1 00:00:04,400 --> 00:00:07,760 Speaker 1: Welcome to tex Stuff, a production from I Heart Radio. 2 00:00:12,039 --> 00:00:14,840 Speaker 1: Hey there, and welcome to tex Stuff. I'm your host, 3 00:00:14,960 --> 00:00:17,920 Speaker 1: Jonathan Strickland. I'm an executive producer with I Heart Radio, 4 00:00:18,040 --> 00:00:21,480 Speaker 1: and how the tech are you. I'm still on vacation myself, 5 00:00:21,560 --> 00:00:24,919 Speaker 1: so it's time for a rerun. This episode originally published 6 00:00:24,920 --> 00:00:31,600 Speaker 1: on October. It is titled The Tragedy of Three d Oh. Yeah. 7 00:00:31,640 --> 00:00:34,560 Speaker 1: This was a fun one to cover because I do 8 00:00:35,159 --> 00:00:37,839 Speaker 1: enjoy video games quite a bit, and three d Oh 9 00:00:37,960 --> 00:00:40,840 Speaker 1: was one of those systems I was always curious about 10 00:00:41,080 --> 00:00:44,879 Speaker 1: and never well, frankly, I never had the cash on 11 00:00:44,920 --> 00:00:46,920 Speaker 1: me at the time to be able to buy something 12 00:00:46,960 --> 00:00:50,680 Speaker 1: like that. But yeah, let's sit back and listen. Back 13 00:00:50,880 --> 00:00:56,320 Speaker 1: in three a new video game console created by the 14 00:00:56,440 --> 00:01:00,920 Speaker 1: founder of Electronic Arts launched and US Three years later, 15 00:01:01,400 --> 00:01:05,880 Speaker 1: that console would be discontinued and essentially taken off the market. 16 00:01:05,920 --> 00:01:08,640 Speaker 1: It was a massive failure. The company that made the 17 00:01:08,680 --> 00:01:13,520 Speaker 1: console would stick around a little longer, ultimately closing up 18 00:01:13,520 --> 00:01:17,560 Speaker 1: shop in two thousand three. This is the story of 19 00:01:17,680 --> 00:01:21,919 Speaker 1: the three d O Company and the console that wasn't 20 00:01:22,040 --> 00:01:25,200 Speaker 1: meant to be. Now, for this episode, we're going to 21 00:01:25,240 --> 00:01:29,760 Speaker 1: focus a lot early on at some prehistoric, at least 22 00:01:29,800 --> 00:01:33,240 Speaker 1: in terms of three d OH information, because I think 23 00:01:33,240 --> 00:01:36,400 Speaker 1: it's helpful to get an understanding of the man who 24 00:01:36,480 --> 00:01:39,600 Speaker 1: championed the idea of the three D O, to kind 25 00:01:39,600 --> 00:01:42,040 Speaker 1: of see where he was coming from, what his thought 26 00:01:42,120 --> 00:01:46,280 Speaker 1: process was. If I just focused on the console or 27 00:01:46,319 --> 00:01:50,280 Speaker 1: even the company all by itself, it would be kind 28 00:01:50,280 --> 00:01:54,200 Speaker 1: of unusual, strange. You wouldn't understand why anyone would make 29 00:01:54,200 --> 00:01:57,880 Speaker 1: these decisions. So it's helpful to have the background. Also, 30 00:01:57,920 --> 00:02:02,040 Speaker 1: I just think it's kind of an interesting story with 31 00:02:02,120 --> 00:02:05,760 Speaker 1: lots of ups and downs. And that story begins with 32 00:02:05,880 --> 00:02:11,639 Speaker 1: William M. Hawkins the third a k a. Trip Hawkins. 33 00:02:11,919 --> 00:02:14,760 Speaker 1: He was born in nineteen fifty four. He grew up 34 00:02:14,800 --> 00:02:19,520 Speaker 1: in California, and his mother, Dr. Helen Hawkins, was a 35 00:02:19,560 --> 00:02:23,640 Speaker 1: producer and host at a California public broadcast station. She 36 00:02:23,760 --> 00:02:28,440 Speaker 1: was also a prominent feminist and a publications director, very 37 00:02:28,520 --> 00:02:33,480 Speaker 1: much a influential woman. And his father, William Hawkins Jr. 38 00:02:33,800 --> 00:02:36,720 Speaker 1: Had earned a degree in physics before becoming a sales 39 00:02:36,720 --> 00:02:41,359 Speaker 1: and marketing executive for various companies in California, primarily those 40 00:02:41,440 --> 00:02:44,560 Speaker 1: in the tech sector. In the late fifties and then 41 00:02:44,600 --> 00:02:48,400 Speaker 1: into the sixties. Trips father would take a job with 42 00:02:48,480 --> 00:02:54,040 Speaker 1: a company called Spectral Dynamics Corporation, which employed another person 43 00:02:54,320 --> 00:02:58,200 Speaker 1: who will be an important figure early on for the 44 00:02:58,240 --> 00:03:01,960 Speaker 1: young Trip, that being a man named Lane Hawk. But 45 00:03:02,080 --> 00:03:05,320 Speaker 1: we'll get back to him. So, as a kid, Trip 46 00:03:05,760 --> 00:03:09,320 Speaker 1: loved games, not just playing them, but kind of learning 47 00:03:09,840 --> 00:03:14,280 Speaker 1: how they worked, right, What were the mechanics behind the games, 48 00:03:14,320 --> 00:03:17,440 Speaker 1: What was the theory behind the games? What led to 49 00:03:17,600 --> 00:03:22,280 Speaker 1: making a game a fun playing experience? You know, it's 50 00:03:22,320 --> 00:03:26,680 Speaker 1: not easy to develop an actual game that is rewarding, 51 00:03:26,760 --> 00:03:30,280 Speaker 1: that balances everything out, and he was really interested in 52 00:03:30,320 --> 00:03:34,359 Speaker 1: that model. And when in high school, he would attempt 53 00:03:34,360 --> 00:03:38,080 Speaker 1: to make his own version of various types of games. 54 00:03:38,080 --> 00:03:40,720 Speaker 1: Like he would take inspiration from games that existed that 55 00:03:40,760 --> 00:03:43,280 Speaker 1: he enjoyed and try to make his own. He was 56 00:03:43,320 --> 00:03:50,160 Speaker 1: particularly interested in games that simulated sports. He himself loved sports, 57 00:03:50,360 --> 00:03:52,560 Speaker 1: and so these games kind of gave him an outlet 58 00:03:52,600 --> 00:03:55,400 Speaker 1: to kind of imagine himself being part of, like a 59 00:03:55,520 --> 00:04:01,000 Speaker 1: top class athletic team. According to later interviews, Hawkins enjoyed 60 00:04:01,160 --> 00:04:03,720 Speaker 1: board games but saw that many of his friends preferred 61 00:04:04,160 --> 00:04:08,640 Speaker 1: to spend their spare time watching stuff on television, and 62 00:04:08,760 --> 00:04:12,200 Speaker 1: during a visit to the home of his father's coworker 63 00:04:12,400 --> 00:04:16,800 Speaker 1: that the aforementioned Lane Hawk. He saw something that would 64 00:04:16,960 --> 00:04:21,480 Speaker 1: spark his imagination for a future industry. So Lane was 65 00:04:21,640 --> 00:04:24,599 Speaker 1: fascinated with games as well, just like young Trip Hawkins. 66 00:04:25,040 --> 00:04:28,480 Speaker 1: And he was also really into computer systems, which at 67 00:04:28,520 --> 00:04:31,760 Speaker 1: the time were not a consumer product. This is the 68 00:04:31,760 --> 00:04:35,640 Speaker 1: early seventies. This was even before there were hobbyist kits 69 00:04:35,680 --> 00:04:39,279 Speaker 1: to purchase. Lane had spent a lot of money, like 70 00:04:39,400 --> 00:04:42,960 Speaker 1: more than five grand, which in the nineteen seventies wasn't 71 00:04:43,000 --> 00:04:45,760 Speaker 1: even more princely some than we would think of today, 72 00:04:45,800 --> 00:04:48,200 Speaker 1: And five thousand dollars is a lot of money, but 73 00:04:48,240 --> 00:04:50,720 Speaker 1: he spent that to buy what today would be an 74 00:04:50,720 --> 00:04:55,000 Speaker 1: incredibly primitive mini computer. But at the time it was well, 75 00:04:55,120 --> 00:04:57,400 Speaker 1: it was kind of showing its age at the time, 76 00:04:57,440 --> 00:04:59,520 Speaker 1: but it was at one point state of the art. 77 00:04:59,560 --> 00:05:03,039 Speaker 1: It was called the PDP eight. Now, when this computer 78 00:05:03,120 --> 00:05:05,720 Speaker 1: first debuted in the nineteen sixties, when it really was 79 00:05:06,360 --> 00:05:09,359 Speaker 1: you know, cutting edge type of technology, it costs a 80 00:05:09,480 --> 00:05:14,600 Speaker 1: whopping eighteen thousand, five hundred dollars, but this was well 81 00:05:14,640 --> 00:05:18,840 Speaker 1: beyond the heyday of the PDP eight. And it was 82 00:05:18,880 --> 00:05:21,120 Speaker 1: also a really big computer. It was like the size 83 00:05:21,160 --> 00:05:25,360 Speaker 1: of like a cabinet like a wardrobe or a small refrigerator. 84 00:05:25,880 --> 00:05:28,680 Speaker 1: It was a twelve bit machine, meaning it could handle 85 00:05:28,720 --> 00:05:32,919 Speaker 1: a range of integers from zero to four thousand ninety five, 86 00:05:33,520 --> 00:05:36,720 Speaker 1: or you could do from negative two thousand forty eight 87 00:05:36,760 --> 00:05:40,120 Speaker 1: to two thousand forty seven. Zero would be taking up 88 00:05:40,120 --> 00:05:43,320 Speaker 1: that pesky spot in the middle. And programming for the 89 00:05:43,360 --> 00:05:48,000 Speaker 1: machine was, from what I understand anyway, not intuitive. It 90 00:05:48,080 --> 00:05:50,599 Speaker 1: was not an easy thing to program for. But Lane 91 00:05:50,640 --> 00:05:53,240 Speaker 1: wanted something that he could kind of work on in 92 00:05:53,240 --> 00:05:56,320 Speaker 1: his spare time to putter around with. It was almost 93 00:05:56,360 --> 00:05:59,000 Speaker 1: like a project car for someone who's a gear head. 94 00:05:59,400 --> 00:06:03,320 Speaker 1: For Lane, it was a PDP eight and he hooked 95 00:06:03,440 --> 00:06:07,400 Speaker 1: up this computer to a teletype printer. There was no display. 96 00:06:07,600 --> 00:06:10,800 Speaker 1: There was no monitor for the PDP eight, so you couldn't, 97 00:06:11,120 --> 00:06:12,640 Speaker 1: you know, look at a screen and see what you 98 00:06:12,640 --> 00:06:16,000 Speaker 1: were working on. And instead you used a teletype printer 99 00:06:16,279 --> 00:06:19,880 Speaker 1: and the printer would print out the information that you 100 00:06:19,880 --> 00:06:21,760 Speaker 1: were working on with the computer. You would read it, 101 00:06:21,800 --> 00:06:23,839 Speaker 1: you would make changes, it would print on a new page. 102 00:06:24,040 --> 00:06:27,640 Speaker 1: It's a pretty painstaking process. Well, Lane created a game 103 00:06:27,720 --> 00:06:32,479 Speaker 1: he called MoU m oo, as in what cows say. 104 00:06:32,520 --> 00:06:34,839 Speaker 1: At least in the United States, and the game was 105 00:06:34,839 --> 00:06:38,599 Speaker 1: pretty simple. The game would generate a four digit number 106 00:06:38,800 --> 00:06:40,960 Speaker 1: and it would keep that number secret. So the game 107 00:06:41,000 --> 00:06:43,400 Speaker 1: has a four digit number, and it was your job 108 00:06:43,800 --> 00:06:46,920 Speaker 1: as the player to figure out what that four digit 109 00:06:47,080 --> 00:06:50,040 Speaker 1: number was, and you would submit your own guests. You 110 00:06:50,080 --> 00:06:52,640 Speaker 1: would put in a four digit number, and the computer 111 00:06:52,720 --> 00:06:55,680 Speaker 1: would tell you how many digits, if any, you got right, 112 00:06:56,080 --> 00:06:58,479 Speaker 1: and whether or not any of those digits were in 113 00:06:58,520 --> 00:07:03,080 Speaker 1: the right place. So let's say that the secret number 114 00:07:03,120 --> 00:07:06,320 Speaker 1: the computer comes up with is eight to nine five, 115 00:07:07,160 --> 00:07:11,480 Speaker 1: and my guess is one five nine three. The system 116 00:07:11,480 --> 00:07:14,200 Speaker 1: would tell me I got one correct digit in the 117 00:07:14,280 --> 00:07:17,640 Speaker 1: right location because I got the nine correct and it's 118 00:07:17,640 --> 00:07:20,920 Speaker 1: in the right spot. And I got a second digit correct, 119 00:07:21,360 --> 00:07:24,560 Speaker 1: but it's not in the right spot. My five is 120 00:07:24,600 --> 00:07:28,400 Speaker 1: in the wrong position of that four digit number. So 121 00:07:28,480 --> 00:07:30,800 Speaker 1: it's similar to a board game that would come out 122 00:07:30,840 --> 00:07:34,520 Speaker 1: a little later called Mastermind. That one uses colors, not numbers, 123 00:07:34,560 --> 00:07:38,400 Speaker 1: but it's a similar idea. Now, move did this using 124 00:07:38,560 --> 00:07:41,840 Speaker 1: moves and cows. A cow would indicate that you had 125 00:07:42,200 --> 00:07:44,240 Speaker 1: the right digit, but it was in the wrong place. 126 00:07:44,600 --> 00:07:47,360 Speaker 1: A move would indicate that you had a right digit, 127 00:07:47,560 --> 00:07:49,880 Speaker 1: but and it was in the right place, but you 128 00:07:49,880 --> 00:07:52,000 Speaker 1: wouldn't be told which one was which right. You wouldn't 129 00:07:52,000 --> 00:07:54,680 Speaker 1: be told which of the digits was the correct one. 130 00:07:55,040 --> 00:07:57,000 Speaker 1: You would just know, Oh, I've got, you know, two 131 00:07:57,080 --> 00:08:01,200 Speaker 1: moves and a cow, and then my fourth digit is wrong. 132 00:08:01,280 --> 00:08:04,840 Speaker 1: So I've got to start changing this out and narrowing 133 00:08:04,920 --> 00:08:08,360 Speaker 1: down what that four digit number could possibly be. And 134 00:08:09,240 --> 00:08:10,880 Speaker 1: I assume you had to do it in a certain 135 00:08:10,960 --> 00:08:14,920 Speaker 1: number of turns, But none of my research found anything 136 00:08:14,960 --> 00:08:18,400 Speaker 1: about that. But for our story, the important part is 137 00:08:18,440 --> 00:08:21,760 Speaker 1: when Trip Hawkins saw Lanes set up, something must have 138 00:08:21,800 --> 00:08:25,200 Speaker 1: switched on in Trip's brain. He saw the potential for 139 00:08:25,240 --> 00:08:30,160 Speaker 1: computers to bring together the world's of television and board games. 140 00:08:30,400 --> 00:08:33,120 Speaker 1: He imagined a world where one day people could play 141 00:08:33,160 --> 00:08:37,160 Speaker 1: games on computers with displays, and that's what he wanted 142 00:08:37,200 --> 00:08:40,960 Speaker 1: to do. He wanted to make games for computers. There 143 00:08:41,080 --> 00:08:43,959 Speaker 1: was no real way to do that at that time. 144 00:08:44,000 --> 00:08:46,600 Speaker 1: There was no way for the average consumer to even 145 00:08:46,640 --> 00:08:50,240 Speaker 1: get hold of a computer at that stage, but Hawkins 146 00:08:50,280 --> 00:08:52,600 Speaker 1: was certain this is where things were going to go, 147 00:08:53,440 --> 00:08:56,280 Speaker 1: and Lane Hawk would go on to develop some early 148 00:08:56,480 --> 00:09:00,760 Speaker 1: arcade games, but that's a story for another time. According 149 00:09:00,760 --> 00:09:04,840 Speaker 1: to Trip Hawkins himself, around nineteen seventy five, he laid 150 00:09:04,880 --> 00:09:07,640 Speaker 1: out a long term plan that would lead towards the 151 00:09:07,679 --> 00:09:11,400 Speaker 1: founding of a computer game company by the year nineteen 152 00:09:11,480 --> 00:09:14,640 Speaker 1: eighty two, but he had a lot of challenges to 153 00:09:14,679 --> 00:09:19,320 Speaker 1: overcome to actually make that happen. Now, he applied and 154 00:09:19,440 --> 00:09:23,000 Speaker 1: was accepted at Harvard, and he was a student there 155 00:09:23,000 --> 00:09:25,640 Speaker 1: in the early nineteen seventies, and he wanted to work 156 00:09:25,679 --> 00:09:28,320 Speaker 1: in an industry that just didn't exist yet, and that 157 00:09:28,400 --> 00:09:30,800 Speaker 1: also meant he faced a lot of challenges when it 158 00:09:30,880 --> 00:09:33,240 Speaker 1: came to his studies. It's not like there were degrees 159 00:09:33,280 --> 00:09:35,520 Speaker 1: and what he wanted to do, because the thing he 160 00:09:35,559 --> 00:09:39,400 Speaker 1: wanted to do wasn't a thing yet. So he started 161 00:09:39,440 --> 00:09:43,000 Speaker 1: to kind of put together his studies in a piecemeal fashion, 162 00:09:43,520 --> 00:09:47,040 Speaker 1: you know, taking classes and computer science and programming and 163 00:09:47,080 --> 00:09:51,440 Speaker 1: related topics. And at the end of his stay at Harvard, 164 00:09:51,800 --> 00:09:56,199 Speaker 1: he hadn't just earned a degree, he had essentially invented 165 00:09:56,480 --> 00:10:00,800 Speaker 1: a degree in applied game theory and design. Hawkins then 166 00:10:00,840 --> 00:10:04,920 Speaker 1: went on to pursue postgraduate work at Stanford, where he 167 00:10:05,000 --> 00:10:09,360 Speaker 1: earned an NBA in nineteen seventy eight. By this time, 168 00:10:09,520 --> 00:10:13,600 Speaker 1: technology was slowly starting to build the foundation that Hawkins 169 00:10:13,600 --> 00:10:16,280 Speaker 1: would need to pursue his dream of creating a video 170 00:10:16,320 --> 00:10:20,640 Speaker 1: game company. UH. The twenty hundred he debuted the year 171 00:10:20,679 --> 00:10:23,240 Speaker 1: before he got his m b A, and that took 172 00:10:23,280 --> 00:10:26,080 Speaker 1: a leading position in the new field of home video 173 00:10:26,120 --> 00:10:29,560 Speaker 1: game consoles. That same year, nineteen seventy seven, Apple would 174 00:10:29,640 --> 00:10:33,360 Speaker 1: unveil the Apple to computer, which was the first personal 175 00:10:33,400 --> 00:10:37,439 Speaker 1: computer from Apple that took aim beyond the relatively small 176 00:10:37,480 --> 00:10:42,040 Speaker 1: harp hobbyist market. The original Apple computer was a kit uh. 177 00:10:42,200 --> 00:10:45,800 Speaker 1: You might even see pictures of old Apple one computers 178 00:10:45,840 --> 00:10:51,320 Speaker 1: in wooden cabinets. That's the original Apple. But the Apple 179 00:10:51,360 --> 00:10:55,960 Speaker 1: two was the first real consumer personal computer, and it 180 00:10:56,040 --> 00:10:58,360 Speaker 1: was still too soon for Hawkins to really pursue his 181 00:10:58,400 --> 00:11:02,160 Speaker 1: plans to make a video game company. In addition, while 182 00:11:02,240 --> 00:11:05,600 Speaker 1: in college, Hawkins had made, marketed, and sold his own 183 00:11:05,640 --> 00:11:09,240 Speaker 1: board game after taking a loan from his father. His 184 00:11:09,320 --> 00:11:12,520 Speaker 1: father loaned him the princely some of five thousand dollars, 185 00:11:12,559 --> 00:11:17,520 Speaker 1: which again that's a lot of money. And people liked 186 00:11:17,760 --> 00:11:21,400 Speaker 1: the game that Hawkins made, but there weren't enough people 187 00:11:21,440 --> 00:11:24,280 Speaker 1: who actually bought it to make it a success. It 188 00:11:24,360 --> 00:11:27,720 Speaker 1: was a failure, and that failure, I think convinced Hawkins 189 00:11:27,760 --> 00:11:31,280 Speaker 1: that he really needed to be methodical and patient before 190 00:11:31,360 --> 00:11:34,040 Speaker 1: launching his business. It would be a bad idea to 191 00:11:34,120 --> 00:11:37,160 Speaker 1: rush into things. He had already seen what you know, 192 00:11:37,800 --> 00:11:40,880 Speaker 1: a misstep could do. It could be a very expensive mistake. 193 00:11:41,320 --> 00:11:45,319 Speaker 1: So Hawkins would conduct the first complete study of the 194 00:11:45,360 --> 00:11:50,880 Speaker 1: personal computer market in nine that's back when it was 195 00:11:50,880 --> 00:11:52,959 Speaker 1: a very young field. There were a lot of different 196 00:11:53,320 --> 00:11:57,120 Speaker 1: computers out there. The Apples, the trs a D or 197 00:11:57,200 --> 00:12:00,400 Speaker 1: trash a D computer, the you know, the Tan Indie, 198 00:12:00,559 --> 00:12:04,240 Speaker 1: the Commodore sixty four. Those were coming out around this time, 199 00:12:04,280 --> 00:12:07,439 Speaker 1: some of them a little later, and he started to 200 00:12:07,440 --> 00:12:10,480 Speaker 1: get a feel for where things were headed and how 201 00:12:10,520 --> 00:12:12,440 Speaker 1: he might best be able to take part in a 202 00:12:12,520 --> 00:12:17,440 Speaker 1: technological revolution. While in school, he attended a computer fair 203 00:12:17,480 --> 00:12:20,520 Speaker 1: and he actually saw the Apple two debut in person. 204 00:12:20,559 --> 00:12:23,840 Speaker 1: He was at that computer fair and he decided that 205 00:12:23,960 --> 00:12:28,400 Speaker 1: he would apply to work for a computer company upon graduating, 206 00:12:28,840 --> 00:12:30,880 Speaker 1: and he did. He applied to a lot of different 207 00:12:30,920 --> 00:12:35,199 Speaker 1: places and the one that gave him an offer that 208 00:12:35,240 --> 00:12:39,160 Speaker 1: he accepted was Apple. The company was happy to bring 209 00:12:39,240 --> 00:12:42,400 Speaker 1: him on board. He was the first MBA in the company, 210 00:12:42,480 --> 00:12:45,480 Speaker 1: which he joking Lee said, is always a scary thing. 211 00:12:45,520 --> 00:12:47,560 Speaker 1: You never want to be the first m B a 212 00:12:48,120 --> 00:12:51,320 Speaker 1: in a company, but he joined when there were somewhere 213 00:12:51,320 --> 00:12:55,120 Speaker 1: between twenty five and fifty people working. Their sources don't 214 00:12:55,160 --> 00:12:57,679 Speaker 1: fully agree on this, which is often the case when 215 00:12:57,720 --> 00:13:00,600 Speaker 1: I researched stuff in computer history. The Hawk himself has 216 00:13:00,640 --> 00:13:04,360 Speaker 1: said there were about fifty employees. However, twenty five of 217 00:13:04,400 --> 00:13:09,720 Speaker 1: them were primarily responsible for physically assembling the computers. So 218 00:13:09,760 --> 00:13:12,400 Speaker 1: maybe really the sources kind of agree. It's just that 219 00:13:12,480 --> 00:13:15,680 Speaker 1: some of the sources ignore the assembly line workers and 220 00:13:15,720 --> 00:13:19,440 Speaker 1: only focus on the you know, the Apple management and officers. 221 00:13:19,440 --> 00:13:21,280 Speaker 1: That seems a bit elitist to me, but maybe that's 222 00:13:21,280 --> 00:13:24,600 Speaker 1: what's going on anyway. This was right as the Apple 223 00:13:24,640 --> 00:13:27,360 Speaker 1: two started to get some traction. As one of the 224 00:13:27,400 --> 00:13:31,960 Speaker 1: earliest successful personal computers that was available on the market. 225 00:13:32,520 --> 00:13:35,720 Speaker 1: At Apple, Hawkins would gain a lot of real world 226 00:13:35,800 --> 00:13:40,120 Speaker 1: experience while taking on an increasing amount of responsibility. He 227 00:13:40,120 --> 00:13:44,520 Speaker 1: helped guide Apple's efforts to getting computers into workplaces, and 228 00:13:44,600 --> 00:13:49,080 Speaker 1: he encouraged the development of various productivity applications like spreadsheet programs. 229 00:13:49,080 --> 00:13:52,400 Speaker 1: Hawkins has said, quote, I didn't invent the spreadsheet, but 230 00:13:52,480 --> 00:13:55,840 Speaker 1: I did bring the first spreadsheet apps into Apple end quote. 231 00:13:56,320 --> 00:13:59,200 Speaker 1: This would allow Apple to compete in markets where previously 232 00:13:59,240 --> 00:14:02,559 Speaker 1: IBM was real the king of the castle. Four years 233 00:14:02,760 --> 00:14:06,840 Speaker 1: after joining Apple, Trip Hawkins was the director of Strategy 234 00:14:06,880 --> 00:14:09,280 Speaker 1: and Marketing, which, you know, that's a heck of an 235 00:14:09,280 --> 00:14:12,720 Speaker 1: achievement to go to a director level position within four years, 236 00:14:12,800 --> 00:14:15,719 Speaker 1: even if you and you know take into account the 237 00:14:15,720 --> 00:14:18,400 Speaker 1: fact that the office staff had really only numbered twenty 238 00:14:18,400 --> 00:14:21,440 Speaker 1: five employees when he joined the company, and Apple had 239 00:14:21,480 --> 00:14:25,120 Speaker 1: just held its initial public offering and that ended up 240 00:14:25,160 --> 00:14:30,600 Speaker 1: making Hawkins a pretty healthy amount of cash. But this 241 00:14:30,720 --> 00:14:34,000 Speaker 1: means that we were just getting up to two And 242 00:14:34,040 --> 00:14:36,440 Speaker 1: if you remember what I said a little earlier in 243 00:14:36,440 --> 00:14:40,720 Speaker 1: this episode, that was the year that Hawkins had predicted 244 00:14:40,760 --> 00:14:45,120 Speaker 1: way back in that he would launch a computer game company, 245 00:14:45,200 --> 00:14:48,240 Speaker 1: or at least that's what his plan had called for, 246 00:14:48,680 --> 00:14:52,560 Speaker 1: and other computer game companies were already getting off the 247 00:14:52,680 --> 00:14:56,120 Speaker 1: ground around this time. At home video game consoles like 248 00:14:56,160 --> 00:15:02,080 Speaker 1: the Atred had spawned numerous game develop companies. Hawkins made 249 00:15:02,120 --> 00:15:05,320 Speaker 1: his move to follow through on his plan that his 250 00:15:05,440 --> 00:15:09,200 Speaker 1: younger self had created, and he left Apple to found 251 00:15:09,520 --> 00:15:13,080 Speaker 1: his computer game company, now Trip. Hawkins says that at 252 00:15:13,120 --> 00:15:16,840 Speaker 1: the time he thought video game developers were on the 253 00:15:16,840 --> 00:15:22,680 Speaker 1: whole not treated so well. They were frequently treated like 254 00:15:22,920 --> 00:15:27,280 Speaker 1: cheap contract labor on a game by game basis, and 255 00:15:27,360 --> 00:15:30,160 Speaker 1: Hawkins aim to create a company that would turn that 256 00:15:30,480 --> 00:15:34,240 Speaker 1: on its head, and that was the birth of Electronic Arts, 257 00:15:34,640 --> 00:15:37,400 Speaker 1: better known today as e A. And it was back 258 00:15:37,440 --> 00:15:42,120 Speaker 1: in two When we come back, we'll give a super 259 00:15:42,200 --> 00:15:46,440 Speaker 1: high level overview of hawkins vision of e A and 260 00:15:46,600 --> 00:15:50,600 Speaker 1: how that would lead him to found another company, the 261 00:15:50,640 --> 00:16:01,760 Speaker 1: three D O Company. But first let's take a quick break. Today, 262 00:16:02,040 --> 00:16:04,960 Speaker 1: the name e A has I guess it's fair to 263 00:16:04,960 --> 00:16:07,760 Speaker 1: say a little bit of baggage along with it. The 264 00:16:07,800 --> 00:16:11,520 Speaker 1: company has a reputation for doing some stuff that rubs 265 00:16:11,560 --> 00:16:14,800 Speaker 1: gamers the wrong way, the big one being that it 266 00:16:14,880 --> 00:16:18,080 Speaker 1: has a history of scooping up smaller video game developers 267 00:16:18,520 --> 00:16:23,680 Speaker 1: and then kind of sapping the intellectual property those video 268 00:16:23,680 --> 00:16:28,240 Speaker 1: game developers had created and just draining it dry and 269 00:16:28,320 --> 00:16:31,840 Speaker 1: having the developers languish a bit before shutting them down. 270 00:16:32,520 --> 00:16:35,360 Speaker 1: E A has done this to companies like Origin, which 271 00:16:35,400 --> 00:16:40,680 Speaker 1: made The Wing Commander and Ultimate Series, Maxis, Pandemic bul 272 00:16:40,800 --> 00:16:44,760 Speaker 1: Rug Studios. The list is long. In two thousand twelve, 273 00:16:45,200 --> 00:16:48,680 Speaker 1: e A even made headlines for a really not super 274 00:16:48,720 --> 00:16:52,440 Speaker 1: awesome reason. It was voted the worst company in the 275 00:16:52,680 --> 00:16:58,200 Speaker 1: entire United States, but back in two it was a 276 00:16:58,360 --> 00:17:02,520 Speaker 1: very different company. Hawkins said that he funded e A 277 00:17:02,720 --> 00:17:05,520 Speaker 1: out of his own pocket for the first six months, 278 00:17:06,040 --> 00:17:09,280 Speaker 1: and at the very beginning he was the only employee 279 00:17:09,760 --> 00:17:12,280 Speaker 1: and he was working out of his home until he 280 00:17:12,320 --> 00:17:15,320 Speaker 1: was able to secure some office space in California, and 281 00:17:15,359 --> 00:17:18,359 Speaker 1: then he started to hire on employees, and it was 282 00:17:18,440 --> 00:17:21,320 Speaker 1: only in October, months after he had started. He got 283 00:17:21,320 --> 00:17:23,679 Speaker 1: started in the spring of nineteen eight two. So the 284 00:17:23,680 --> 00:17:28,120 Speaker 1: following night two he got together with his twelve employees. 285 00:17:29,000 --> 00:17:31,520 Speaker 1: This is starting to sound a little biblical, and together 286 00:17:31,560 --> 00:17:35,800 Speaker 1: they brainstormed up the name of the company, Electronic Arts. 287 00:17:35,800 --> 00:17:39,240 Speaker 1: And Hawkins had really wanted to stress that games can 288 00:17:39,280 --> 00:17:42,960 Speaker 1: be a form of art and that video game developers 289 00:17:43,000 --> 00:17:46,200 Speaker 1: are artists and they should be recognized as such, and 290 00:17:46,359 --> 00:17:51,520 Speaker 1: Electronic Arts was born. E A's early identity centered around 291 00:17:51,680 --> 00:17:55,480 Speaker 1: compensating and crediting game developers above and beyond what the 292 00:17:55,520 --> 00:17:59,160 Speaker 1: competition offered. You know, like most video games at the time, 293 00:17:59,680 --> 00:18:02,200 Speaker 1: you had no idea who worked on that game. If 294 00:18:02,240 --> 00:18:06,600 Speaker 1: you found out, it was only because some industry magazine 295 00:18:06,720 --> 00:18:09,560 Speaker 1: wrote up an article about the person. Chances are you 296 00:18:09,640 --> 00:18:12,639 Speaker 1: just knew which titles went with which companies if you 297 00:18:12,680 --> 00:18:16,159 Speaker 1: were even paying that close attention. Hawkins wanted to change that. 298 00:18:16,280 --> 00:18:20,320 Speaker 1: He wanted to say, no, you will start to recognize 299 00:18:20,320 --> 00:18:24,240 Speaker 1: the work of specific video game developers, and the ones 300 00:18:24,320 --> 00:18:26,840 Speaker 1: that make the stuff you like, you'll know to keep 301 00:18:26,960 --> 00:18:30,200 Speaker 1: getting their stuff. That was the idea, and the company 302 00:18:30,280 --> 00:18:33,520 Speaker 1: launched early titles like Mule m u l E. It 303 00:18:33,680 --> 00:18:36,919 Speaker 1: was a combat simulation game, and our Con, which was 304 00:18:37,000 --> 00:18:41,040 Speaker 1: one of my favorite early computer games. It was a 305 00:18:41,119 --> 00:18:45,159 Speaker 1: chess like game in which players would control pieces that 306 00:18:45,200 --> 00:18:49,160 Speaker 1: represented different sort of magical and mythological creatures and characters, 307 00:18:49,720 --> 00:18:51,919 Speaker 1: and you were trying to take control of a board 308 00:18:52,080 --> 00:18:57,480 Speaker 1: by controlling the space occupied by your opponent. So you 309 00:18:57,520 --> 00:19:01,280 Speaker 1: can move a piece into an opponent's square, and that 310 00:19:01,320 --> 00:19:06,480 Speaker 1: would initiate an arcade style duel where you would try 311 00:19:06,560 --> 00:19:10,960 Speaker 1: to beat the other player or your computer opponent in 312 00:19:11,000 --> 00:19:14,439 Speaker 1: a little arcade style game, a little shootout, and different 313 00:19:14,440 --> 00:19:16,919 Speaker 1: pieces had different abilities. Some of them were super fast 314 00:19:17,000 --> 00:19:20,320 Speaker 1: but not very powerful, some shot very powerful beams but 315 00:19:20,440 --> 00:19:23,280 Speaker 1: moved slowly, and so on. Anyway, I'm getting off track, 316 00:19:23,359 --> 00:19:25,560 Speaker 1: but it was a great game. It's again one of 317 00:19:25,560 --> 00:19:28,679 Speaker 1: my favorites. Any ar Con fans out there, give it 318 00:19:28,720 --> 00:19:31,439 Speaker 1: a shout out, because, man, that was one of my 319 00:19:31,560 --> 00:19:36,680 Speaker 1: favorite early computer games. Hawkins, however, his favorite games were 320 00:19:36,720 --> 00:19:40,479 Speaker 1: still sports titles. One early e A sports game was 321 00:19:40,640 --> 00:19:44,240 Speaker 1: Dr J and Larry Bird Go One on One, which, 322 00:19:44,280 --> 00:19:46,520 Speaker 1: if you're not you know, up on the sports ball, 323 00:19:46,840 --> 00:19:50,040 Speaker 1: it's a basketball game. Uh you know. Dr J and 324 00:19:50,160 --> 00:19:55,119 Speaker 1: Larry Bird both famous basketball players, amazing basketball players, and 325 00:19:55,200 --> 00:19:58,440 Speaker 1: Hawkins himself designed the game, or at least was very 326 00:19:58,440 --> 00:20:01,399 Speaker 1: heavily involved in the design of the game, and he 327 00:20:01,560 --> 00:20:05,640 Speaker 1: also brought both of the basketball stars into the design 328 00:20:05,760 --> 00:20:08,760 Speaker 1: phase and the marketing of the title, and that gave 329 00:20:08,800 --> 00:20:11,520 Speaker 1: it some prestige in the market to actually, you know, 330 00:20:11,600 --> 00:20:16,119 Speaker 1: attach real world athletes to this video game title. And 331 00:20:16,119 --> 00:20:18,520 Speaker 1: if you know your video game history, you also know 332 00:20:19,040 --> 00:20:22,080 Speaker 1: that this early period of e A coincided with a 333 00:20:22,240 --> 00:20:28,600 Speaker 1: catastrophic market event around the home video game market began 334 00:20:28,680 --> 00:20:32,800 Speaker 1: to wobble and by it was in the shambles. And 335 00:20:32,840 --> 00:20:35,960 Speaker 1: I've done full episodes about the video game crash of 336 00:20:36,040 --> 00:20:39,760 Speaker 1: eight three, but the short version is that there were 337 00:20:39,760 --> 00:20:43,600 Speaker 1: a confluence of problems from a flood of bad games 338 00:20:43,600 --> 00:20:46,959 Speaker 1: by fly by Night developers. There were a series of 339 00:20:47,040 --> 00:20:51,359 Speaker 1: terrible business decisions at multiple companies. There was the overproduction 340 00:20:51,480 --> 00:20:56,280 Speaker 1: of titles that meant that the once lucrative industry imploded. 341 00:20:56,520 --> 00:21:01,760 Speaker 1: Then there are other elements to like licensing popular games 342 00:21:01,920 --> 00:21:07,359 Speaker 1: or or entertainment franchises that ended up being a cost 343 00:21:07,400 --> 00:21:10,080 Speaker 1: that you could never recoup that kind of thing. There 344 00:21:10,080 --> 00:21:13,000 Speaker 1: are a lot of really bad decisions, and entire companies 345 00:21:13,040 --> 00:21:16,480 Speaker 1: disappeared within a year, and video games in general we're 346 00:21:16,520 --> 00:21:19,720 Speaker 1: seen as a failure, so much so that retailers didn't 347 00:21:19,720 --> 00:21:22,960 Speaker 1: want to carry video games or video game consoles. And 348 00:21:23,000 --> 00:21:27,200 Speaker 1: it was only by kind of pivoting toward computers that 349 00:21:27,520 --> 00:21:31,360 Speaker 1: companies related to the video game space could stay afloat. 350 00:21:31,840 --> 00:21:34,880 Speaker 1: And you know, e A had primarily been developing titles 351 00:21:34,920 --> 00:21:38,119 Speaker 1: for computers, but it wasn't immune to this problem either. 352 00:21:38,480 --> 00:21:41,639 Speaker 1: The company shifted a little bit in its initial strategy. 353 00:21:42,000 --> 00:21:44,720 Speaker 1: You know again that was originally to promote games by 354 00:21:44,800 --> 00:21:48,639 Speaker 1: associating those games with the designers who made them. But 355 00:21:48,760 --> 00:21:52,000 Speaker 1: now e A was focusing more on promoting specific game 356 00:21:52,040 --> 00:21:56,560 Speaker 1: titles and making franchises out of them, rather than saying, oh, 357 00:21:56,600 --> 00:21:59,280 Speaker 1: this is a game by so and so. The company 358 00:21:59,320 --> 00:22:03,439 Speaker 1: focused exclusively on developing games for various computer platforms like 359 00:22:03,520 --> 00:22:07,480 Speaker 1: the Apple computers you know, IBM PCs, the Commodore sixty four, 360 00:22:07,600 --> 00:22:11,679 Speaker 1: and others at that time. Then Nintendo came along and 361 00:22:11,760 --> 00:22:16,160 Speaker 1: managed to do what most analysts thought was impossible. Nintendo 362 00:22:16,240 --> 00:22:19,679 Speaker 1: was able to bring consoles back from the dead. The 363 00:22:19,800 --> 00:22:23,119 Speaker 1: Nintendo Entertainment System here in the United States, also known 364 00:22:23,160 --> 00:22:28,000 Speaker 1: as the Famicom, became a grand slam home run of 365 00:22:28,040 --> 00:22:30,480 Speaker 1: a hit. I thought I would use an analogy that 366 00:22:30,480 --> 00:22:34,040 Speaker 1: Trip Hawkins himself would probably appreciate, But it would take 367 00:22:34,080 --> 00:22:37,080 Speaker 1: many years for e A to start to develop games 368 00:22:37,080 --> 00:22:41,480 Speaker 1: for console systems in earnest because Hawkins was one he 369 00:22:41,560 --> 00:22:45,160 Speaker 1: was wary of consoles after the crash of three and two, 370 00:22:45,200 --> 00:22:46,919 Speaker 1: he was pretty sure the PC was going to be 371 00:22:46,960 --> 00:22:51,119 Speaker 1: the future of gaming. When Sega launched the Sega Genesis 372 00:22:51,440 --> 00:22:54,680 Speaker 1: a k a. The Mega Drive in nineteen eighty nine, 373 00:22:54,880 --> 00:22:57,440 Speaker 1: at least in North America, launched in different parts of 374 00:22:57,480 --> 00:23:00,680 Speaker 1: the world at different times. It launched in Japan and earlier, 375 00:23:00,760 --> 00:23:04,000 Speaker 1: for example. But Trip Hawkins would relent a bit and 376 00:23:04,040 --> 00:23:08,560 Speaker 1: negotiated a favorable but not perfect deal with Sega for 377 00:23:09,200 --> 00:23:12,439 Speaker 1: the E E free a tow to publish games on 378 00:23:12,800 --> 00:23:15,520 Speaker 1: Sega's console and at that point, e A would also 379 00:23:15,560 --> 00:23:19,040 Speaker 1: develop a few games for the Nintendo Entertainment System and 380 00:23:19,119 --> 00:23:21,960 Speaker 1: got a little bit out of that niche market of 381 00:23:22,000 --> 00:23:24,880 Speaker 1: just developing computer games. Now we get to a point 382 00:23:24,880 --> 00:23:26,879 Speaker 1: where we start to see where the three D O 383 00:23:27,040 --> 00:23:31,320 Speaker 1: Company idea starts to creep into hawkins mind. Now, to 384 00:23:31,400 --> 00:23:34,119 Speaker 1: understand why Hawkins would try to get into the console 385 00:23:34,240 --> 00:23:37,879 Speaker 1: market after he had kind of grown wary of it 386 00:23:37,880 --> 00:23:40,800 Speaker 1: after the Crash of three, you have to know a 387 00:23:40,840 --> 00:23:45,600 Speaker 1: bit about the relationship between video game developers and the 388 00:23:45,640 --> 00:23:49,959 Speaker 1: companies that actually manufacture the hardware that those games run on. 389 00:23:50,080 --> 00:23:53,639 Speaker 1: The main the console manufacturers. In other words, Sega in 390 00:23:53,640 --> 00:23:57,600 Speaker 1: particular was kind of a thorn in the industry side, 391 00:23:57,600 --> 00:24:02,600 Speaker 1: particularly for Trip Hawkins. Sega would insist on steep royalties. 392 00:24:02,840 --> 00:24:05,960 Speaker 1: Now that meant that game publishers would have to pay 393 00:24:06,040 --> 00:24:10,159 Speaker 1: a certain amount of money per games sold back to 394 00:24:10,520 --> 00:24:13,960 Speaker 1: Sega in order to have the games run on Sega machines. 395 00:24:14,320 --> 00:24:16,720 Speaker 1: So let's say that you, as a consumer, are going 396 00:24:16,720 --> 00:24:19,639 Speaker 1: out to buy an e A game for the Sega Genesis. 397 00:24:19,960 --> 00:24:22,560 Speaker 1: Who is getting paid, Well, it turns out a lot 398 00:24:22,640 --> 00:24:25,719 Speaker 1: of people are getting paid. First, there's the brick and 399 00:24:25,760 --> 00:24:28,520 Speaker 1: mortar store where you bought your game, because again this 400 00:24:28,680 --> 00:24:31,160 Speaker 1: is back in the late eighties, there's not really any 401 00:24:31,200 --> 00:24:35,520 Speaker 1: other opportunity. But those merchants in turn had to spend 402 00:24:35,600 --> 00:24:39,280 Speaker 1: money to get the stock to sell in the first place. 403 00:24:39,800 --> 00:24:43,240 Speaker 1: So they would buy their copies of the games that 404 00:24:43,280 --> 00:24:46,560 Speaker 1: they sell to consumers like you from e A or 405 00:24:46,720 --> 00:24:50,000 Speaker 1: from a video game distributor. But let's not get too complicated. 406 00:24:50,440 --> 00:24:53,600 Speaker 1: E A in turn would have to share a portion 407 00:24:54,000 --> 00:24:57,880 Speaker 1: of each of those sales two retailers. Back with Sega, 408 00:24:58,440 --> 00:25:03,720 Speaker 1: Sega demanded high royalties, so that meant a smaller percentage 409 00:25:03,720 --> 00:25:05,480 Speaker 1: of the money would go to e A. E A 410 00:25:05,560 --> 00:25:09,280 Speaker 1: would develop the games, but some of that money was 411 00:25:09,280 --> 00:25:12,040 Speaker 1: gonna go to Sega, not to e A. And Hawkins 412 00:25:12,040 --> 00:25:15,199 Speaker 1: felt that there was a big power imbalance there and 413 00:25:15,200 --> 00:25:17,720 Speaker 1: he wanted a way to address it. And he thought 414 00:25:18,240 --> 00:25:21,600 Speaker 1: if he could make a company that designed video game 415 00:25:21,640 --> 00:25:27,120 Speaker 1: systems and he didn't impose such high royalties on publishers, 416 00:25:27,720 --> 00:25:31,159 Speaker 1: then creators would have a greater degree of freedom and 417 00:25:31,720 --> 00:25:35,000 Speaker 1: a large incentive to develop games for that system, and 418 00:25:35,040 --> 00:25:37,960 Speaker 1: it would usher in a new era of amazing games. 419 00:25:38,400 --> 00:25:42,440 Speaker 1: This was keyed back into that artist's first mentality, and 420 00:25:43,000 --> 00:25:45,600 Speaker 1: let's face it a desire to keep more of the 421 00:25:45,640 --> 00:25:50,000 Speaker 1: revenue for the publisher, not send it off to, you know, 422 00:25:50,080 --> 00:25:52,720 Speaker 1: the console maker. The three D O model was to 423 00:25:52,760 --> 00:25:56,840 Speaker 1: impose a flat three dollar royalty rate per games sold, 424 00:25:57,119 --> 00:25:59,760 Speaker 1: which was much lower than the royalties that were being 425 00:25:59,760 --> 00:26:04,000 Speaker 1: in posed by Sega or Nintendo at the time. Hawkins 426 00:26:04,359 --> 00:26:08,359 Speaker 1: had a fairly radical idea. Now, the standard practice for 427 00:26:08,440 --> 00:26:12,800 Speaker 1: console hardware is for a single company like Nintendo or 428 00:26:12,880 --> 00:26:17,880 Speaker 1: Sega or Sony to design and manufacture the systems themselves. 429 00:26:17,920 --> 00:26:21,120 Speaker 1: These companies could have their own in house development studios, 430 00:26:21,760 --> 00:26:24,880 Speaker 1: but they would also negotiate deals with external video game 431 00:26:24,960 --> 00:26:29,080 Speaker 1: studios to publish titles on those consoles. And Hawkins wanted 432 00:26:29,119 --> 00:26:31,520 Speaker 1: to kind of turn that model on its head, and 433 00:26:31,600 --> 00:26:34,439 Speaker 1: his idea was to create a company that would design 434 00:26:34,560 --> 00:26:38,720 Speaker 1: the specs and architecture for a video game console, but 435 00:26:39,520 --> 00:26:43,200 Speaker 1: then that company would license out the design for other 436 00:26:43,280 --> 00:26:47,880 Speaker 1: manufacturers to actually make to fabricate those consoles. So if 437 00:26:47,880 --> 00:26:52,240 Speaker 1: you listen to my episode about ARM processors, you'll recognize 438 00:26:52,240 --> 00:26:55,960 Speaker 1: this model as ARM followed the same pathway. It's something 439 00:26:56,000 --> 00:26:58,960 Speaker 1: that in Vidio does with graphics cards, although in video 440 00:26:59,040 --> 00:27:02,320 Speaker 1: also will manufact acture cards in house. In addition to 441 00:27:02,480 --> 00:27:06,320 Speaker 1: licensing out the designs to other fabricators to focus on 442 00:27:06,359 --> 00:27:10,560 Speaker 1: three d O, Hawkins stepped down as the CEO of 443 00:27:10,600 --> 00:27:13,400 Speaker 1: e A, which would come back to haunt him later. 444 00:27:13,760 --> 00:27:15,920 Speaker 1: He would remain the chairman of the Board of Directors 445 00:27:15,960 --> 00:27:19,040 Speaker 1: for a while, but he would become the CEO of 446 00:27:19,200 --> 00:27:22,360 Speaker 1: three d O now and all these initialisms are really 447 00:27:22,400 --> 00:27:26,080 Speaker 1: wearing me out. Beyond the goal of creating a design 448 00:27:26,160 --> 00:27:29,119 Speaker 1: for a new console, there were a few other considerations 449 00:27:29,160 --> 00:27:31,920 Speaker 1: going into the three D O. But it helps if 450 00:27:31,960 --> 00:27:35,000 Speaker 1: we take a snapshot look of where the video game 451 00:27:35,040 --> 00:27:39,439 Speaker 1: console industry was in nine that was the year of 452 00:27:39,600 --> 00:27:42,080 Speaker 1: three d o's founding. So what was going on with 453 00:27:42,200 --> 00:27:46,440 Speaker 1: video game consoles in ninety one, Well, generally speaking, the 454 00:27:46,480 --> 00:27:50,720 Speaker 1: consoles of we're in what we would refer to as 455 00:27:50,800 --> 00:27:55,399 Speaker 1: the fourth generation of video game consoles. The first generation, 456 00:27:55,680 --> 00:27:59,040 Speaker 1: which started in the nineteen seventies, had largely been consoles 457 00:27:59,119 --> 00:28:03,240 Speaker 1: with games that were hardwired onto the systems, meaning you 458 00:28:03,280 --> 00:28:06,639 Speaker 1: couldn't switch out games or anything. The console would have 459 00:28:06,760 --> 00:28:11,040 Speaker 1: one or more games programmed on it and that was that. 460 00:28:11,040 --> 00:28:13,880 Speaker 1: That was what you were limited to. The second generation 461 00:28:13,920 --> 00:28:16,880 Speaker 1: of consoles is the one that had the atar twenty 462 00:28:16,920 --> 00:28:19,400 Speaker 1: shundred in it. That was part of the second generation. 463 00:28:20,080 --> 00:28:22,679 Speaker 1: This was the generation that was around during the crash 464 00:28:22,680 --> 00:28:25,520 Speaker 1: of nineteen eight three. A lot of these consoles had, 465 00:28:25,720 --> 00:28:28,200 Speaker 1: you know, cartridge based system so you could switch out 466 00:28:28,240 --> 00:28:31,720 Speaker 1: games and that kind of stuff. The third generation included 467 00:28:31,760 --> 00:28:35,679 Speaker 1: the Nintendo Entertainment System, the Sega Master System, and a 468 00:28:35,720 --> 00:28:39,560 Speaker 1: few other consoles. Now keep in mind, these generations aren't 469 00:28:39,720 --> 00:28:42,800 Speaker 1: like hard and fast with solid boundaries. It's not like, 470 00:28:43,280 --> 00:28:46,320 Speaker 1: you know, after seven you go from one generation to 471 00:28:46,360 --> 00:28:49,280 Speaker 1: the next. They're a little more fuzzy. But while Hawkins 472 00:28:49,320 --> 00:28:51,160 Speaker 1: was working on the design of the three d OH, 473 00:28:51,680 --> 00:28:54,760 Speaker 1: the leading consoles on the market included the Super Nintendo 474 00:28:54,880 --> 00:28:59,520 Speaker 1: Entertainment System, which came out in, the Sega Genesis, which 475 00:28:59,520 --> 00:29:04,000 Speaker 1: it act come out in, and the Turbo Graphics sixteen. 476 00:29:05,120 --> 00:29:09,320 Speaker 1: These were all fourth generation video game consoles. Uh. There 477 00:29:09,320 --> 00:29:11,160 Speaker 1: were others that were on the market as well, they 478 00:29:11,200 --> 00:29:13,960 Speaker 1: just weren't as popular. There was the Phillips c D 479 00:29:13,960 --> 00:29:17,800 Speaker 1: i UH, Sega would include the Sega c D as 480 00:29:17,840 --> 00:29:19,640 Speaker 1: a type of system, and there were a couple of 481 00:29:19,720 --> 00:29:22,760 Speaker 1: other systems that were on the horizon in nine one 482 00:29:22,800 --> 00:29:25,520 Speaker 1: when three d A was coming together. But while the 483 00:29:25,560 --> 00:29:28,080 Speaker 1: systems like the S and E S, the Genesis, and 484 00:29:28,200 --> 00:29:32,440 Speaker 1: the Base Turbo Graphics sixteen were all cartridge based games, 485 00:29:32,960 --> 00:29:35,920 Speaker 1: where the game is you know, hard coded onto the 486 00:29:36,000 --> 00:29:40,600 Speaker 1: circuit board of a video game cartridge. The future was 487 00:29:41,360 --> 00:29:46,280 Speaker 1: moving toward optical discs compact discs in the game space. 488 00:29:46,360 --> 00:29:48,920 Speaker 1: That was clearly where things were going, although some companies 489 00:29:49,200 --> 00:29:53,880 Speaker 1: cough Nintendo cough would resist that longer than others. Now 490 00:29:53,920 --> 00:29:57,000 Speaker 1: the standard of the time the fourth generation consoles was 491 00:29:57,040 --> 00:30:01,000 Speaker 1: for sixteen bit graphics with processors that ranged on the 492 00:30:01,040 --> 00:30:04,760 Speaker 1: low end with eight bit CPUs. The Turbographics sixteen had 493 00:30:04,760 --> 00:30:09,000 Speaker 1: an eight bit CPU, and eventually the fourth generation would 494 00:30:09,000 --> 00:30:11,800 Speaker 1: include a couple of systems that had thirty two bit 495 00:30:11,920 --> 00:30:15,360 Speaker 1: CPUs with like the sake of thirty two X. Although 496 00:30:15,400 --> 00:30:18,040 Speaker 1: thirty two bit systems saw limited release in the fourth 497 00:30:18,040 --> 00:30:21,480 Speaker 1: generation and limited success, they really came in on the 498 00:30:21,520 --> 00:30:23,320 Speaker 1: tail end of the fourth generation that would play a 499 00:30:23,320 --> 00:30:26,280 Speaker 1: bigger part in the fifth generation of games. It would 500 00:30:26,320 --> 00:30:28,840 Speaker 1: take a couple of years to design the three d 501 00:30:28,960 --> 00:30:32,880 Speaker 1: O and land licensing deals with manufacturers interested in making 502 00:30:32,880 --> 00:30:35,760 Speaker 1: the new console. The launch of the three d O 503 00:30:35,840 --> 00:30:39,160 Speaker 1: would put it in direct competition with consoles that belonged 504 00:30:39,200 --> 00:30:42,240 Speaker 1: to the fifth generation of game systems. More in those 505 00:30:42,280 --> 00:30:46,800 Speaker 1: in a minute, So the pressure was on. The three 506 00:30:46,880 --> 00:30:49,600 Speaker 1: d O would need to be better than the existing 507 00:30:49,600 --> 00:30:52,680 Speaker 1: consoles in the fourth generation or it would quickly be 508 00:30:52,800 --> 00:30:57,280 Speaker 1: left behind by the next generation of systems from other manufacturers. 509 00:30:57,280 --> 00:30:59,480 Speaker 1: So the lead designers for the three d O were 510 00:30:59,480 --> 00:31:02,959 Speaker 1: a couple of is named Dave Needle and R. J. Michael, 511 00:31:03,440 --> 00:31:06,840 Speaker 1: both of whom had worked on systems or other companies together. 512 00:31:07,320 --> 00:31:10,120 Speaker 1: In fact, Needle and Michael had both worked with Commodore 513 00:31:10,480 --> 00:31:15,240 Speaker 1: to design the Amiga computer system. I've done episodes about Amiga, 514 00:31:15,560 --> 00:31:19,320 Speaker 1: and that story is pretty darn interesting. I really recommend 515 00:31:19,360 --> 00:31:22,960 Speaker 1: you look into it. It's a fascinating story. So I 516 00:31:23,000 --> 00:31:25,440 Speaker 1: recommend checking out those episodes. In particular, I think I 517 00:31:25,480 --> 00:31:28,440 Speaker 1: did a bang up job, if I don't mind saying so, 518 00:31:28,960 --> 00:31:31,200 Speaker 1: And you can see how that particular project came about 519 00:31:31,240 --> 00:31:33,600 Speaker 1: and how it gradually faded away. But the two had 520 00:31:33,640 --> 00:31:38,120 Speaker 1: also designed the Links handheld system for Atari. That's l 521 00:31:38,440 --> 00:31:42,080 Speaker 1: y n X because Atari was naming their systems after 522 00:31:42,200 --> 00:31:45,440 Speaker 1: Cats for a while, and now they would be designing 523 00:31:45,480 --> 00:31:49,680 Speaker 1: the three d O specs for trip Hawkins. Now, according 524 00:31:49,720 --> 00:31:54,120 Speaker 1: to at least some versions of the story. The design 525 00:31:54,200 --> 00:31:57,200 Speaker 1: for the three d O really got start in nineteen nine, 526 00:31:57,520 --> 00:32:01,400 Speaker 1: when Needle and Michael had sketched their ideas on a 527 00:32:01,520 --> 00:32:05,800 Speaker 1: napkin and trip. Hawkins had known these two for for years, 528 00:32:06,000 --> 00:32:08,760 Speaker 1: and after learning about what they had in mind, he 529 00:32:08,840 --> 00:32:11,920 Speaker 1: decided he wanted to join forces with them in an 530 00:32:11,920 --> 00:32:15,560 Speaker 1: effort to shape this into the three d O idea 531 00:32:15,680 --> 00:32:19,760 Speaker 1: he was kind of thinking on. So together they formed 532 00:32:19,800 --> 00:32:22,719 Speaker 1: the three d O Company. The full name for the 533 00:32:22,760 --> 00:32:26,520 Speaker 1: console would become the three d O Interactive Multiplayer, but 534 00:32:26,760 --> 00:32:28,800 Speaker 1: a lot of people just call it the three d O. 535 00:32:29,640 --> 00:32:32,120 Speaker 1: That does make things a little confusing because that was 536 00:32:32,160 --> 00:32:34,640 Speaker 1: also the name of the company as well, and we'll 537 00:32:34,720 --> 00:32:37,560 Speaker 1: learn the company managed to stick around a little longer 538 00:32:37,600 --> 00:32:40,800 Speaker 1: than the console did, so it gets a little, you know, 539 00:32:41,400 --> 00:32:43,440 Speaker 1: fuzzy when you used just to use three d O 540 00:32:43,520 --> 00:32:46,920 Speaker 1: as the name. Hawkins looked to partner with different electronics 541 00:32:46,920 --> 00:32:50,240 Speaker 1: manufacturers to license the design for the actual production of 542 00:32:50,280 --> 00:32:53,200 Speaker 1: the three d O. Building a hardware company would have 543 00:32:53,240 --> 00:32:58,040 Speaker 1: been monumentally expensive, so he decided that licensing it just 544 00:32:58,120 --> 00:33:02,680 Speaker 1: made more sense, and he approached in particular Panasonic, Sony 545 00:33:02,720 --> 00:33:07,600 Speaker 1: and Sego. Now Sony had recently had a really bad 546 00:33:07,640 --> 00:33:11,960 Speaker 1: experience with Nintendo. The two companies were supposed to introduce 547 00:33:12,080 --> 00:33:15,400 Speaker 1: a CD ROM peripheral that was intended for the Super 548 00:33:15,480 --> 00:33:19,440 Speaker 1: Nintendo system, and Sony was gonna make it, and they 549 00:33:19,480 --> 00:33:21,960 Speaker 1: had gone really far in the in the whole process, 550 00:33:22,000 --> 00:33:25,200 Speaker 1: but then Nintendo backed out of the deal. Worse than that, 551 00:33:25,240 --> 00:33:29,400 Speaker 1: they backed out uh in public at cs and switched 552 00:33:29,400 --> 00:33:34,640 Speaker 1: to a different company. They chose Phillips instead, and ultimately 553 00:33:34,720 --> 00:33:37,280 Speaker 1: that didn't really go anywhere. That product just kind of 554 00:33:37,280 --> 00:33:41,200 Speaker 1: faded away, so it was all for nothing. But Ken Kutaragi, 555 00:33:41,280 --> 00:33:44,600 Speaker 1: a Sony executive who was in charge of this super 556 00:33:44,640 --> 00:33:48,200 Speaker 1: disc project, pivoted with the intent to use the super 557 00:33:48,240 --> 00:33:52,920 Speaker 1: disc technology as the backbone of a new product from Sony, 558 00:33:53,000 --> 00:33:57,680 Speaker 1: the first PlayStation prototype, which actually was very different from 559 00:33:57,760 --> 00:34:00,760 Speaker 1: the PlayStation that would officially debut a cup of years later. 560 00:34:01,000 --> 00:34:06,000 Speaker 1: But not surprisingly, Sony declined Hawkins's offer to license the 561 00:34:06,040 --> 00:34:08,799 Speaker 1: three D O design for manufacture because they already had 562 00:34:08,840 --> 00:34:13,239 Speaker 1: their PlayStation in development. Sega, which if you recall, was 563 00:34:13,360 --> 00:34:16,440 Speaker 1: the company that had kind of inspired Hawkins to pursue 564 00:34:16,480 --> 00:34:19,160 Speaker 1: the three D O project in the first place, also 565 00:34:19,280 --> 00:34:23,680 Speaker 1: passed on the opportunity to make the three d O. Apparently, 566 00:34:23,719 --> 00:34:27,120 Speaker 1: Sega executives felt it would have been too expensive with 567 00:34:27,400 --> 00:34:30,280 Speaker 1: too small of a profit margin to really get into 568 00:34:30,320 --> 00:34:33,080 Speaker 1: the three d OH manufacturing game. And this is one 569 00:34:33,080 --> 00:34:36,960 Speaker 1: of those cases where Sega made the right call. Uh. 570 00:34:37,120 --> 00:34:40,000 Speaker 1: Those often can seem few and far between if you 571 00:34:40,040 --> 00:34:42,480 Speaker 1: know a lot about Sega's history, but this was the 572 00:34:42,560 --> 00:34:46,960 Speaker 1: right decision. Panasonic, however, was a different story. This electronics 573 00:34:47,000 --> 00:34:50,080 Speaker 1: company was one of the biggest in the world, but 574 00:34:50,160 --> 00:34:54,080 Speaker 1: they didn't have a video game console. They didn't develop those. 575 00:34:54,600 --> 00:34:57,799 Speaker 1: There was an entire sector of the electronics market out 576 00:34:57,800 --> 00:35:01,680 Speaker 1: there that Panasonic was not serving. So the company became 577 00:35:01,719 --> 00:35:04,719 Speaker 1: the first to license the three d O design and 578 00:35:04,880 --> 00:35:09,520 Speaker 1: start on fabrication. A little bit later, another Japanese electronics 579 00:35:09,520 --> 00:35:13,160 Speaker 1: company called Sanio would start making their own three d 580 00:35:13,280 --> 00:35:17,319 Speaker 1: O consoles. They also licensed it from three d O. Now. 581 00:35:17,400 --> 00:35:21,960 Speaker 1: Snio started off in n during what was effectively a 582 00:35:22,040 --> 00:35:25,640 Speaker 1: purge at Panasonic. It was a post World War Two 583 00:35:25,880 --> 00:35:28,800 Speaker 1: purge of the Japanese company. For that whole story, you 584 00:35:28,800 --> 00:35:31,319 Speaker 1: should listen to my episodes about the history of Panasonic 585 00:35:31,440 --> 00:35:34,120 Speaker 1: because I mentioned it there. I just find it interesting 586 00:35:34,320 --> 00:35:39,879 Speaker 1: that the first two companies that would sign on to 587 00:35:39,880 --> 00:35:43,680 Speaker 1: to fabricate three D O s also shared d n 588 00:35:43,719 --> 00:35:47,200 Speaker 1: A in their corporate history. Also, while this doesn't really 589 00:35:47,239 --> 00:35:49,440 Speaker 1: play into our three D O story, I thought I 590 00:35:49,440 --> 00:35:52,040 Speaker 1: would just go ahead and mention it. Those two companies 591 00:35:52,040 --> 00:35:54,839 Speaker 1: would join up in two thousand nine when Panasonic would 592 00:35:54,880 --> 00:35:58,360 Speaker 1: acquire Sanio, which is just evidence that we live in 593 00:35:58,360 --> 00:36:02,800 Speaker 1: a really weird world. And there was a third company 594 00:36:02,840 --> 00:36:06,640 Speaker 1: that would manufacture three D O consoles, and this one 595 00:36:06,840 --> 00:36:11,080 Speaker 1: was gold Star, a South Korean company. Gold Star is 596 00:36:11,120 --> 00:36:14,279 Speaker 1: still around today, except it's by a totally different name, 597 00:36:14,400 --> 00:36:17,080 Speaker 1: and it's a name that you would recognize. Uh. That 598 00:36:17,160 --> 00:36:23,120 Speaker 1: name is LG Electronics. It changed its name in so 599 00:36:23,280 --> 00:36:25,680 Speaker 1: the company is still around, but under a different name. 600 00:36:26,120 --> 00:36:30,560 Speaker 1: While Panasonic, Sanio, and gold Star would produce three D 601 00:36:30,680 --> 00:36:33,919 Speaker 1: O consoles, there were a few other companies that had 602 00:36:33,960 --> 00:36:37,080 Speaker 1: agreed to license the design and build their own three 603 00:36:37,160 --> 00:36:40,560 Speaker 1: d O s, but those consoles just never materialized in 604 00:36:40,600 --> 00:36:44,920 Speaker 1: the marketplace. Uh. Game Pro magazine was a great resource 605 00:36:45,080 --> 00:36:47,840 Speaker 1: for this episode when I was looking into this. According 606 00:36:47,920 --> 00:36:51,000 Speaker 1: to one issue, Samsung was one of the companies that 607 00:36:51,120 --> 00:36:53,520 Speaker 1: signed on to produce three D O s, although they 608 00:36:53,560 --> 00:36:56,600 Speaker 1: didn't announce any sort of timeline for production, and ultimately 609 00:36:56,600 --> 00:37:00,879 Speaker 1: it didn't go anywhere. Another Game Pro issue revealed that 610 00:37:01,000 --> 00:37:05,480 Speaker 1: the electronics company Toshiba had secured a licensing deal they 611 00:37:05,480 --> 00:37:08,960 Speaker 1: were going to actually manufacture a handheld or portable three 612 00:37:09,040 --> 00:37:13,440 Speaker 1: D O system that also never went anywhere. And and 613 00:37:13,600 --> 00:37:16,919 Speaker 1: yet another issue of Game Pro. But they were really 614 00:37:16,960 --> 00:37:19,520 Speaker 1: big into covering the development of three D O back 615 00:37:19,520 --> 00:37:21,880 Speaker 1: in the day. But I found that A T and 616 00:37:21,960 --> 00:37:25,480 Speaker 1: T apparently showed off a prototype three D O system 617 00:37:25,520 --> 00:37:30,359 Speaker 1: of their own at the Consumer Electronics Show. But as 618 00:37:30,440 --> 00:37:33,520 Speaker 1: far as I know, nothing beyond the prototypes that A 619 00:37:33,600 --> 00:37:37,520 Speaker 1: T and T made ever got produced. I do wonder 620 00:37:37,800 --> 00:37:39,520 Speaker 1: if there are any of those A T and T 621 00:37:39,760 --> 00:37:44,480 Speaker 1: three d O s floating around out there anyway. Gold Star, Panasonic, 622 00:37:44,600 --> 00:37:48,200 Speaker 1: and Sonio would each release a few different versions of 623 00:37:48,239 --> 00:37:51,200 Speaker 1: the three D O s they produced. Some were never 624 00:37:51,239 --> 00:37:54,120 Speaker 1: meant to be consumer products. They were rather designed to 625 00:37:54,160 --> 00:37:57,600 Speaker 1: help game developers who needed, you know, actual hardware to 626 00:37:57,680 --> 00:38:01,920 Speaker 1: test their games on, essentially d bug kits for their games. 627 00:38:02,360 --> 00:38:06,440 Speaker 1: Others would swap out basic parts on the systems. A 628 00:38:06,440 --> 00:38:08,719 Speaker 1: lot of the early three D O s had a 629 00:38:08,760 --> 00:38:13,319 Speaker 1: motorized c D tray, which is both expensive and it's 630 00:38:13,320 --> 00:38:15,440 Speaker 1: a point of failure. You know, eventually the motor is 631 00:38:15,440 --> 00:38:17,279 Speaker 1: going to give out and the tray is not going 632 00:38:17,320 --> 00:38:21,040 Speaker 1: to extend or go back in, and so some of 633 00:38:21,080 --> 00:38:23,920 Speaker 1: them in the subsequent models of the three d O 634 00:38:24,239 --> 00:38:27,360 Speaker 1: replace that with a top loading c D tray, so 635 00:38:27,400 --> 00:38:29,840 Speaker 1: you just flip open the top and put a c 636 00:38:30,000 --> 00:38:33,719 Speaker 1: D in that way, as opposed to ejecting a tray. Now, 637 00:38:33,760 --> 00:38:36,360 Speaker 1: when we come back, i'll run down what the basic 638 00:38:36,480 --> 00:38:40,000 Speaker 1: spects were for the three d O console, what set 639 00:38:40,040 --> 00:38:43,319 Speaker 1: it apart from other consoles of that era, and why 640 00:38:43,360 --> 00:38:46,400 Speaker 1: the console ultimately failed, as well as give a brief 641 00:38:46,440 --> 00:38:49,640 Speaker 1: rundown on what happened to the company three d O, 642 00:38:49,880 --> 00:38:52,200 Speaker 1: which again hung on for a few years after the 643 00:38:52,239 --> 00:38:54,880 Speaker 1: death of the console. We'll get to that after this 644 00:38:54,960 --> 00:39:07,200 Speaker 1: quick break. So what makes a three d O a 645 00:39:07,320 --> 00:39:11,319 Speaker 1: three d O. Let's learn about the specs of the console. Now, 646 00:39:11,360 --> 00:39:14,480 Speaker 1: for the purposes of this breakdown, I'm really just going 647 00:39:14,560 --> 00:39:17,879 Speaker 1: to focus on the first consumer model of the three 648 00:39:17,920 --> 00:39:20,080 Speaker 1: d O console to hit the market. That would be 649 00:39:20,120 --> 00:39:24,160 Speaker 1: the Panasonic three d O Interactive Multiplayer f Z one. 650 00:39:24,760 --> 00:39:29,960 Speaker 1: This is the system that first debuted in the brains 651 00:39:30,080 --> 00:39:33,480 Speaker 1: of the machine was a thirty two bit CPU. That 652 00:39:33,680 --> 00:39:37,480 Speaker 1: was a risk style processor r I s C that 653 00:39:37,600 --> 00:39:41,480 Speaker 1: is reduced instruction set computer. Now I talked about this 654 00:39:41,560 --> 00:39:44,400 Speaker 1: with the story of ARM, but basically, it means that 655 00:39:44,560 --> 00:39:49,440 Speaker 1: the instructions that this style of CPU handles are relatively simple, 656 00:39:49,640 --> 00:39:53,400 Speaker 1: and that means that each step each instruction is easy 657 00:39:53,480 --> 00:39:57,080 Speaker 1: to carry out, and therefore it goes pretty fast. More 658 00:39:57,120 --> 00:40:01,160 Speaker 1: complicated instructions might require lots more steps and that slows 659 00:40:01,200 --> 00:40:05,200 Speaker 1: things down. The clock speed, or the number of pulses 660 00:40:05,280 --> 00:40:09,880 Speaker 1: the CPU has per second to carry out instructions, was 661 00:40:09,960 --> 00:40:13,240 Speaker 1: twelve point five mega hurts. That's twelve million, five hundred 662 00:40:13,239 --> 00:40:17,320 Speaker 1: thousand pulses per second. That sounds like it's really fast, 663 00:40:17,400 --> 00:40:20,560 Speaker 1: but by comparison these days we talked about processors that 664 00:40:20,560 --> 00:40:23,000 Speaker 1: are in the giga hurts range with more than a 665 00:40:23,040 --> 00:40:26,400 Speaker 1: billion pulses per second, so we've come a long way. 666 00:40:26,800 --> 00:40:31,000 Speaker 1: Paired with the CPU were a couple of video coprocessors 667 00:40:31,040 --> 00:40:34,279 Speaker 1: meant to offload some of the heavy lifting when it 668 00:40:34,480 --> 00:40:37,440 Speaker 1: comes to graphics processing. In a way, it's similar to 669 00:40:37,480 --> 00:40:40,479 Speaker 1: what graphics cards would do for PCs in the late 670 00:40:40,600 --> 00:40:45,480 Speaker 1: ninety nineties by handing off tasks like texture mapping to coprocessors, 671 00:40:45,800 --> 00:40:49,640 Speaker 1: the CPU could focus on other tasks while running games 672 00:40:49,680 --> 00:40:52,120 Speaker 1: on the three d O. It also had a math 673 00:40:52,239 --> 00:40:56,080 Speaker 1: coprocessor in addition to those to also kind of spread 674 00:40:56,080 --> 00:40:59,680 Speaker 1: out the load. Now, this was in the dark times 675 00:41:00,040 --> 00:41:02,839 Speaker 1: for h D t V was even a thing, though 676 00:41:02,880 --> 00:41:05,319 Speaker 1: Hawkins has said on occasion that the three d O 677 00:41:05,400 --> 00:41:08,400 Speaker 1: could have been upgraded to h D t V. I 678 00:41:08,400 --> 00:41:11,240 Speaker 1: I don't know if that's true based on what I've seen. However, 679 00:41:11,800 --> 00:41:14,480 Speaker 1: as it was sold, the three d O would generate 680 00:41:14,520 --> 00:41:16,920 Speaker 1: images that would be shown at a resolution of six 681 00:41:17,640 --> 00:41:23,440 Speaker 1: pixels by pixels you know, essentially, you know, standard Definition. 682 00:41:23,520 --> 00:41:27,960 Speaker 1: It was capable of replicating sixteen point seven million colors. 683 00:41:28,640 --> 00:41:31,600 Speaker 1: The three d O supported Dolby surround sound. It had 684 00:41:31,640 --> 00:41:35,319 Speaker 1: two megabytes of d RAM, one megabyte of v RAM, 685 00:41:35,480 --> 00:41:39,600 Speaker 1: and thirty s RAM. But what the heck does that mean? Well, 686 00:41:39,719 --> 00:41:43,240 Speaker 1: d RAM stands for dynamic RAM, which at the time 687 00:41:43,920 --> 00:41:49,560 Speaker 1: was the standard RAM of machines. It must be continually refreshed, 688 00:41:49,600 --> 00:41:53,120 Speaker 1: or rather occasionally refreshed I should say, not continually occasionally 689 00:41:53,120 --> 00:41:56,600 Speaker 1: refreshed by the microprocessor or else the memory deterior rates. 690 00:41:57,080 --> 00:42:00,279 Speaker 1: V RAM is video RAM, a type of AM that 691 00:42:00,360 --> 00:42:04,640 Speaker 1: the computer can actually read and write to simultaneously, and 692 00:42:04,800 --> 00:42:09,239 Speaker 1: it was particularly useful for handling graphics. And s RAM 693 00:42:09,280 --> 00:42:12,600 Speaker 1: stands for static RAM, which was a much faster form 694 00:42:12,640 --> 00:42:15,480 Speaker 1: of RAM than d RAM. But if it's better, why 695 00:42:15,520 --> 00:42:17,719 Speaker 1: don't just why don't you just use s RAM man? Well, 696 00:42:17,719 --> 00:42:20,080 Speaker 1: it's because it was also way more expensive, so it 697 00:42:20,080 --> 00:42:23,200 Speaker 1: would drive up the cost of productions. That's why the 698 00:42:23,200 --> 00:42:26,359 Speaker 1: three D O also had some expansion ports and had 699 00:42:26,400 --> 00:42:29,359 Speaker 1: a single control port, but it allowed for daisy chain 700 00:42:29,400 --> 00:42:32,279 Speaker 1: connections of up to eight peripherals, so you could have 701 00:42:32,440 --> 00:42:35,160 Speaker 1: multiple controllers plugged into it, but it had the one 702 00:42:35,239 --> 00:42:39,400 Speaker 1: port that you used to do that with. Uh now 703 00:42:40,000 --> 00:42:42,040 Speaker 1: when the system went on sale. Oh and it also 704 00:42:42,120 --> 00:42:44,680 Speaker 1: had a CD ROM drive. I mentioned that earlier, but 705 00:42:44,800 --> 00:42:46,440 Speaker 1: you know I should throw that in there too. When 706 00:42:46,440 --> 00:42:51,160 Speaker 1: I went on sale, it did so for six hundred dollars. 707 00:42:51,880 --> 00:42:55,880 Speaker 1: That is a lot of money. If we adjust for 708 00:42:55,920 --> 00:42:59,640 Speaker 1: inflation in today's US dollars, it would be equivalent to 709 00:42:59,719 --> 00:43:03,239 Speaker 1: about one thousand, two hundred sixty bucks or so. So 710 00:43:03,360 --> 00:43:06,080 Speaker 1: imagine that you go into a store and you see 711 00:43:06,080 --> 00:43:09,440 Speaker 1: a video game console and its ticket prices one thousand, 712 00:43:09,520 --> 00:43:13,040 Speaker 1: two hundred sixty dollars This is not a fully fledged computer. 713 00:43:13,160 --> 00:43:15,319 Speaker 1: It's not like a gaming rig or anything. It is 714 00:43:15,360 --> 00:43:19,359 Speaker 1: a video game console, akin to something like the PlayStation. 715 00:43:19,920 --> 00:43:23,840 Speaker 1: By comparison, the Sega Genesis, which was again already on 716 00:43:23,880 --> 00:43:26,239 Speaker 1: the market it had been since the late eighties that 717 00:43:26,320 --> 00:43:29,600 Speaker 1: one cost a hundred eighty nine dollars when it launched, 718 00:43:30,000 --> 00:43:33,240 Speaker 1: and the Super Nintendo Entertainment System, which was the reigning 719 00:43:33,320 --> 00:43:37,960 Speaker 1: champ at the time, had cost one dollars when it launched, 720 00:43:38,320 --> 00:43:40,719 Speaker 1: So the three d O cost more than both of 721 00:43:40,760 --> 00:43:44,120 Speaker 1: those combined. It almost cost twice as much as both 722 00:43:44,120 --> 00:43:47,520 Speaker 1: of those put together. Now, granted, the three d O 723 00:43:47,840 --> 00:43:50,680 Speaker 1: was a thirty two bit system, whereas the S and 724 00:43:50,719 --> 00:43:54,880 Speaker 1: E s and the Sega Genesis the regular Saga Genesis 725 00:43:55,120 --> 00:43:58,480 Speaker 1: were sixteen bet systems, so the three d O could 726 00:43:58,560 --> 00:44:02,480 Speaker 1: run more sophisticated game games with better graphics. But at 727 00:44:02,520 --> 00:44:06,600 Speaker 1: that steep price point, would anyone actually buy one? And 728 00:44:06,680 --> 00:44:09,680 Speaker 1: why was that price so high? Well, it goes back 729 00:44:09,719 --> 00:44:13,120 Speaker 1: to the three d O business model. See Hawkins idea 730 00:44:13,560 --> 00:44:16,520 Speaker 1: was to leave the manufacturing to other people, and then 731 00:44:16,560 --> 00:44:20,560 Speaker 1: to make money through licensing the technology to those manufacturers 732 00:44:20,560 --> 00:44:24,399 Speaker 1: and later to develop games for the system itself and 733 00:44:24,480 --> 00:44:27,880 Speaker 1: to collect on royalties for all the consoles and games 734 00:44:27,880 --> 00:44:31,640 Speaker 1: that were sold for the manufacturers. That meant that the 735 00:44:31,680 --> 00:44:35,520 Speaker 1: three d O was inherently more expensive than if those 736 00:44:35,560 --> 00:44:40,520 Speaker 1: companies had actually developed their own hardware in house. Manufacturers, 737 00:44:40,520 --> 00:44:42,200 Speaker 1: we're going to have to pay three d OH for 738 00:44:42,360 --> 00:44:45,800 Speaker 1: every console they sold to consumers. So to make up 739 00:44:45,840 --> 00:44:50,399 Speaker 1: for that cost, that loss and revenue, they increased the 740 00:44:50,440 --> 00:44:53,279 Speaker 1: price of the consoles, but that ended up pricing the 741 00:44:53,320 --> 00:44:55,959 Speaker 1: systems well out of the budgets of most video game 742 00:44:56,000 --> 00:44:59,080 Speaker 1: fans who are out there now. Typically, the way video 743 00:44:59,080 --> 00:45:04,200 Speaker 1: game console manu factorers make money is through software, not hardware. 744 00:45:04,760 --> 00:45:08,160 Speaker 1: Most companies will actually sell the hardware the consoles and 745 00:45:08,280 --> 00:45:11,920 Speaker 1: a loss, so the retail price will actually be below 746 00:45:12,239 --> 00:45:15,920 Speaker 1: what it costs to make and ship those consoles to consumers. 747 00:45:16,320 --> 00:45:19,520 Speaker 1: Now why would you do this, Well, it's because consoles 748 00:45:19,680 --> 00:45:23,279 Speaker 1: are really no good without content to play on those consoles, 749 00:45:23,760 --> 00:45:27,759 Speaker 1: so the manufacturers would use the consoles to secure customers 750 00:45:27,760 --> 00:45:31,640 Speaker 1: for stuff like video games and other content. Microsoft and 751 00:45:31,719 --> 00:45:35,880 Speaker 1: Sony and Nintendo can stand to lose money on console 752 00:45:35,920 --> 00:45:38,520 Speaker 1: sales if they can make it back by selling enough 753 00:45:38,880 --> 00:45:42,799 Speaker 1: first party games or making royalties off of games that 754 00:45:42,840 --> 00:45:46,640 Speaker 1: are licensed to run on those systems. But since these 755 00:45:46,680 --> 00:45:51,600 Speaker 1: manufacturers like Panasonic didn't own the i P, they couldn't 756 00:45:51,600 --> 00:45:53,839 Speaker 1: rely on that same model. They weren't going to make 757 00:45:53,960 --> 00:45:56,960 Speaker 1: royalties off of game sales the way that three d 758 00:45:57,080 --> 00:46:00,359 Speaker 1: O would. Heck, if if Panasonic had made a game 759 00:46:00,480 --> 00:46:03,440 Speaker 1: for the console that they were manufacturing, they would have 760 00:46:03,440 --> 00:46:06,479 Speaker 1: to pay a royalty to three d OH. Now, sure 761 00:46:06,640 --> 00:46:09,359 Speaker 1: it was a lower royalty than what it would be 762 00:46:09,400 --> 00:46:12,800 Speaker 1: if you were to make a game for Sega or Nintendo, 763 00:46:13,040 --> 00:46:16,400 Speaker 1: but since Panasonic was actually fabricating the three d O, 764 00:46:17,200 --> 00:46:20,440 Speaker 1: that's a big difference, and so the company passed the 765 00:46:20,480 --> 00:46:25,200 Speaker 1: costs onto the consumer. Understandably, that meant that the sales 766 00:46:25,239 --> 00:46:29,239 Speaker 1: of the three d O were modest at best, while 767 00:46:29,239 --> 00:46:32,240 Speaker 1: the royalty fees meant that, you know, developers were interested 768 00:46:32,239 --> 00:46:35,120 Speaker 1: in making games for the console. The fact that the 769 00:46:35,160 --> 00:46:40,040 Speaker 1: consoles weren't really selling well was a huge problem. Developing 770 00:46:40,080 --> 00:46:44,759 Speaker 1: a game is a time consuming and expensive process, and 771 00:46:44,800 --> 00:46:46,680 Speaker 1: if you see that very few people have bought the 772 00:46:46,719 --> 00:46:49,160 Speaker 1: console in the first place, well, there's not a lot 773 00:46:49,160 --> 00:46:51,799 Speaker 1: of incentive for you to make games for it. I mean, 774 00:46:51,840 --> 00:46:54,279 Speaker 1: if you do spend that time and money, there's a 775 00:46:54,280 --> 00:46:56,680 Speaker 1: really good chance you won't see a return on that investment. 776 00:46:56,680 --> 00:46:59,759 Speaker 1: There's literally not enough people with the console out there 777 00:47:00,200 --> 00:47:02,400 Speaker 1: to buy enough copies of your game for you to 778 00:47:02,440 --> 00:47:05,279 Speaker 1: make a profit. So the three d O had sort 779 00:47:05,320 --> 00:47:09,399 Speaker 1: of defeated itself. Now this wasn't because of the hardware, though, 780 00:47:09,440 --> 00:47:11,960 Speaker 1: to be fair, other systems that could go toe to 781 00:47:12,000 --> 00:47:14,200 Speaker 1: toe with the three d O were soon on the 782 00:47:14,239 --> 00:47:17,759 Speaker 1: market afterwards, like the Sony PlayStation, but the failure was 783 00:47:17,840 --> 00:47:21,279 Speaker 1: more in the business model. Hawkins, for his part, has 784 00:47:21,280 --> 00:47:24,400 Speaker 1: said that most retailers actually marked the price down to 785 00:47:24,480 --> 00:47:30,640 Speaker 1: five dollars, not six dollars, because the retailer said, will 786 00:47:30,760 --> 00:47:33,480 Speaker 1: never be able to sell these things if it's that expensive. 787 00:47:34,320 --> 00:47:37,719 Speaker 1: So I guess that's something. But even so, at five 788 00:47:37,880 --> 00:47:41,440 Speaker 1: nine it was far more expensive than the consoles that 789 00:47:41,680 --> 00:47:45,719 Speaker 1: competitors on the market had. Heck, when the Sony PlayStation 790 00:47:45,719 --> 00:47:50,040 Speaker 1: would debut in two years after the three d O 791 00:47:50,160 --> 00:47:53,080 Speaker 1: had first hit the market, Sony priced it at two 792 00:47:53,600 --> 00:47:57,239 Speaker 1: nine dollars, and like the three d O, the PlayStation 793 00:47:57,320 --> 00:48:00,800 Speaker 1: had a thirty two bit processor and had narrative amounts 794 00:48:00,840 --> 00:48:03,840 Speaker 1: of RAM. The f Z one would be the most 795 00:48:03,880 --> 00:48:06,279 Speaker 1: expensive three d O console to hit the market. That 796 00:48:06,360 --> 00:48:09,479 Speaker 1: was the first one, but even the less expensive ones 797 00:48:10,000 --> 00:48:13,319 Speaker 1: were still more expensive than the competition. Gold Stars. Three 798 00:48:13,400 --> 00:48:17,759 Speaker 1: d O would debut at three dollars. Even the expensive 799 00:48:17,880 --> 00:48:22,279 Speaker 1: f Z one would drop to four dollars later, but 800 00:48:22,520 --> 00:48:26,799 Speaker 1: the damage had been done. Adding to the enormous problem 801 00:48:26,840 --> 00:48:29,960 Speaker 1: of a high price was the fact that developing games 802 00:48:29,960 --> 00:48:32,640 Speaker 1: for the system was a new process. It was a 803 00:48:32,680 --> 00:48:35,319 Speaker 1: brand new set of hardware, and that meant that game 804 00:48:35,320 --> 00:48:38,719 Speaker 1: development was gonna a little more slowly than what the 805 00:48:38,760 --> 00:48:41,440 Speaker 1: three d O team had hoped, And that meant that 806 00:48:41,560 --> 00:48:44,800 Speaker 1: some titles that had been intended to be launch titles, 807 00:48:44,840 --> 00:48:49,480 Speaker 1: like a Jurassic Park game, trailed behind by several months 808 00:48:49,800 --> 00:48:52,360 Speaker 1: as developers tried to work out bugs in their code. 809 00:48:52,640 --> 00:48:55,880 Speaker 1: In fact, the only title that was available at launch 810 00:48:56,120 --> 00:48:59,440 Speaker 1: was a game called Crash and Burn, a futuristic racing game. 811 00:49:00,120 --> 00:49:03,120 Speaker 1: The console would fare a little bit better in Japan, 812 00:49:03,719 --> 00:49:07,040 Speaker 1: where there were six whole launch titles to go along 813 00:49:07,080 --> 00:49:10,680 Speaker 1: with it when it went on sale in n but 814 00:49:10,800 --> 00:49:14,920 Speaker 1: after an initial interest in three d O, that interest 815 00:49:14,960 --> 00:49:18,000 Speaker 1: in Japan died down and sales died with it. And 816 00:49:18,120 --> 00:49:20,279 Speaker 1: one bitter part of the story is that e A, 817 00:49:20,600 --> 00:49:24,200 Speaker 1: the company that Trip Hawkins had founded back in two 818 00:49:24,960 --> 00:49:28,840 Speaker 1: ultimately bailed on three d O to develop more software 819 00:49:28,880 --> 00:49:32,319 Speaker 1: for Sony PlayStation. Hawkins found out his old company would 820 00:49:32,400 --> 00:49:35,920 Speaker 1: not be developing exclusive titles for the three d O console, 821 00:49:36,520 --> 00:49:39,040 Speaker 1: but they would be doing it for the Sony PlayStation, 822 00:49:39,360 --> 00:49:42,520 Speaker 1: and that had to be a knife in the back 823 00:49:42,680 --> 00:49:46,600 Speaker 1: to see the company he had founded undercut the next 824 00:49:46,640 --> 00:49:50,200 Speaker 1: company he had found it yikes. The three d O 825 00:49:50,320 --> 00:49:53,800 Speaker 1: Company was looking at a new console design to try 826 00:49:53,840 --> 00:49:57,040 Speaker 1: and salvage things. They code named it the M two. 827 00:49:57,120 --> 00:49:59,279 Speaker 1: This was gonna be the successor to the three d 828 00:49:59,440 --> 00:50:02,520 Speaker 1: O and it was intended to be backwards compatible with 829 00:50:02,600 --> 00:50:04,600 Speaker 1: the three d O systems, so that, you know, you 830 00:50:04,640 --> 00:50:08,359 Speaker 1: wouldn't totally irritate all the three d O fans out there. 831 00:50:08,719 --> 00:50:12,000 Speaker 1: And the M two was needed because other game consoles 832 00:50:12,000 --> 00:50:14,360 Speaker 1: were hitting the market that could compete on a technical 833 00:50:14,440 --> 00:50:17,359 Speaker 1: level pretty effectively with the three d O and they 834 00:50:17,360 --> 00:50:21,359 Speaker 1: were much cheaper, and that, unfortunately, was just never meant 835 00:50:21,400 --> 00:50:24,400 Speaker 1: to be. The company stopped development of the M two 836 00:50:24,719 --> 00:50:27,439 Speaker 1: and sold it off to Panasonic. It's probably a good 837 00:50:27,440 --> 00:50:32,759 Speaker 1: thing because they avoided the sunken cost fallacy. By the 838 00:50:32,800 --> 00:50:35,160 Speaker 1: writing was on the wall and the three d O 839 00:50:35,400 --> 00:50:39,720 Speaker 1: system was discontinued. The Three D O Company switched gears 840 00:50:39,719 --> 00:50:43,080 Speaker 1: and instead of designing hardware specs and then licensing those 841 00:50:43,080 --> 00:50:47,280 Speaker 1: out to fabricators, the company would focus solely on developing 842 00:50:47,320 --> 00:50:52,120 Speaker 1: software for other existing consoles like the Sega Saturn and 843 00:50:52,239 --> 00:50:55,960 Speaker 1: even the Sony PlayStation, as well as for other computer platforms. 844 00:50:56,440 --> 00:50:59,960 Speaker 1: The company restructured layoffs followed I mean there's no need 845 00:51:00,040 --> 00:51:03,280 Speaker 1: for the hardware design teams at that point, and by 846 00:51:03,600 --> 00:51:07,160 Speaker 1: the company had sold off its hardware business division to Samsung. 847 00:51:07,640 --> 00:51:10,760 Speaker 1: Hugh Martin, who had been president while Hawkins was serving 848 00:51:10,800 --> 00:51:13,560 Speaker 1: as CEO and chairman, left the company at that time, 849 00:51:13,640 --> 00:51:16,120 Speaker 1: leaving Hawkins with the full leadership of the three D 850 00:51:16,280 --> 00:51:18,759 Speaker 1: O Company. The Three D Company would go on to 851 00:51:18,840 --> 00:51:22,040 Speaker 1: develop games like the Army Men franchise, the Mind and 852 00:51:22,120 --> 00:51:25,880 Speaker 1: Magic Series, and High Heat Major League Baseball, which was 853 00:51:25,920 --> 00:51:29,319 Speaker 1: possibly another nod to hawkins love of sports. But while 854 00:51:29,360 --> 00:51:32,640 Speaker 1: some of those franchises would do well, ultimately the company 855 00:51:32,719 --> 00:51:35,799 Speaker 1: was unable to stay in business, and in two thousand three, 856 00:51:36,200 --> 00:51:39,560 Speaker 1: ten years after they had founded the company, Three D 857 00:51:39,640 --> 00:51:43,239 Speaker 1: O had to file for Chapter eleven bankruptcy protection. Its 858 00:51:43,239 --> 00:51:46,919 Speaker 1: assets were sold off, with different franchises going to other 859 00:51:47,000 --> 00:51:51,360 Speaker 1: game developers, and our story comes to an end. Well. 860 00:51:51,480 --> 00:51:54,719 Speaker 1: As for trip Hawkins, he ran to some other challenges. 861 00:51:54,800 --> 00:51:57,080 Speaker 1: In two thousand eleven, the i r S, that is, 862 00:51:57,120 --> 00:51:59,960 Speaker 1: the Internal Revenue Service in the United States, the agents 863 00:52:00,160 --> 00:52:03,520 Speaker 1: kind of in charge of overseeing federal taxes. They alleged 864 00:52:03,560 --> 00:52:08,440 Speaker 1: that Hawkins owed around twenty million dollars in back taxes 865 00:52:08,960 --> 00:52:12,359 Speaker 1: and that number would steadily go up. A judge said 866 00:52:12,360 --> 00:52:17,120 Speaker 1: that Hawkins quote continued to spend money extravagantly with knowledge 867 00:52:17,160 --> 00:52:20,680 Speaker 1: of his liabilities end quote. Essentially, he was saying that 868 00:52:20,760 --> 00:52:24,880 Speaker 1: Hawkins was using a personal bankruptcy to kind of shield 869 00:52:24,960 --> 00:52:28,480 Speaker 1: his wealth and was still spending money like crazy on 870 00:52:28,520 --> 00:52:32,400 Speaker 1: a lavish lifestyle, or, as an old tiny type person 871 00:52:32,480 --> 00:52:35,880 Speaker 1: might say, he was making hay while the sun was shining. 872 00:52:36,719 --> 00:52:38,600 Speaker 1: He was doing this with the help of a little 873 00:52:38,640 --> 00:52:43,160 Speaker 1: accounting company called KPMG. By the way, this sort of 874 00:52:43,160 --> 00:52:47,120 Speaker 1: financial gymnastics that Hawkins was accused of performing are not 875 00:52:47,280 --> 00:52:51,080 Speaker 1: that dissimilar from the allegations leveled against a certain United 876 00:52:51,120 --> 00:52:55,320 Speaker 1: States president. Right now, Hawkins would go on to pay 877 00:52:55,400 --> 00:52:58,239 Speaker 1: some of those back taxes back, but he would be 878 00:52:58,280 --> 00:53:01,719 Speaker 1: embroiled in various legal proces eatings regarding the bulk of 879 00:53:01,760 --> 00:53:05,480 Speaker 1: those taxes. As for Electronic Arts or e A, it 880 00:53:05,600 --> 00:53:08,680 Speaker 1: is now the second largest video game publisher in the world, 881 00:53:08,760 --> 00:53:13,600 Speaker 1: right behind Activision Blizzard, another behemoth in video game publishing, 882 00:53:13,960 --> 00:53:16,640 Speaker 1: and as I mentioned earlier, EA has built up a 883 00:53:16,719 --> 00:53:21,280 Speaker 1: pretty spotty reputation over the years. Oh and as for Apple, 884 00:53:21,640 --> 00:53:25,040 Speaker 1: you know, the first employer of Trip Hawkins after he 885 00:53:25,080 --> 00:53:28,360 Speaker 1: got out of college. Well, Apple is still doing pretty 886 00:53:28,360 --> 00:53:30,319 Speaker 1: good these days. I hear they actually have a new 887 00:53:30,320 --> 00:53:34,520 Speaker 1: phone out, so good on them. And that wraps up 888 00:53:34,800 --> 00:53:37,640 Speaker 1: the tragic tale of the three d O and the 889 00:53:37,680 --> 00:53:42,120 Speaker 1: three d O Company and the misadventures of Trip Hawkins, 890 00:53:42,719 --> 00:53:44,960 Speaker 1: which I think would make a great title of a 891 00:53:45,000 --> 00:53:48,799 Speaker 1: choose your own adventure novel. What's next for Hawkins? I 892 00:53:48,840 --> 00:53:52,120 Speaker 1: don't know. He founded another company called Digital Chocolate, which 893 00:53:52,200 --> 00:53:55,239 Speaker 1: well maybe I'll talk about in another episode. Uh, and 894 00:53:55,320 --> 00:53:57,839 Speaker 1: you know he's still active out there. But yeah, this 895 00:53:57,880 --> 00:54:00,279 Speaker 1: was one of those stories where like he had some 896 00:54:00,320 --> 00:54:04,160 Speaker 1: great ideas and he had a real passion for games, 897 00:54:04,200 --> 00:54:08,040 Speaker 1: something that I think is is really noteworthy. Um, and 898 00:54:08,120 --> 00:54:11,200 Speaker 1: he made some great moves, but not everybody you know 899 00:54:11,320 --> 00:54:14,640 Speaker 1: bats a thousand. In fact, very few people do. And 900 00:54:14,719 --> 00:54:18,160 Speaker 1: this is a reminder of that. I hope you enjoyed 901 00:54:18,200 --> 00:54:20,920 Speaker 1: that episode of the Tragedy of three d O. If 902 00:54:20,960 --> 00:54:23,280 Speaker 1: you have suggestions for topics I should cover in future 903 00:54:23,280 --> 00:54:26,560 Speaker 1: episodes of tech Stuff, remember to reach out to me. 904 00:54:26,960 --> 00:54:29,279 Speaker 1: The best way to do that is on Twitter. The 905 00:54:29,320 --> 00:54:31,840 Speaker 1: handle for the show is text Stuff hs W and 906 00:54:31,840 --> 00:54:39,520 Speaker 1: I'll talk to you again really soon. Text Stuff is 907 00:54:39,560 --> 00:54:42,680 Speaker 1: an I Heart Radio production. For more podcasts from my 908 00:54:42,800 --> 00:54:46,440 Speaker 1: heart Radio, visit the i heart Radio app, Apple Podcasts, 909 00:54:46,520 --> 00:54:48,520 Speaker 1: or wherever you listen to your favorite shows.