hard game. It recauds your highest

0:19:29.960 --> 0:19:33.240
<v Speaker 6>score and even tells time plus.

0:19:33.320 --> 0:19:39.080
<v Speaker 2>Yeah again like using low power, inexpensive, easily accessible technology,

0:19:39.520 --> 0:19:42.719
<v Speaker 2>and a really clever way to create great play value

0:19:42.760 --> 0:19:43.240
<v Speaker 2>and fun.

0:19:43.800 --> 0:19:47.800
<v Speaker 1>And this is where the directional pad came from. Also right, yes,

0:19:47.920 --> 0:19:51.400
<v Speaker 1>the Donkey Kong game and Watch. When they sat down

0:19:51.480 --> 0:19:55.919
<v Speaker 1>to adapt Donkey Kong into game and watch forum, they

0:19:55.960 --> 0:19:59.879
<v Speaker 1>created the crosspad. The crosspad, also known as the direction

0:20:00.680 --> 0:20:03.119
<v Speaker 1>or the d pad, basically think of the part of

0:20:03.160 --> 0:20:05.960
<v Speaker 1>the controller that you use to make Mario walk left

0:20:06.040 --> 0:20:09.040
<v Speaker 1>or right crosspads are so ubiquitous now that it might

0:20:09.080 --> 0:20:11.720
<v Speaker 1>seem like they've been around forever, But back in the

0:20:11.760 --> 0:20:15.400
<v Speaker 1>seventies and even into the eighties, arcade games or home

0:20:15.480 --> 0:20:19.160
<v Speaker 1>console games would use joysticks or left or right buttons,

0:20:19.240 --> 0:20:23.199
<v Speaker 1>or switches or even circular dials to move. Pretty often,

0:20:23.359 --> 0:20:26.000
<v Speaker 1>playing a new game also meant having to learn a

0:20:26.000 --> 0:20:29.040
<v Speaker 1>brand new interface just to make your character move left

0:20:29.119 --> 0:20:32.560
<v Speaker 1>or right. It was Nintendo's Game and Watch that first

0:20:32.600 --> 0:20:34.360
<v Speaker 1>introduced the crosspad.

0:20:34.680 --> 0:20:38.440
<v Speaker 2>That was this moment that changed everything for video games.

0:20:38.440 --> 0:20:40.840
<v Speaker 2>The crosspad came from Game and Watch and became an

0:20:40.840 --> 0:20:45.120
<v Speaker 2>integral part of not only their system, but so many

0:20:45.119 --> 0:20:46.879
<v Speaker 2>other systems we have.

0:20:47.000 --> 0:20:50.399
<v Speaker 1>Basically every single system after that is used some version

0:20:50.520 --> 0:20:55.440
<v Speaker 1>from I mean Super Nintendo, you know, PlayStation, all the segasystems,

0:20:55.720 --> 0:20:58.840
<v Speaker 1>all the Microsoft systems to Xbox, everything has used some

0:20:59.040 --> 0:21:03.320
<v Speaker 1>version of that an original directional crosspad. Video games were

0:21:03.359 --> 0:21:06.719
<v Speaker 1>starting to make serious money for Nintendo. Donkey Kong hit

0:21:06.840 --> 0:21:09.840
<v Speaker 1>arcades in nineteen eighty one and that was a massive hit,

0:21:10.359 --> 0:21:12.639
<v Speaker 1>And in nineteen eighty three they put out their first

0:21:12.640 --> 0:21:16.280
<v Speaker 1>home console. In Japan, it was called the Famicom. Here

0:21:16.320 --> 0:21:19.080
<v Speaker 1>in the States it was the Nintendo Entertainment System, and

0:21:19.160 --> 0:21:21.840
<v Speaker 1>we got it in late eighty five early nineteen eighty six.

0:21:22.359 --> 0:21:25.760
<v Speaker 1>But this whole time they were still making and selling

0:21:25.960 --> 0:21:28.960
<v Speaker 1>game and watch units. Other companies were starting to copy

0:21:29.000 --> 0:21:33.520
<v Speaker 1>their designs, which Yukoi himself didn't really mind, but of course,

0:21:33.680 --> 0:21:37.679
<v Speaker 1>the president of Nintendo needed another hit product. By this point,

0:21:37.760 --> 0:21:39.560
<v Speaker 1>Yukoi was the head of his own R and D

0:21:39.680 --> 0:21:43.159
<v Speaker 1>department with a team of engineers working under him, and

0:21:43.359 --> 0:21:46.800
<v Speaker 1>in nineteen eighty nine, this department created a new handheld

0:21:46.800 --> 0:21:50.960
<v Speaker 1>gaming device, the game Boy, and this is probably the

0:21:51.000 --> 0:21:55.320
<v Speaker 1>most famous expression of goompey Ocoy's philosophy of sideways thinking

0:21:56.080 --> 0:21:58.760
<v Speaker 1>using old technology for a new purpose.

0:21:59.359 --> 0:22:01.840
<v Speaker 2>At the heart of the game Boy, you have a

0:22:01.960 --> 0:22:05.600
<v Speaker 2>Z eighty processor, and those have been around since the seventies.

0:22:05.800 --> 0:22:11.360
<v Speaker 2>A lot of the early computers used those early game consoles,

0:22:11.400 --> 0:22:15.000
<v Speaker 2>like the Calico Vision SAG SG one thousand. But by

0:22:15.000 --> 0:22:17.000
<v Speaker 2>the time Game Boy came out, you know, the SG

0:22:17.040 --> 0:22:19.880
<v Speaker 2>one thousand line Master system was on its way out

0:22:20.440 --> 0:22:24.720
<v Speaker 2>like that, that technology was being deprecated, and Nintendo went

0:22:24.760 --> 0:22:29.119
<v Speaker 2>with that because there were hundreds of millions of Z

0:22:29.240 --> 0:22:32.560
<v Speaker 2>eighty's in the world, like they were cheapest chips. And

0:22:32.640 --> 0:22:35.919
<v Speaker 2>it was functional. It was capable, not super powerful, not

0:22:35.960 --> 0:22:38.879
<v Speaker 2>cutting edge in any way, but it did the job.

0:22:39.280 --> 0:22:42.400
<v Speaker 2>It was a proven piece of technology for video games,

0:22:42.960 --> 0:22:45.080
<v Speaker 2>so it was very easy to make games for game Boy.

0:22:45.480 --> 0:22:47.239
<v Speaker 2>But you know, the thing that people always go back

0:22:47.280 --> 0:22:50.120
<v Speaker 2>to with game Boy is that the screen was garbage. Yes,

0:22:50.280 --> 0:22:51.880
<v Speaker 2>it really seems like they went out of their way

0:22:51.920 --> 0:22:54.240
<v Speaker 2>to find the worst screens possible, but they were cheap,

0:22:54.800 --> 0:22:58.560
<v Speaker 2>they were very inexpensive, and so game Boy worked out

0:22:58.600 --> 0:23:00.920
<v Speaker 2>for them very popular.

0:23:03.160 --> 0:23:06.440
<v Speaker 1>Just to back up here, at the time, game Boy

0:23:06.880 --> 0:23:11.800
<v Speaker 1>on paper probably sounded like an incredibly bad idea. I mean,

0:23:11.920 --> 0:23:14.440
<v Speaker 1>it's easy to look back now in hindsight and say, well,

0:23:14.520 --> 0:23:17.320
<v Speaker 1>hey man, that was back in nineteen eighty nine. Cut

0:23:17.320 --> 0:23:19.520
<v Speaker 1>them some slack. It was gonna be a little bit primitive.

0:23:19.880 --> 0:23:23.800
<v Speaker 1>But no, this thing was garbage even by nineteen eighty

0:23:23.920 --> 0:23:27.000
<v Speaker 1>nine standards. And when it was first being released, there

0:23:27.000 --> 0:23:31.040
<v Speaker 1>were reviewers who reviewed it very harshly, saying that the

0:23:31.080 --> 0:23:34.000
<v Speaker 1>hardware was primitive and the screen looked bad, and they

0:23:34.040 --> 0:23:37.400
<v Speaker 1>were correct. But then the thing actually hits the market

0:23:37.840 --> 0:23:42.600
<v Speaker 1>and it turns out hardware specs don't actually matter. It's

0:23:42.640 --> 0:23:44.399
<v Speaker 1>all about the games and how you put it together.

0:23:45.480 --> 0:23:49.320
<v Speaker 1>The obvious early highlight would be Tetris. This game was

0:23:49.359 --> 0:23:53.000
<v Speaker 1>pushing three million units sold within months, and it was

0:23:53.040 --> 0:23:55.359
<v Speaker 1>also one of the first things to help solidify video

0:23:55.400 --> 0:23:58.080
<v Speaker 1>games is not just for little kids, but something that

0:23:58.119 --> 0:24:00.800
<v Speaker 1>adults could also pick up and play. I could list

0:24:00.880 --> 0:24:03.640
<v Speaker 1>other hits or high lights like Kirby or the game

0:24:03.680 --> 0:24:08.119
<v Speaker 1>Boy Camera or Pokemon definitely, But maybe the most impressive

0:24:08.160 --> 0:24:11.040
<v Speaker 1>thing here is that the game Boy came out again

0:24:11.080 --> 0:24:14.639
<v Speaker 1>in nineteen eighty nine, and Nintendo put out their final

0:24:14.680 --> 0:24:18.520
<v Speaker 1>game Boy game in nineteen ninety nine. But that's only

0:24:18.560 --> 0:24:20.960
<v Speaker 1>if you only count the game Boy itself. If you're

0:24:20.960 --> 0:24:23.119
<v Speaker 1>also willing to count the game Boy Color, which is

0:24:23.280 --> 0:24:27.040
<v Speaker 1>mostly compatible with the original. The US got its final

0:24:27.080 --> 0:24:31.520
<v Speaker 1>game in late two thousand and two. That's thirteen years

0:24:31.560 --> 0:24:36.240
<v Speaker 1>of complete market domination in an era when game systems

0:24:36.600 --> 0:24:39.240
<v Speaker 1>usually got replaced after just a few years.

0:24:39.640 --> 0:24:43.280
<v Speaker 2>Game Boy was the best selling game system of the

0:24:43.280 --> 0:24:47.159
<v Speaker 2>twentieth century. Like it outsold any acid outsold PlayStation, and

0:24:47.200 --> 0:24:50.320
<v Speaker 2>nothing came close to the numbers that game Boy did.

0:24:50.720 --> 0:24:54.240
<v Speaker 2>Game Boy was a solid platform that had technology that

0:24:54.359 --> 0:24:58.879
<v Speaker 2>was just fairly good enough. But again, you know, it

0:24:59.000 --> 0:25:02.480
<v Speaker 2>drew very little power. The Atari Links, the Sega game Gear,

0:25:02.920 --> 0:25:06.879
<v Speaker 2>Turbo Express. We're all kind of competing at the same time,

0:25:07.160 --> 0:25:11.600
<v Speaker 2>and all of those had much greater power, full color screens, backlighting,

0:25:12.040 --> 0:25:15.200
<v Speaker 2>and those things would chew through four to six double

0:25:15.240 --> 0:25:18.040
<v Speaker 2>A batteries and like an hour and a half two hours.

0:25:18.359 --> 0:25:22.600
<v Speaker 2>Game Boy could run on four double a's for about

0:25:22.640 --> 0:25:26.359
<v Speaker 2>twenty hours. Yeah, and it's got your favorite guys like

0:25:26.800 --> 0:25:29.879
<v Speaker 2>Mario and Link and so on and so forth.

0:25:30.560 --> 0:25:33.880
<v Speaker 1>Goombay Okoy left Nintendo in nineteen ninety six to start

0:25:33.880 --> 0:25:36.879
<v Speaker 1>his own company. From now on, he'd be a competitor,

0:25:37.280 --> 0:25:41.640
<v Speaker 1>which probably made Nintendo a little nervous. It definitely made

0:25:41.640 --> 0:25:44.600
<v Speaker 1>investors nervous because when word got out that goombay Okoy

0:25:44.720 --> 0:25:49.239
<v Speaker 1>was leaving, Nintendo's stock fell so hard, so fast that

0:25:49.280 --> 0:25:52.280
<v Speaker 1>the Tokyo Stock Exchange had to stop trading for a while.

0:25:53.240 --> 0:25:57.200
<v Speaker 1>But that situation didn't last long. The very next year,

0:25:57.480 --> 0:25:59.720
<v Speaker 1>Yukoi was riding as a passenger in a car with

0:25:59.720 --> 0:26:02.800
<v Speaker 1>a front The car we're ended someone and u Koi

0:26:02.880 --> 0:26:06.000
<v Speaker 1>got out to look at the damage. Just then another

0:26:06.080 --> 0:26:10.080
<v Speaker 1>car hit both of them. The friend was injured, but

0:26:10.160 --> 0:26:16.120
<v Speaker 1>your Koi was killed. A lot of the higher ups

0:26:16.119 --> 0:26:19.320
<v Speaker 1>in Nintendo now worked personally with Ukoi in the past.

0:26:19.840 --> 0:26:23.080
<v Speaker 1>Shigero Miyamoto, who again is the guy who created Zelda

0:26:23.160 --> 0:26:27.720
<v Speaker 1>and Mario, sometimes talks about him in interviews, but even

0:26:27.720 --> 0:26:31.879
<v Speaker 1>if it's not being mentioned directly, Yukoi's philosophy is something

0:26:31.880 --> 0:26:36.080
<v Speaker 1>that Nintendo always comes back to, especially when things don't

0:26:36.080 --> 0:26:36.560
<v Speaker 1>go well.

0:26:37.560 --> 0:26:37.760
<v Speaker 3>Yeah.

0:26:37.800 --> 0:26:41.000
<v Speaker 1>I mean, they have had their moments where it has

0:26:41.119 --> 0:26:46.480
<v Speaker 1>felt like they have chased the powerhouse systems. You know,

0:26:46.600 --> 0:26:48.399
<v Speaker 1>I'd argue that maybe we you felt a little bit

0:26:48.520 --> 0:26:51.240
<v Speaker 1>like that, although we was doing some interesting things as well,

0:26:51.280 --> 0:26:54.000
<v Speaker 1>but you know, GameCube maybe a little bit like that.

0:26:54.240 --> 0:26:57.280
<v Speaker 1>It seemed like they kind of felt like, all right,

0:26:57.320 --> 0:26:59.840
<v Speaker 1>this Xbox things on the market, we got to look

0:26:59.880 --> 0:27:01.399
<v Speaker 1>like the Xbox, right.

0:27:01.520 --> 0:27:01.720
<v Speaker 3>Yeah.

0:27:01.760 --> 0:27:05.119
<v Speaker 2>I feel like when Nintendo has chased power and tried

0:27:05.160 --> 0:27:08.680
<v Speaker 2>to be at the cutting edge of the industry, they've

0:27:08.720 --> 0:27:11.439
<v Speaker 2>they've found diminishing returns on that. The Super as was

0:27:11.560 --> 0:27:16.000
<v Speaker 2>very powerful, and it sold nowhere near as well as

0:27:16.000 --> 0:27:19.800
<v Speaker 2>the NES. The N sixty four was cutting edge. They

0:27:19.800 --> 0:27:22.160
<v Speaker 2>made a big deal about you know, real time toy

0:27:22.200 --> 0:27:26.320
<v Speaker 2>story and Jurassic Park graphics, and that sold even more poorly,

0:27:26.440 --> 0:27:31.520
<v Speaker 2>especially in Japan. GameCube really kind of bottomed out and

0:27:31.720 --> 0:27:34.520
<v Speaker 2>that was that was them trying to play in the

0:27:34.560 --> 0:27:37.959
<v Speaker 2>same arena as Xbox and PlayStation two, and that was

0:27:38.040 --> 0:27:40.000
<v Speaker 2>you know, kind of their I think, come to Jesus moment.

0:27:40.040 --> 0:27:43.080
<v Speaker 2>If it hadn't been for the game Boy line, they

0:27:43.080 --> 0:27:45.600
<v Speaker 2>would have been lost with the GameCube. So I think that,

0:27:45.680 --> 0:27:47.640
<v Speaker 2>you know, that was the moment where they stopped and said,

0:27:47.680 --> 0:27:51.439
<v Speaker 2>we need to recalibrate and stop chasing power because we

0:27:51.520 --> 0:27:55.119
<v Speaker 2>can't keep up with the competition. We can't stay at

0:27:55.119 --> 0:27:57.479
<v Speaker 2>the cutting edge. It's just not going to work for us.

0:27:57.760 --> 0:28:01.000
<v Speaker 2>And so, you know, then you get the DS and

0:28:01.040 --> 0:28:05.240
<v Speaker 2>you get the Wii, which took existing technologies and applied

0:28:05.240 --> 0:28:10.920
<v Speaker 2>them in really novel, interesting and intuitive ways, and those

0:28:11.000 --> 0:28:14.119
<v Speaker 2>were their best selling systems ever. And they kind of

0:28:14.600 --> 0:28:17.560
<v Speaker 2>touch it with that again with WEU trying to create

0:28:17.560 --> 0:28:20.040
<v Speaker 2>something that was you know, kind of on par with

0:28:20.119 --> 0:28:22.919
<v Speaker 2>PS three, and it was a bad idea, so they

0:28:22.960 --> 0:28:25.520
<v Speaker 2>kind of reversed course and went back with Switch, and

0:28:26.240 --> 0:28:31.040
<v Speaker 2>you know, unsurprisingly, it's been hugely successful because it really

0:28:31.119 --> 0:28:37.000
<v Speaker 2>played to Nintendo's poor competency, which is working with slightly

0:28:37.080 --> 0:28:40.920
<v Speaker 2>less powerful technology but doing interesting and appealing things with it.

0:28:41.600 --> 0:28:44.400
<v Speaker 1>So it's kind of like every time they chase power,

0:28:45.520 --> 0:28:47.120
<v Speaker 1>you know, they kind of veer off course and really

0:28:47.120 --> 0:28:49.239
<v Speaker 1>doesn't work well for them. When they come back and

0:28:49.360 --> 0:28:52.840
<v Speaker 1>apply the kind of stuff that gumpe Yukoi was going for,

0:28:53.640 --> 0:28:55.720
<v Speaker 1>they started to get back on track in terms of

0:28:55.760 --> 0:29:02.120
<v Speaker 1>sales exactly. So how how exactly did goompe Accoy's influence

0:29:02.160 --> 0:29:06.040
<v Speaker 1>feed directly into the Switch and now the Switch too.

0:29:06.480 --> 0:29:21.880
<v Speaker 1>That's after the break. So we mentioned this before, but

0:29:22.080 --> 0:29:25.440
<v Speaker 1>before the first Switch came out in twenty seventeen, Nintendo

0:29:25.640 --> 0:29:28.480
<v Speaker 1>had a big flop with the WIU. This was their

0:29:28.520 --> 0:29:32.640
<v Speaker 1>successor to the we It did not do well at all,

0:29:32.680 --> 0:29:35.360
<v Speaker 1>but they took some lessons from that to the Switch.

0:29:36.280 --> 0:29:40.480
<v Speaker 4>The WUT conceptually was a bad idea. What also happened

0:29:40.560 --> 0:29:45.680
<v Speaker 4>Nintendo was, despite being technologically generation behind, their teams could

0:29:45.680 --> 0:29:50.520
<v Speaker 4>not support building parallel games, which is like they were

0:29:50.520 --> 0:29:55.040
<v Speaker 4>making games for the their handheld platforms and for their

0:29:55.040 --> 0:29:56.080
<v Speaker 4>console platforms.

0:29:56.480 --> 0:29:59.520
<v Speaker 1>That's because at the time they had their handheld successor

0:29:59.600 --> 0:30:02.680
<v Speaker 1>to the Game Boy, the three DS, and the WIU

0:30:03.040 --> 0:30:06.120
<v Speaker 1>on the market at the same time. Again, my former

0:30:06.160 --> 0:30:07.720
<v Speaker 1>colleague Patrick Klippick.

0:30:07.960 --> 0:30:10.840
<v Speaker 4>Part of what happens with the Switch is what if

0:30:11.200 --> 0:30:14.560
<v Speaker 4>everything we do we don't have a handheld track and

0:30:14.600 --> 0:30:17.840
<v Speaker 4>a console track. It's just one and that allows us

0:30:17.840 --> 0:30:21.520
<v Speaker 4>to consolidate our expertise, our engineering, our design. But it

0:30:21.560 --> 0:30:25.400
<v Speaker 4>also means like there's not something to save you, right,

0:30:25.520 --> 0:30:29.040
<v Speaker 4>like if the weu underperforms, if the game Uwan performs, well,

0:30:29.040 --> 0:30:31.600
<v Speaker 4>don't worry. The handheld business is picking up the slack.

0:30:31.960 --> 0:30:34.000
<v Speaker 4>If the switch didn't work out, there was nothing to

0:30:34.040 --> 0:30:36.880
<v Speaker 4>pick up the slack. And there's every reason to wonder

0:30:36.920 --> 0:30:41.040
<v Speaker 4>what would Nintendo be if the switch hadn't taken off

0:30:41.120 --> 0:30:44.520
<v Speaker 4>for whatever reason. But obviously the sort of capture lightning

0:30:44.560 --> 0:30:46.520
<v Speaker 4>in a bottle that goes hand in hand with Breath

0:30:46.560 --> 0:30:48.880
<v Speaker 4>of the Wild not just being like a good or

0:30:48.920 --> 0:30:51.960
<v Speaker 4>a great game, but like a once in a lifetime,

0:30:52.400 --> 0:30:56.720
<v Speaker 4>like once in a generation style game that like really

0:30:56.800 --> 0:30:57.600
<v Speaker 4>hits the masses.

0:30:58.760 --> 0:31:01.440
<v Speaker 1>And the switch is an another great example of your

0:31:01.440 --> 0:31:03.480
<v Speaker 1>COIs philosophy and influence.

0:31:03.720 --> 0:31:06.720
<v Speaker 4>The switch is just fascinating because the original switch is

0:31:06.720 --> 0:31:11.760
<v Speaker 4>based on an Nvidia mobile phone chip from ten plus

0:31:11.840 --> 0:31:14.280
<v Speaker 4>years ago, Like it's remarkable what Nintendo was able to

0:31:14.280 --> 0:31:16.320
<v Speaker 4>get out of it. And then a couple of years

0:31:16.320 --> 0:31:20.880
<v Speaker 4>in COVID happens and the explosion and interest in video games.

0:31:21.040 --> 0:31:24.360
<v Speaker 1>The Switch ended up being a smash hit and it

0:31:24.440 --> 0:31:27.480
<v Speaker 1>really took off in twenty twenty during lockdown.

0:31:27.120 --> 0:31:29.720
<v Speaker 4>People finding stuff to do at home, the sort of

0:31:29.720 --> 0:31:32.920
<v Speaker 4>serendipitous launch of animal Crossing, which they couldn't have predicted,

0:31:32.960 --> 0:31:36.880
<v Speaker 4>that just sort of happened alongside, you know, lockdowns and

0:31:36.920 --> 0:31:39.120
<v Speaker 4>people looking for stuff to do. And it's like they

0:31:39.160 --> 0:31:42.800
<v Speaker 4>had a a platform that could be played like on

0:31:42.920 --> 0:31:46.720
<v Speaker 4>TV or around the house, and then launched a social

0:31:46.760 --> 0:31:49.640
<v Speaker 4>game at a time people were desperate for any sort

0:31:49.680 --> 0:31:54.160
<v Speaker 4>of social activity and then the Switch like just explodes

0:31:54.280 --> 0:31:56.520
<v Speaker 4>like during that period. It just makes for a very

0:31:56.600 --> 0:31:59.440
<v Speaker 4>unique set of circumstances for the company.

0:31:59.840 --> 0:32:02.200
<v Speaker 1>You've played the switch to? What's it like? What do

0:32:02.200 --> 0:32:02.600
<v Speaker 1>you think?

0:32:03.200 --> 0:32:04.120
<v Speaker 4>Have you played a switch?

0:32:04.720 --> 0:32:05.600
<v Speaker 1>I have played the Switch?

0:32:06.000 --> 0:32:12.160
<v Speaker 4>So you have played a switch to? Okay, which I think?

0:32:12.200 --> 0:32:14.880
<v Speaker 4>You know, Wait, does that mean you're not impressed? I

0:32:14.880 --> 0:32:19.000
<v Speaker 4>don't think they're trying to impress anybody. I think I

0:32:19.000 --> 0:32:23.240
<v Speaker 4>think the switch too is Nintendo. Do people really like

0:32:23.240 --> 0:32:26.640
<v Speaker 4>the Switch? Do they really want us to reinvent the Wheel?

0:32:27.240 --> 0:32:30.560
<v Speaker 4>And I think what they have said is like their

0:32:30.680 --> 0:32:33.959
<v Speaker 4>bet is that people would just like a nicer switch,

0:32:34.160 --> 0:32:37.400
<v Speaker 4>and that's what the Switch to is it is a

0:32:37.520 --> 0:32:42.720
<v Speaker 4>nicer switch, better graphics, more capable, nicer joy cons a

0:32:42.760 --> 0:32:45.040
<v Speaker 4>better kind of fit and finish. And then I think

0:32:45.040 --> 0:32:47.440
<v Speaker 4>from a Nintendo's perspective, like, why did they do the

0:32:47.440 --> 0:32:50.480
<v Speaker 4>Wii well, the GameCube felt like they ran into a

0:32:50.520 --> 0:32:53.160
<v Speaker 4>wall and had to do something different. Why did they

0:32:53.200 --> 0:32:56.000
<v Speaker 4>do the switch well, the we you ran into a

0:32:56.000 --> 0:32:58.400
<v Speaker 4>wall and they had to do something different. There's really

0:32:58.440 --> 0:33:02.080
<v Speaker 4>no indications from the runaway success of the switch that

0:33:02.120 --> 0:33:06.080
<v Speaker 4>they should do something fundamentally different. So I think from

0:33:06.080 --> 0:33:09.600
<v Speaker 4>their perspective, a switch like a more powerful switch, like

0:33:09.640 --> 0:33:12.800
<v Speaker 4>we see this with phones with tablets. Is the switch

0:33:12.840 --> 0:33:15.000
<v Speaker 4>now just a ubiquitous device in a lot of people's

0:33:15.040 --> 0:33:19.400
<v Speaker 4>lives where hey, like every five ten years or whenever

0:33:19.400 --> 0:33:22.040
<v Speaker 4>it breaks or I hand, I hand one off to

0:33:22.080 --> 0:33:24.720
<v Speaker 4>my kid, I go get the new one, And is

0:33:24.720 --> 0:33:26.680
<v Speaker 4>the switch going to be like that device like that

0:33:26.840 --> 0:33:29.840
<v Speaker 4>for people? The switch to is kind of the real

0:33:29.880 --> 0:33:33.200
<v Speaker 4>test of where does it fit in people's lives?

0:33:35.200 --> 0:33:40.200
<v Speaker 1>Do you see personally any connection between say, the switch

0:33:40.240 --> 0:33:44.920
<v Speaker 1>to and goompe Ocoid's philosophy or legacy.

0:33:45.880 --> 0:33:48.280
<v Speaker 2>I mean in the sense that switch to is the

0:33:48.320 --> 0:33:51.920
<v Speaker 2>successor to switch and really doesn't change much about the

0:33:51.960 --> 0:33:54.520
<v Speaker 2>way the switch is built, where you've got the kind

0:33:54.520 --> 0:33:58.280
<v Speaker 2>of self contained device that is a screen and a

0:33:58.320 --> 0:34:01.560
<v Speaker 2>processor and RAM and a cartlot and then you have

0:34:01.760 --> 0:34:05.720
<v Speaker 2>the controllers that can be removed and swapped around, and

0:34:05.800 --> 0:34:08.960
<v Speaker 2>it plugs into a port to a DOC to connect

0:34:09.000 --> 0:34:11.719
<v Speaker 2>to a TV. I think Yokoya would look at the

0:34:12.480 --> 0:34:15.640
<v Speaker 2>switch and say, you know, this is this is it?

0:34:15.840 --> 0:34:18.200
<v Speaker 2>Like this is great stuff right here. I do think

0:34:18.280 --> 0:34:22.680
<v Speaker 2>it is very true to Gunpay yokoy Is design concepts

0:34:23.040 --> 0:34:26.520
<v Speaker 2>and the thinking that he brought to Nintendo's products, not

0:34:26.560 --> 0:34:29.480
<v Speaker 2>just their games, but many of their products. It does

0:34:29.520 --> 0:34:31.759
<v Speaker 2>make me happy to see his kind of spirit live

0:34:31.800 --> 0:34:33.960
<v Speaker 2>on and continue through this.

0:34:44.040 --> 0:34:46.040
<v Speaker 1>I want to give a big shout out to our

0:34:46.080 --> 0:34:49.000
<v Speaker 1>first guest, Patrick Klippik. He's got a right up on

0:34:49.080 --> 0:34:52.600
<v Speaker 1>crossplay dot substack dot com where he's laying out all

0:34:52.600 --> 0:34:54.799
<v Speaker 1>the games he's looking forward to on the switch too.

0:34:55.040 --> 0:34:57.080
<v Speaker 1>So if you're thinking about getting one, and you know,

0:34:57.120 --> 0:34:59.640
<v Speaker 1>if the player two or player three in your life

0:34:59.719 --> 0:35:01.799
<v Speaker 1>just so happens to be a kid, that might be

0:35:01.800 --> 0:35:04.399
<v Speaker 1>something you want to check out. And also big shout

0:35:04.400 --> 0:35:06.960
<v Speaker 1>out to Jeremy Perish if you're interested at all in

0:35:07.040 --> 0:35:11.560
<v Speaker 1>video game and history seriously, his YouTube channel is mandatory watching.

0:35:12.120 --> 0:35:15.200
<v Speaker 1>And also, speaking of videos, right as we were putting

0:35:15.200 --> 0:35:18.480
<v Speaker 1>this together, the YouTube channel did you know Gaming dropped

0:35:18.560 --> 0:35:23.040
<v Speaker 1>almost an hour long episode on Goompayakoy. What can I say?

0:35:23.320 --> 0:35:26.239
<v Speaker 1>Great minds think alike. So if you're interested in knowing

0:35:26.280 --> 0:35:30.000
<v Speaker 1>more specifically just about goompay Acoy's life story, because honestly,

0:35:30.040 --> 0:35:32.440
<v Speaker 1>there isn't a whole lot of info about him in English,

0:35:32.880 --> 0:35:35.760
<v Speaker 1>that's a great video to check out. Also, and once again,

0:35:36.000 --> 0:35:39.360
<v Speaker 1>all those links are in the show notes. Lastly, also

0:35:39.440 --> 0:35:42.840
<v Speaker 1>a big shout out to you the listener for indulging

0:35:42.880 --> 0:35:46.719
<v Speaker 1>me as I basically just go full fanboy about Nintendo,

0:35:46.880 --> 0:35:49.880
<v Speaker 1>so I appreciate that also. But anyway, let me know

0:35:49.880 --> 0:35:51.799
<v Speaker 1>what you think. You can hit us up at kill

0:35:51.920 --> 0:35:55.520
<v Speaker 1>Switch at Kaleidoscope dot NYC with any thoughts. You could

0:35:55.520 --> 0:35:58.920
<v Speaker 1>also hit me directly at dex digi that's d e

0:35:59.239 --> 0:36:02.080
<v Speaker 1>x d I g I, either on Instagram or Blue

0:36:02.120 --> 0:36:04.360
<v Speaker 1>Sky if that's more your thing. And if you like

0:36:04.440 --> 0:36:07.280
<v Speaker 1>this episode, leave us a review because it really helps

0:36:07.280 --> 0:36:09.960
<v Speaker 1>people find the show and that in turn helps us

0:36:10.040 --> 0:36:13.160
<v Speaker 1>keep doing our thing. Kill Switch is hosted by me

0:36:13.520 --> 0:36:17.480
<v Speaker 1>Dexter Thomas. It's produced by Shena Ozaki, darl Of Potts

0:36:17.640 --> 0:36:20.680
<v Speaker 1>and Kate Osborne. The theme song is written by me

0:36:20.920 --> 0:36:25.200
<v Speaker 1>and Kyle Murdoch, and Kyle also mixes a show from Kaleidoscope.

0:36:25.239 --> 0:36:30.160
<v Speaker 1>Our executive producers are Ozwa Washin, Mangesh Hotigadur and Kate Osborne.

0:36:30.560 --> 0:36:34.400
<v Speaker 1>From iHeart, our executive producers are Katrina Norvil and Nikki E.

0:36:34.560 --> 0:36:34.719
<v Speaker 5>Tour.

0:36:35.320 --> 0:36:37.719
<v Speaker 1>If you've got any game recommendations, send it to me,

0:36:38.160 --> 0:36:47.239
<v Speaker 1>but until then we'll catch you on the next one.