WEBVTT - The Sad Tale of Virtual Boy

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<v Speaker 1>Welcome to Tech Stuff, a production from iHeartRadio. Hey there,

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<v Speaker 1>and welcome to tech Stuff. I'm your host, Jonathan Strickland.

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<v Speaker 1>I'm an executive producer with iHeart Podcasts and how the

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<v Speaker 1>tech are yet, y'all. I didn't really pay attention to

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<v Speaker 1>April Fools this year, which I think of as being

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<v Speaker 1>a little sad. So I tend to be easily amused

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<v Speaker 1>by goofy product announcements and that kind of thing, and

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<v Speaker 1>so I often enjoy the stuff that gets announced on

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<v Speaker 1>April Fool's Day. However, I understand that many of my

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<v Speaker 1>peers in the tech space are totally over it, and

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<v Speaker 1>there's some legit criticism about it, right, like about how

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<v Speaker 1>a lot of companies just put out stuff that isn't

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<v Speaker 1>very funny and instead it just ends up being more

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<v Speaker 1>misleading than it is silly. And I get it, you know,

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<v Speaker 1>comedy is hard and some companies are just terrible at it.

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<v Speaker 1>But one thing that I did see after the fact

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<v Speaker 1>that got a chuckle out of me inspired this episode.

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<v Speaker 1>So it was a video on IGN's YouTube channel that

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<v Speaker 1>supposedly was an announcement for the launch of a new

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<v Speaker 1>Nintendo gaming platform, namely the Virtual Boy pro. So this

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<v Speaker 1>video shows a woman who slots essentially a Nintendo Switch

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<v Speaker 1>handheld gaming system into a headset, and then she puts

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<v Speaker 1>the headset on. Then we're treated to a first person

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<v Speaker 1>perspective of supposedly her experience as her living room is transformed,

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<v Speaker 1>you know, augmented reality style, and it turns into a

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<v Speaker 1>gaming space, and she can you know, play games and

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<v Speaker 1>make things run around her actual furniture, or she can

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<v Speaker 1>place virtual cartoon furniture in her real living room, or

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<v Speaker 1>she can transfer an anger Man into tom Nook from

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<v Speaker 1>Animal Crossing. And at one point she actually sees Luigi

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<v Speaker 1>challenging her to a drag race as she drives around

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<v Speaker 1>with a switch mounted to her face, which is a

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<v Speaker 1>funny gag and also terrifying. It makes me think of

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<v Speaker 1>all those videos of people walking around with the Apple

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<v Speaker 1>headset on, and I'm thinking, just don't do that where

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<v Speaker 1>folks can see you. Anyway. It also reminded me that

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<v Speaker 1>while I have mentioned the Virtual Boy in past episodes,

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<v Speaker 1>I never actually dedicated an entire tech stuff to that product.

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<v Speaker 1>And it's infamous for being one of the biggest products

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<v Speaker 1>that flopped in tech history, at the very least one

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<v Speaker 1>of the biggest flops in the gaming space, and certainly

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<v Speaker 1>one of the biggest for Nintendo. And you know, when

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<v Speaker 1>it came out from Nintendo, it was back in the

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<v Speaker 1>day where Nintendo was an organization that was just knocking

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<v Speaker 1>it out of the park one after the other. Because

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<v Speaker 1>by the time the Virtual Boy came out, you had

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<v Speaker 1>the Nintendo Entertainment System or the Famine, You had the

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<v Speaker 1>Super Nintendo Entertainment System, the SNES or Sness or Super Famicom,

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<v Speaker 1>and then you also had the Game Boy, all of

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<v Speaker 1>which had come out by the time the Virtual Boy

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<v Speaker 1>came out. I mean, Virtual Boy's name is a nod

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<v Speaker 1>to the Game Boy, and all of those systems sold

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<v Speaker 1>like gangbusters. So at that point, Nintendo was almost a

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<v Speaker 1>company that was guaranteed to succeed, so the fact that

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<v Speaker 1>it failed would become huge news. So let's talk about

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<v Speaker 1>the Virtual Boy and its placed in Nintendo history and

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<v Speaker 1>tech in general. Now, first off, some of y'all might

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<v Speaker 1>not even know what the Virtual Boy was. Right, if

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<v Speaker 1>you were born after the mid nineties and you've never

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<v Speaker 1>really been into gaming or anything, you might not have

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<v Speaker 1>ever seen one. So it looked like a pair of

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<v Speaker 1>red binoculars mounted on a little bipod stand like a

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<v Speaker 1>tabletop or desktop stand. Unlike binoculars, there were no lenses

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<v Speaker 1>on the front of the device, or I guess the

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<v Speaker 1>back of the device, depending on if you're looking at

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<v Speaker 1>it from the perspective of someone who's using it, in

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<v Speaker 1>which case it would be the back of the device,

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<v Speaker 1>or someone who's seeing someone else use it, in which

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<v Speaker 1>case it would be what you're looking at the front. Anyway,

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<v Speaker 1>you would stand the Virtual Boy on a table and

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<v Speaker 1>you would have to lean forward to look into the screen,

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<v Speaker 1>so your forehead would go up against it. You'd look

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<v Speaker 1>into it almost like a viewfinder, and you would then

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<v Speaker 1>hold a wired controller that connected directly to the headset

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<v Speaker 1>and you would play games. In many ways, it was

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<v Speaker 1>similar to virtual reality headsets that we would see much

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<v Speaker 1>much later. Right, These kind of looks like something like

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<v Speaker 1>an Oculus, except it's very red. It stands out through

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<v Speaker 1>the color. But it looked like an Oculus headset in

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<v Speaker 1>some ways. But again, it was mounted on a bipod

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<v Speaker 1>that you would set on a table. And you have

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<v Speaker 1>to remember Virtual Boy launched in nineteen ninety five, well

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<v Speaker 1>before we would get something like an Oculus. In fact,

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<v Speaker 1>in the middle in nineties, your typical real virtual reality

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<v Speaker 1>headset would be this super heavy head mounted display. Often

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<v Speaker 1>you would need to suspend it from the ceiling with

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<v Speaker 1>cables in order to offset the weight, because otherwise it

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<v Speaker 1>would be far too heavy for someone to wear, at

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<v Speaker 1>least for any real length of time. So the Virtual

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<v Speaker 1>Boy was a big departure from what people had been

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<v Speaker 1>used to if they, in fact had encountered virtual reality

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<v Speaker 1>systems at all. Not many people had. Some folks like

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<v Speaker 1>me were lucky enough to live near a shopping mall

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<v Speaker 1>that had a virtual reality arcade in it, so I

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<v Speaker 1>had had experience with it, but not everybody did. And

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<v Speaker 1>so I guess if you had never used one of

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<v Speaker 1>these big systems, it wouldn't seem like such a huge

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<v Speaker 1>deal that the form factor of the Virtual Boy was

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<v Speaker 1>so small in comparison. But you wouldn't strap the Virtual

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<v Speaker 1>Boy to your head, you know, you couldn't wear it

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<v Speaker 1>around and look at anything. It's not like you could

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<v Speaker 1>wear it like an auction system. And there wasn't head

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<v Speaker 1>tracking technology built into the Virtual Boy, although the initial

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<v Speaker 1>plan was to have head tracking incorporated into the device.

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<v Speaker 1>We'll talk about that. So this was really just a

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<v Speaker 1>stationary console system that had sort of a viewfinder form

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<v Speaker 1>factor that you would use, and even that was limited

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<v Speaker 1>because it was monochromatic. But that's the quick description of

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<v Speaker 1>the physical product. But let's go down memory lane to

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<v Speaker 1>talk about its development, and first we have to consider

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<v Speaker 1>a couple of big components. Really one is the most important,

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<v Speaker 1>and that is the rise of virtual reality and culture

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<v Speaker 1>in the nineteen nineties, because that's what would drive a

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<v Speaker 1>lot of the excitement, at least at Nintendo initially for

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<v Speaker 1>the development of the Virtual Boy. We also have to

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<v Speaker 1>remember the length of a development cycle for a new

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<v Speaker 1>console system and how much things can change in those

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<v Speaker 1>linky development cycles. Right when a game system comes out,

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<v Speaker 1>we have to keep in mind that's the product of

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<v Speaker 1>years of work. Sometimes a company is working on the

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<v Speaker 1>next generation of a system while it has yet to

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<v Speaker 1>release the most recent generation. Right like, if you're getting

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<v Speaker 1>a PS four, you can bet that Sony was hard

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<v Speaker 1>at work already on the PS five. So let's really

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<v Speaker 1>think about virtual reality first. Now, the history of VR

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<v Speaker 1>stretches back pretty darn far. Where you start largely depends

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<v Speaker 1>upon what you think of as being the most important

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<v Speaker 1>component of virtual reality. And you could argue that you

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<v Speaker 1>go back to like stereoscopic camera systems from the nineteenth century.

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<v Speaker 1>I think that's going too far. We're just going to

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<v Speaker 1>start back in the nineteen fifties when Morton Heilig created

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<v Speaker 1>a pretty gimmicky device called the Sensorama. So the Sensorama

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<v Speaker 1>was housed in a cabinet sort of similar to an

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<v Speaker 1>arcade machine, and you would sit down in a chair

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<v Speaker 1>at a like a little console, and your head would

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<v Speaker 1>essentially be enveloped by this cabinet like you were leaning

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<v Speaker 1>in in the sides of the case, and it would

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<v Speaker 1>block your peripheral vision. The device would attempt to engage

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<v Speaker 1>all of your senses to create a really immersive experience.

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<v Speaker 1>So there was a screen that you would look at,

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<v Speaker 1>there were speakers that were designed to play kind of

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<v Speaker 1>a surround sound experience to you. There were fans that

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<v Speaker 1>could blow air on you. There were canisters containing stuff

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<v Speaker 1>with strong smells, strong sense to kind of create a

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<v Speaker 1>smell of vision sort of experience, and the chair that

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<v Speaker 1>you sat in would vibrate then give you some haptic feedback.

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<v Speaker 1>Hilig made several short films to showcase his invention and

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<v Speaker 1>what it was capable of, and I really wish I

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<v Speaker 1>could experience one of those, just to get a first

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<v Speaker 1>hand feel for what it was like. Apparently there were

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<v Speaker 1>like half a dozen different titles, and I don't care

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<v Speaker 1>which one it was. I would just like to really

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<v Speaker 1>find out what it felt like to watch something in

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<v Speaker 1>one of these and to have all the different effects

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<v Speaker 1>go off. But I don't know of any that are working.

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<v Speaker 1>There might be one or two in different museums or whatever,

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<v Speaker 1>but I've never come across one. Clearly. Though, the Cincerama

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<v Speaker 1>didn't become a best selling product, however, it did illustrate

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<v Speaker 1>that there was something really compelling about immersive technology that

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<v Speaker 1>engaged multiple senses. Kind of like that. So in the

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<v Speaker 1>nineteen sixties you had engineers at the pill Co Corporation

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<v Speaker 1>who developed a head mounded display that had motion tracking

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<v Speaker 1>technology incorporated into it. That was a big, big step

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<v Speaker 1>for VR. Now, this device was meant to give the

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<v Speaker 1>wearer a real time view through a closed circuit camera.

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<v Speaker 1>So this is actually more like an augmented reality or

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<v Speaker 1>remote viewing technology rather than virtual reality. Remember, virtual reality

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<v Speaker 1>is when you have all the images and sounds that

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<v Speaker 1>you encounter generated by a computer. So augmented reality is

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<v Speaker 1>when you're using technology to enhance or augment your experience

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<v Speaker 1>moving through a real space. This is kind of more

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<v Speaker 1>like a virtual presence because again it gave you a

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<v Speaker 1>chance to control a camera just by looking around. The

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<v Speaker 1>intent of this particular technology was to allow humans to

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<v Speaker 1>navigate through an environment that would be risky for humans

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<v Speaker 1>to move through normally. It was a military technology, so

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<v Speaker 1>you could imagine using something like this to diffuse a bomb, perhaps,

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<v Speaker 1>or to scope out a war zone situation or something

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<v Speaker 1>like that. So turning your head would send a command

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<v Speaker 1>to the connected camera, and the camera would then turn

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<v Speaker 1>to reflect the way you were looking, and it would

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<v Speaker 1>give you a new view of whatever situation you were in.

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<v Speaker 1>So it wasn't strictly a VR application, but the head

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<v Speaker 1>tracking technology would become a very important component in future

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<v Speaker 1>VR applications. In the late nineteen sixties, Ivan Sutherland, who

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<v Speaker 1>had already proposed an idea called the Ultimate Display. He

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<v Speaker 1>theorized that you could create a display that would make

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<v Speaker 1>such a compelling immersive experience that for the viewer it

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<v Speaker 1>would be indistinguishable from reality like that was his sort

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<v Speaker 1>of premise that he was proposing. Well, he didn't create

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<v Speaker 1>the ultimate display, that was more like a thought experiment.

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<v Speaker 1>What he did do was he helped build technologies that

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<v Speaker 1>would get us closer incrementally toward his vision. One of

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<v Speaker 1>those was a head mounted display that was sometimes called

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<v Speaker 1>the Sword of Damocles because like the sort of Damoicles,

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<v Speaker 1>it was suspended again from the ceiling. So this display

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<v Speaker 1>connected to a computer system and not a camera, so

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<v Speaker 1>instead of controlling a camera and getting a video view,

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<v Speaker 1>you were truly getting a virtual environment that you could

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<v Speaker 1>look around. But the sort of Damicles was huge. It

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<v Speaker 1>was very bulky, very heavy. Again, it had to be

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<v Speaker 1>mounted to the ceiling to offset the weight, so that

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<v Speaker 1>meant that it was really limited in what you could

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<v Speaker 1>do with it. Right, It's not like it was a

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<v Speaker 1>portable device that you could just set up anywhere, but

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<v Speaker 1>it did have head tracking technology included, so you could

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<v Speaker 1>turn and look around inside a virtual environment, and again

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<v Speaker 1>that would become a key component for V. Now we're

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<v Speaker 1>gonna skip way ahead, but clearly tons of people were

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<v Speaker 1>innovating in the space and they were generating ideas that

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<v Speaker 1>would find their way into later iterations of VR technology.

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<v Speaker 1>Now at this stage, VR was largely a thing happening

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<v Speaker 1>in research laboratories, and it wasn't something that was reflected

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<v Speaker 1>in consumer products. In fact, the mainstream public remained blissfully

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<v Speaker 1>unaware of virtual reality unless they also happened to be

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<v Speaker 1>science fiction fans, in which case they may have read

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<v Speaker 1>about these concepts relating to VR in various stories and novels,

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<v Speaker 1>but chances are they had never had any first hand

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<v Speaker 1>experience because again, it was mostly in R and D

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<v Speaker 1>departments in various tech companies. Now, one element that would

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<v Speaker 1>become critical for the Virtual Boy itself was its LED display,

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<v Speaker 1>which was somewhat infamous. It was a display that would

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<v Speaker 1>only show red images on a black background. When we

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<v Speaker 1>come back, I will talk about where that idea got

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<v Speaker 1>its start, and it wasn't at Nintendo. But before we

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<v Speaker 1>get into all that, let's take a quick break to

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<v Speaker 1>thank our sponsors. We're back, and before the break, I

0:13:17.040 --> 0:13:21.040
<v Speaker 1>was talking about the Virtual Boys LED display, which would

0:13:21.240 --> 0:13:24.720
<v Speaker 1>show you red images on a black background. Well, that

0:13:24.800 --> 0:13:28.080
<v Speaker 1>all began with an engineer named Alan Becker, who was

0:13:28.120 --> 0:13:31.000
<v Speaker 1>trying to invent a display that would boast a high

0:13:31.000 --> 0:13:34.280
<v Speaker 1>resolution and a suitable amount of brightness. So that you

0:13:34.280 --> 0:13:37.600
<v Speaker 1>could do some computing in an environment, such as if

0:13:37.640 --> 0:13:40.560
<v Speaker 1>you were sitting in an airplane seat, right Like, The

0:13:40.640 --> 0:13:43.520
<v Speaker 1>problem was that a lot of portable computers and I

0:13:43.640 --> 0:13:46.959
<v Speaker 1>used the term lightly because in this time, in the

0:13:47.040 --> 0:13:50.440
<v Speaker 1>nineteen eighties, portable computers were very rare, and they were

0:13:50.600 --> 0:13:53.880
<v Speaker 1>very heavy and bulky and didn't have a very good

0:13:53.880 --> 0:13:56.400
<v Speaker 1>battery life. But if you did happen to have one,

0:13:56.640 --> 0:13:59.880
<v Speaker 1>chances are it was using a liquid crystal display, and

0:14:00.679 --> 0:14:05.280
<v Speaker 1>those weren't necessarily you know, they weren't backlit, so if

0:14:05.320 --> 0:14:08.120
<v Speaker 1>you were in a dimly lit environment, it'd be really

0:14:08.160 --> 0:14:10.640
<v Speaker 1>hard to read anything that was on the screen. So

0:14:10.960 --> 0:14:13.280
<v Speaker 1>what Becker wanted to do was to create a display

0:14:13.440 --> 0:14:18.440
<v Speaker 1>that would be bright, high resolution, and inexpensive to manufacture.

0:14:18.840 --> 0:14:21.280
<v Speaker 1>All of these things were really important if you wanted

0:14:21.320 --> 0:14:26.960
<v Speaker 1>to make a good display that could be a practical product. Obviously,

0:14:27.000 --> 0:14:29.200
<v Speaker 1>if it was really expensive, then you would price yourself

0:14:29.200 --> 0:14:32.440
<v Speaker 1>out of the market. So Becker thought you could use

0:14:32.600 --> 0:14:35.760
<v Speaker 1>LEDs to draw images many times a second and then

0:14:35.880 --> 0:14:38.640
<v Speaker 1>count on the persistence of vision to kind of do

0:14:38.760 --> 0:14:41.040
<v Speaker 1>the rest of the work. And he invented a device

0:14:41.080 --> 0:14:45.640
<v Speaker 1>that used an oscillating mirror to reflect LED images towards

0:14:45.680 --> 0:14:48.320
<v Speaker 1>the viewer, and it worked. He named his invention the

0:14:48.440 --> 0:14:53.560
<v Speaker 1>scanned linear array. A line of these LEDs would do

0:14:53.600 --> 0:14:58.040
<v Speaker 1>all the light. The mirror reflection would essentially draw the

0:14:58.080 --> 0:15:02.160
<v Speaker 1>images in front of your eyes, and it worked, and

0:15:02.240 --> 0:15:05.640
<v Speaker 1>the components he used weren't terribly expensive, So his hope

0:15:05.680 --> 0:15:08.400
<v Speaker 1>was that he could make this something that could be

0:15:08.720 --> 0:15:11.280
<v Speaker 1>put into mass production. But he would need to have

0:15:11.320 --> 0:15:13.960
<v Speaker 1>a partner to be able to do that, because while

0:15:14.120 --> 0:15:18.360
<v Speaker 1>he had invented this technology, he needed to have a

0:15:18.400 --> 0:15:21.800
<v Speaker 1>fully fledged product for it to be something that could

0:15:21.840 --> 0:15:24.720
<v Speaker 1>be sold on the market. So this was just a

0:15:24.920 --> 0:15:30.360
<v Speaker 1>step toward a goal. One of the components that he used,

0:15:30.400 --> 0:15:34.960
<v Speaker 1>one that would become completely linked with Virtual Boy years later,

0:15:35.280 --> 0:15:40.080
<v Speaker 1>were red LEDs. So these were LEDs light emitting diodes

0:15:40.360 --> 0:15:43.880
<v Speaker 1>that only would emit red light. It's not some multicolored

0:15:43.960 --> 0:15:47.400
<v Speaker 1>diode here. And the reason why he used red LEDs,

0:15:47.480 --> 0:15:50.600
<v Speaker 1>why he was restricted to just using red was the

0:15:50.640 --> 0:15:54.240
<v Speaker 1>result of a partnership he formed with a manufacturing company

0:15:54.320 --> 0:15:57.800
<v Speaker 1>that made printers, and the printers that the company made

0:15:58.320 --> 0:16:02.360
<v Speaker 1>used red LEDs, so that's what Becker had access to.

0:16:02.800 --> 0:16:04.960
<v Speaker 1>He could use the same sort of LEDs that were

0:16:04.960 --> 0:16:08.560
<v Speaker 1>found inside this company's printers, and thus his displays could

0:16:08.600 --> 0:16:12.160
<v Speaker 1>only show red light on a black background. And anyone

0:16:12.200 --> 0:16:15.200
<v Speaker 1>who's used a Virtual Boy will be familiar with that

0:16:15.360 --> 0:16:17.960
<v Speaker 1>description because it's very much the same thing you would

0:16:17.960 --> 0:16:20.560
<v Speaker 1>get with a virtual Boy. It had a monochromatic screen

0:16:20.640 --> 0:16:23.880
<v Speaker 1>that could only display red on black. So Becker would

0:16:23.960 --> 0:16:29.000
<v Speaker 1>later start a company called Reflection Technology, thus referencing the

0:16:29.160 --> 0:16:32.120
<v Speaker 1>oscillating mirror in his device, and he would hire on

0:16:32.360 --> 0:16:35.080
<v Speaker 1>other engineers to work with him. And one other thing

0:16:35.160 --> 0:16:38.960
<v Speaker 1>that they created was a much smaller display that, when

0:16:39.000 --> 0:16:42.440
<v Speaker 1>you held it close to your eyes, could replicate a

0:16:42.520 --> 0:16:45.400
<v Speaker 1>much larger display, which is a fancy way of saying

0:16:45.440 --> 0:16:48.120
<v Speaker 1>stuff looks bigger the closer you are to it. So

0:16:48.160 --> 0:16:50.640
<v Speaker 1>if you hold a small display up very close to

0:16:50.680 --> 0:16:53.240
<v Speaker 1>your eyes, you know it still ends up filling up

0:16:53.280 --> 0:16:57.160
<v Speaker 1>most of your visual field. So this too, would be

0:16:57.200 --> 0:17:00.480
<v Speaker 1>an important development for the Virtual Boy. Later on, they

0:17:00.520 --> 0:17:04.080
<v Speaker 1>called this new product Private Eye, and I think that's

0:17:04.080 --> 0:17:07.840
<v Speaker 1>pretty cute. The Private Eye and Becker's innovations would become

0:17:07.920 --> 0:17:10.840
<v Speaker 1>well known in certain tech circles, as the company would

0:17:10.840 --> 0:17:14.000
<v Speaker 1>demonstrate its technology at conferences and such, and it would

0:17:14.080 --> 0:17:17.560
<v Speaker 1>play into the development of stuff like wearable computers, like

0:17:17.600 --> 0:17:21.199
<v Speaker 1>this whole idea of computational systems that don't take the

0:17:21.240 --> 0:17:25.040
<v Speaker 1>traditional form factor of a desktop or laptop. Okay, we're

0:17:25.040 --> 0:17:28.119
<v Speaker 1>going to leave off with reflecting technology for the moment.

0:17:28.160 --> 0:17:30.159
<v Speaker 1>We will come back to them. Let's get back to

0:17:30.200 --> 0:17:33.240
<v Speaker 1>the evolution of VR at the time. So we didn't

0:17:33.280 --> 0:17:37.399
<v Speaker 1>even get the term virtual reality until nineteen eighty seven,

0:17:37.800 --> 0:17:41.199
<v Speaker 1>So this is after reflecting technology has already started to

0:17:41.240 --> 0:17:45.200
<v Speaker 1>innovate in that space. And nineteen eighty seven was when

0:17:45.320 --> 0:17:49.959
<v Speaker 1>a guy named Jarn Lanier, famous in VR circles, proposed

0:17:50.040 --> 0:17:52.439
<v Speaker 1>the phrase, or at the very least elevated its use,

0:17:52.440 --> 0:17:55.560
<v Speaker 1>because there's some who say he didn't coin the term,

0:17:55.680 --> 0:18:00.080
<v Speaker 1>but he popularized the term. Either way, Lanier has a

0:18:00.080 --> 0:18:03.400
<v Speaker 1>lot of the responsibility for VR kind of taking off

0:18:03.480 --> 0:18:07.359
<v Speaker 1>as a concept in the late eighties into the early

0:18:07.560 --> 0:18:11.560
<v Speaker 1>and mid nineties. Okay, now we're going to switch over

0:18:11.600 --> 0:18:14.560
<v Speaker 1>and talk about the Nintendo Entertainment System and the Nintendo

0:18:14.640 --> 0:18:18.760
<v Speaker 1>company for a second, because the NES would actually introduce

0:18:18.800 --> 0:18:23.040
<v Speaker 1>a peripheral that had some VR elements to it, even

0:18:23.040 --> 0:18:25.440
<v Speaker 1>though it ultimately is not a device that was made

0:18:25.440 --> 0:18:28.480
<v Speaker 1>by Nintendo itself. But you know, I've done full episodes

0:18:28.480 --> 0:18:30.760
<v Speaker 1>about Nintendo. We're not going to go over the entire

0:18:30.880 --> 0:18:34.399
<v Speaker 1>history of the company, besides which Nintendo is more than

0:18:34.440 --> 0:18:37.760
<v Speaker 1>a century old. It actually has its origins connected to

0:18:38.440 --> 0:18:41.720
<v Speaker 1>playing cards back in Japan. But the important part for

0:18:41.800 --> 0:18:45.240
<v Speaker 1>our purposes is that Nintendo swept into the home video

0:18:45.280 --> 0:18:47.879
<v Speaker 1>game market at a time when in America at least

0:18:48.359 --> 0:18:50.919
<v Speaker 1>it was in a shambles. That is, the market was

0:18:50.920 --> 0:18:54.119
<v Speaker 1>in a shambles. The early nineteen eighties saw an explosion

0:18:54.200 --> 0:18:57.080
<v Speaker 1>in video game consoles and titles, some of which were

0:18:57.119 --> 0:19:01.680
<v Speaker 1>clearly rush jobs. They were just terrible games or very

0:19:01.720 --> 0:19:05.080
<v Speaker 1>poorly made. The glood of systems and games got dumped

0:19:05.080 --> 0:19:07.640
<v Speaker 1>on a market that just couldn't sustain all that stuff,

0:19:07.760 --> 0:19:11.160
<v Speaker 1>and eventually everything just collapsed sometime around nineteen eighty three,

0:19:11.400 --> 0:19:14.160
<v Speaker 1>and when the dust cleared, companies like Atari, which had

0:19:14.160 --> 0:19:16.960
<v Speaker 1>been a dominant force in home video games, were all

0:19:16.960 --> 0:19:20.160
<v Speaker 1>but obsolete. In the wake of that crash, retailers were

0:19:20.200 --> 0:19:23.800
<v Speaker 1>really wary of carrying another home system, so the general

0:19:23.880 --> 0:19:27.280
<v Speaker 1>wisdom was that consoles were kind of over as a thing,

0:19:27.280 --> 0:19:29.719
<v Speaker 1>at least in North America, and the way the future

0:19:29.840 --> 0:19:33.679
<v Speaker 1>was actually the personal computer. Then we get Nintendo now

0:19:34.119 --> 0:19:38.080
<v Speaker 1>the company had launched its first full video game console system,

0:19:38.119 --> 0:19:41.439
<v Speaker 1>called the Famicom or family computer, back in Japan in

0:19:41.520 --> 0:19:44.520
<v Speaker 1>nineteen eighty three, the same year where video games crashed

0:19:44.600 --> 0:19:48.879
<v Speaker 1>in North America. Nintendo executives had aspirations of entering the

0:19:48.880 --> 0:19:51.800
<v Speaker 1>American market, but they really faced an uphill battle because

0:19:52.040 --> 0:19:54.840
<v Speaker 1>of the disaster that was that video game crash. However,

0:19:54.920 --> 0:19:58.520
<v Speaker 1>in nineteen eighty five, the Nintendo Entertainment System would debut

0:19:58.600 --> 0:20:01.399
<v Speaker 1>in a few test markets to great success and with

0:20:01.480 --> 0:20:05.280
<v Speaker 1>some very clever marketing by Nintendo, which implied the NAEs

0:20:05.480 --> 0:20:08.359
<v Speaker 1>was really, in fact a computer system and not a

0:20:08.440 --> 0:20:12.160
<v Speaker 1>video game console. The very much video game console would

0:20:12.200 --> 0:20:16.600
<v Speaker 1>find itself carried in American stores from late nineteen eighty

0:20:16.600 --> 0:20:22.040
<v Speaker 1>five through the rest of that decade, Nintendo was a powerhouse.

0:20:22.119 --> 0:20:25.439
<v Speaker 1>It was seen as being unbeatable. It helped resurrect the

0:20:25.440 --> 0:20:28.400
<v Speaker 1>home video game market in North America. The company put

0:20:28.440 --> 0:20:31.639
<v Speaker 1>out tons of great games that delighted folks all around

0:20:31.680 --> 0:20:34.080
<v Speaker 1>the world. And so now we're going to skip up

0:20:34.119 --> 0:20:36.760
<v Speaker 1>to nineteen eighty nine. So this is just two years

0:20:36.840 --> 0:20:40.840
<v Speaker 1>after Jaron Lanier had started to popularize the phrase virtual reality,

0:20:41.160 --> 0:20:44.600
<v Speaker 1>and that's when Nintendo introduced a controller peripheral for the

0:20:44.680 --> 0:20:49.399
<v Speaker 1>NES called the Power Glove. Now, as the name implies,

0:20:50.000 --> 0:20:52.520
<v Speaker 1>it was a controller that was in a glove or

0:20:52.760 --> 0:20:56.240
<v Speaker 1>gauntlet form factor and on the back of the forearm

0:20:56.280 --> 0:20:59.119
<v Speaker 1>of this clove was a variant of the standard NES

0:20:59.200 --> 0:21:02.360
<v Speaker 1>controller had some extra buttons and stuff on it that

0:21:02.560 --> 0:21:06.159
<v Speaker 1>really complicated the interface. But the idea was that this

0:21:06.280 --> 0:21:10.760
<v Speaker 1>glove could take on specific hand motions and reinterpret those

0:21:10.800 --> 0:21:14.240
<v Speaker 1>as various commands that you could program the glove to

0:21:15.000 --> 0:21:18.520
<v Speaker 1>let you control a video game with your hand without

0:21:18.720 --> 0:21:21.760
<v Speaker 1>having to hold a controller and you know, push the

0:21:21.800 --> 0:21:24.359
<v Speaker 1>direction pad and the buttons and stuff. It was a

0:21:24.359 --> 0:21:26.800
<v Speaker 1>cool concept. I mean, it had a high learning curve

0:21:27.040 --> 0:21:29.600
<v Speaker 1>because just figuring out how to program the thing was

0:21:29.640 --> 0:21:32.240
<v Speaker 1>a bit of a challenge. It also had a really

0:21:32.280 --> 0:21:35.600
<v Speaker 1>cool look depending upon your esthetic, but you know, kind

0:21:35.600 --> 0:21:37.880
<v Speaker 1>of a chunky, science fiction look to it. You can

0:21:38.119 --> 0:21:40.399
<v Speaker 1>easily see pictures of it. If you're not familiar with

0:21:40.480 --> 0:21:42.320
<v Speaker 1>the Power Glove, you can just do a quick search

0:21:42.320 --> 0:21:45.000
<v Speaker 1>and see lots of pictures of the Power Glove. Now,

0:21:45.080 --> 0:21:49.040
<v Speaker 1>the Nintendo itself wasn't responsible for the development of the

0:21:49.080 --> 0:21:52.600
<v Speaker 1>Power Glove. There was another company called the Abrams Gentile

0:21:52.880 --> 0:21:58.240
<v Speaker 1>entertainment or age that developed this device, this peripheral. They

0:21:58.280 --> 0:22:02.480
<v Speaker 1>modeled it after other wearable control systems that were more

0:22:02.840 --> 0:22:07.040
<v Speaker 1>expensive and complicated and had more features that were being

0:22:07.119 --> 0:22:10.000
<v Speaker 1>used in research and development labs, but were not meant

0:22:10.040 --> 0:22:13.840
<v Speaker 1>to be consumer products. So they partnered here in North

0:22:13.880 --> 0:22:17.960
<v Speaker 1>America with Mattel to manufacture the peripheral in the United States.

0:22:18.000 --> 0:22:20.600
<v Speaker 1>There were other companies that would be manufacturers in other

0:22:20.640 --> 0:22:24.199
<v Speaker 1>parts of the world. Obviously, the developers really had to

0:22:24.240 --> 0:22:28.119
<v Speaker 1>reduce the complexity and utility of the form factor in

0:22:28.240 --> 0:22:30.040
<v Speaker 1>order to get the device to a level that could

0:22:30.080 --> 0:22:34.080
<v Speaker 1>be mass produced for a reasonable price. So while it

0:22:34.200 --> 0:22:38.560
<v Speaker 1>was based off similar technologies that were kind of transforming

0:22:38.720 --> 0:22:42.879
<v Speaker 1>virtual reality research and development in various labs, it was

0:22:43.119 --> 0:22:47.560
<v Speaker 1>a much more modest peripheral. Now, the power Glove sold

0:22:47.840 --> 0:22:52.760
<v Speaker 1>pretty well. It wasn't a blockbuster like the Nintendo Entertainment System,

0:22:52.800 --> 0:22:55.119
<v Speaker 1>but it did okay, and I would argue it was

0:22:55.200 --> 0:22:58.080
<v Speaker 1>one element that would elevate the concept of VR among

0:22:58.080 --> 0:23:00.680
<v Speaker 1>the general public, even though the power Glove really meant

0:23:00.680 --> 0:23:03.840
<v Speaker 1>as a replacement for a standard controller and nothing more

0:23:03.880 --> 0:23:06.880
<v Speaker 1>than that. While the sales figures were good for the gadget,

0:23:07.040 --> 0:23:11.199
<v Speaker 1>the reviews were decidedly mixed to negative, which is being kind.

0:23:11.520 --> 0:23:14.560
<v Speaker 1>Though interestingly, folks in the VR space would end up

0:23:14.920 --> 0:23:18.080
<v Speaker 1>using the power Glove devices later in the nineteen nineties

0:23:18.320 --> 0:23:21.840
<v Speaker 1>after the ground would fall out for funding VR projects,

0:23:22.000 --> 0:23:24.200
<v Speaker 1>which I might come back to to mention a little

0:23:24.200 --> 0:23:28.280
<v Speaker 1>bit in the end of this episode. So Nintendo sort

0:23:28.320 --> 0:23:31.680
<v Speaker 1>of dips the corporate tow in VR waters in the

0:23:31.760 --> 0:23:35.240
<v Speaker 1>late nineteen eighties, though again the company itself didn't develop

0:23:35.320 --> 0:23:38.359
<v Speaker 1>the Power Glove, and the Power Glove is just a peripheral,

0:23:38.720 --> 0:23:43.280
<v Speaker 1>not of true VR device. But virtual reality was starting

0:23:43.280 --> 0:23:47.000
<v Speaker 1>to take hold in the public imagination. Right before, the

0:23:47.000 --> 0:23:51.159
<v Speaker 1>public was largely ignorant of VR in general, but now

0:23:51.520 --> 0:23:55.119
<v Speaker 1>they're starting to understand at least a version of what

0:23:55.280 --> 0:23:58.000
<v Speaker 1>VR could be, and that was starting to build in

0:23:58.240 --> 0:24:01.520
<v Speaker 1>excitement and height. By the early nineteen nineties, that was

0:24:01.600 --> 0:24:05.440
<v Speaker 1>really ramping up, largely because of both advancements in technology

0:24:05.480 --> 0:24:08.240
<v Speaker 1>as well as depictions and media. You started getting science

0:24:08.240 --> 0:24:12.480
<v Speaker 1>fiction films that were playing with the concept of virtual reality,

0:24:12.520 --> 0:24:15.159
<v Speaker 1>and folks were thinking, Wow, this will be the next

0:24:15.320 --> 0:24:20.520
<v Speaker 1>era of computing. Meanwhile, Reflection Technology, the company that made

0:24:20.920 --> 0:24:24.960
<v Speaker 1>the Private Eye display, they had continued to innovate around

0:24:25.440 --> 0:24:28.800
<v Speaker 1>their Private Eye design, and they built a cheap demonstration

0:24:28.920 --> 0:24:31.879
<v Speaker 1>model of a head mounted display. They were able to

0:24:31.960 --> 0:24:35.159
<v Speaker 1>outfit it with head tracking technology and they used a

0:24:35.480 --> 0:24:39.200
<v Speaker 1>pair of Private Eye displays, one for each eye, and

0:24:39.760 --> 0:24:42.040
<v Speaker 1>they put all of this on top of like a

0:24:42.119 --> 0:24:45.359
<v Speaker 1>welder's mask, so you can put this mask on. It

0:24:45.400 --> 0:24:48.320
<v Speaker 1>would have the head tracking technology and the displays built

0:24:48.320 --> 0:24:50.879
<v Speaker 1>into it, and then you could play a little video

0:24:50.880 --> 0:24:54.760
<v Speaker 1>game demo they made in which you would fight against tanks.

0:24:54.920 --> 0:24:57.400
<v Speaker 1>So if you turned your head in real life, your

0:24:57.480 --> 0:25:00.919
<v Speaker 1>perspective would change within the game, so by looking around

0:25:00.960 --> 0:25:04.160
<v Speaker 1>you could identify tank targets and fire at them using

0:25:04.160 --> 0:25:07.919
<v Speaker 1>a controller and destroy tanks this way. And it was

0:25:07.960 --> 0:25:12.080
<v Speaker 1>a simple demo, but a really compelling and effective one.

0:25:12.280 --> 0:25:15.639
<v Speaker 1>The demonstration was a hit for folks who've got to

0:25:15.640 --> 0:25:19.600
<v Speaker 1>try it, although the system also had some latency, which

0:25:19.640 --> 0:25:22.639
<v Speaker 1>meant it could be pretty easy for at least some

0:25:22.680 --> 0:25:25.359
<v Speaker 1>people to feel a bit of motion sickness after using it.

0:25:25.480 --> 0:25:28.600
<v Speaker 1>Latency in this case is the delay between taking an

0:25:28.640 --> 0:25:31.760
<v Speaker 1>action such as turning your head and then seeing the

0:25:31.800 --> 0:25:35.360
<v Speaker 1>result play out, which would be like your perspective changing

0:25:35.480 --> 0:25:37.679
<v Speaker 1>as you turn your head. So we humans are pretty

0:25:37.720 --> 0:25:41.480
<v Speaker 1>sensitive to latency. A noticeable lag between when you turn

0:25:41.520 --> 0:25:44.359
<v Speaker 1>your head and when your perspective changes is really off putting,

0:25:44.640 --> 0:25:47.679
<v Speaker 1>and personally, I find as I get older, I am

0:25:47.760 --> 0:25:50.640
<v Speaker 1>far more susceptible to motion sickness from this kind of thing.

0:25:50.760 --> 0:25:53.959
<v Speaker 1>So I'm pretty sure that after just a few minutes

0:25:54.000 --> 0:25:56.600
<v Speaker 1>of playing this, I probably would have felt rumbly in

0:25:56.720 --> 0:26:00.359
<v Speaker 1>the tumbly, so to speak. Anyway, Reflection Technology started to

0:26:00.440 --> 0:26:03.120
<v Speaker 1>try and find an application or a partner to work

0:26:03.160 --> 0:26:06.399
<v Speaker 1>with to bring this invention to market and to just

0:26:06.440 --> 0:26:08.199
<v Speaker 1>pull it out of R and D and put it

0:26:08.280 --> 0:26:12.440
<v Speaker 1>into some sort of product, and they approached a lot

0:26:12.440 --> 0:26:15.480
<v Speaker 1>of different companies in the gaming and toys space, so

0:26:15.680 --> 0:26:18.120
<v Speaker 1>like Sega was one of them, and Sega said no.

0:26:18.880 --> 0:26:23.320
<v Speaker 1>They weren't terribly crazy about the monochromatic display, which could

0:26:23.359 --> 0:26:26.159
<v Speaker 1>still only show just red on a black background, and

0:26:26.240 --> 0:26:29.600
<v Speaker 1>they weren't really keen on the idea that kids might

0:26:29.680 --> 0:26:32.240
<v Speaker 1>get dizzy and puke after playing the device for just

0:26:32.240 --> 0:26:34.280
<v Speaker 1>a couple of minutes. That seemed like a tough sell.

0:26:34.400 --> 0:26:36.680
<v Speaker 1>So Sega passed on it, and a lot of other

0:26:36.720 --> 0:26:39.800
<v Speaker 1>companies said yeah no, thanks to this private eye headset.

0:26:39.960 --> 0:26:43.840
<v Speaker 1>But Reflection Technology had better luck in meeting with you

0:26:43.880 --> 0:26:46.920
<v Speaker 1>guessed it, Nintendo. So at this point Nintendo was writing

0:26:47.080 --> 0:26:50.560
<v Speaker 1>super high. The Neees was a mega blockbuster hit, the

0:26:50.640 --> 0:26:56.639
<v Speaker 1>Game Boy was an incredibly popular handheld system. The Super

0:26:56.720 --> 0:26:59.679
<v Speaker 1>Nintendo didn't do quite as well as the ns did,

0:26:59.720 --> 0:27:04.160
<v Speaker 1>but sold tens of millions of units. So the company

0:27:04.320 --> 0:27:07.920
<v Speaker 1>is the high bar in the gaming space. And fortunately,

0:27:08.440 --> 0:27:12.359
<v Speaker 1>when Reflection Technology would send a representative to Japan to

0:27:12.480 --> 0:27:16.199
<v Speaker 1>meet with Nintendo executives, they would find a company that

0:27:16.440 --> 0:27:21.399
<v Speaker 1>was interested in taking some risks and making a big

0:27:21.600 --> 0:27:25.960
<v Speaker 1>change in just the way that people play games, and

0:27:26.000 --> 0:27:29.040
<v Speaker 1>that was never a guarantee. But there was one person

0:27:29.080 --> 0:27:32.879
<v Speaker 1>in particular at Nintendo who would become sort of the

0:27:33.000 --> 0:27:39.320
<v Speaker 1>champion and cheerleader of the Virtual Boy project named Gunpay Yakoi,

0:27:39.880 --> 0:27:45.560
<v Speaker 1>and he found Reflection technologies demonstration of their private eye

0:27:45.600 --> 0:27:49.720
<v Speaker 1>headset to be really exciting, and he also really liked

0:27:49.880 --> 0:27:53.359
<v Speaker 1>that they had found ways of using inexpensive components to

0:27:53.480 --> 0:27:56.040
<v Speaker 1>get an incredible result, which is of course a key

0:27:56.080 --> 0:27:58.760
<v Speaker 1>decision if you want to mass market something to the

0:27:58.800 --> 0:28:02.920
<v Speaker 1>general public. So he would become a large reason why

0:28:03.040 --> 0:28:06.600
<v Speaker 1>Nintendo would take a big chance with this private eye

0:28:06.680 --> 0:28:10.680
<v Speaker 1>technology to develop what would become the Virtual Boy. I'll

0:28:10.680 --> 0:28:13.359
<v Speaker 1>tell more about the Virtual Boy's story in just a moment,

0:28:13.440 --> 0:28:16.159
<v Speaker 1>but before we do that, let's take another quick break

0:28:16.280 --> 0:28:28.400
<v Speaker 1>to thank our sponsors. Okay, before the break, I mentioned

0:28:28.480 --> 0:28:31.480
<v Speaker 1>gun pay Yukoi was really excited by this, and he

0:28:31.560 --> 0:28:35.320
<v Speaker 1>was particularly enthusiastic about this idea of playing games in

0:28:35.359 --> 0:28:39.400
<v Speaker 1>a new and different way from other consoles. So his

0:28:39.480 --> 0:28:42.480
<v Speaker 1>focus had always been on finding new means to allow

0:28:42.520 --> 0:28:45.360
<v Speaker 1>people to play, not just video games, but just play

0:28:45.360 --> 0:28:48.440
<v Speaker 1>in general, Like why should we be limited to a

0:28:48.480 --> 0:28:52.720
<v Speaker 1>specific form factor like a screen and a controller? Why

0:28:52.760 --> 0:28:56.120
<v Speaker 1>should that be the only way we play? He was

0:28:56.160 --> 0:28:58.600
<v Speaker 1>also not a fan of how the industry was trending

0:28:58.640 --> 0:29:02.120
<v Speaker 1>toward a race to push faster, more powerful machines is

0:29:02.120 --> 0:29:05.320
<v Speaker 1>sort of the sole path towards success, which I think

0:29:05.360 --> 0:29:08.080
<v Speaker 1>anyone who's been into gaming in the last decade or

0:29:08.120 --> 0:29:11.520
<v Speaker 1>so kind of can really identify that. That is a

0:29:11.560 --> 0:29:15.280
<v Speaker 1>trend that continued at least between Sony and Microsoft, right, Like,

0:29:15.680 --> 0:29:18.080
<v Speaker 1>every time new consoles come out between the two of

0:29:18.120 --> 0:29:20.960
<v Speaker 1>those companies, you pretty much just break it down by

0:29:20.960 --> 0:29:26.080
<v Speaker 1>comparing stats and specs, and there's not much other innovation there, Like, yes,

0:29:26.240 --> 0:29:30.480
<v Speaker 1>the new machine can process things faster with a better

0:29:30.520 --> 0:29:34.760
<v Speaker 1>frame rate and higher fidelity graphics, but otherwise everything's the same.

0:29:34.840 --> 0:29:37.240
<v Speaker 1>You're still playing with a controller. Maybe you get a

0:29:37.280 --> 0:29:40.560
<v Speaker 1>little innovation now and then, and sometimes it works out,

0:29:40.840 --> 0:29:44.479
<v Speaker 1>sometimes it doesn't. So like Sony Move definitely had a

0:29:44.560 --> 0:29:47.880
<v Speaker 1>higher success rate than the Microsoft Connect for that for example,

0:29:48.240 --> 0:29:52.840
<v Speaker 1>you call over at Nintendo. He wasn't interested in just

0:29:53.080 --> 0:29:56.840
<v Speaker 1>pushing for better graphics and better sound and just have

0:29:56.960 --> 0:30:00.520
<v Speaker 1>that be the defining factor for game systems. He wanted

0:30:00.560 --> 0:30:04.520
<v Speaker 1>to find new means of letting people play games. And

0:30:04.560 --> 0:30:07.240
<v Speaker 1>you can see some of Yakoi's philosophy and other Nintendo

0:30:07.320 --> 0:30:10.280
<v Speaker 1>products that came out even after his passing, such as

0:30:10.320 --> 0:30:13.800
<v Speaker 1>the Wei console, I would argue, kind of embraces this philosophy.

0:30:14.160 --> 0:30:17.480
<v Speaker 1>The Wei didn't have the same processing power as the

0:30:17.520 --> 0:30:19.880
<v Speaker 1>competing consoles on the market at the time, but it

0:30:19.920 --> 0:30:23.200
<v Speaker 1>did introduce innovations in gameplay that made the console a

0:30:23.480 --> 0:30:26.560
<v Speaker 1>huge hit for the company. People who never bought a

0:30:26.600 --> 0:30:29.680
<v Speaker 1>game system got interested in the Wi because of its

0:30:29.760 --> 0:30:34.000
<v Speaker 1>approach to gameplay. Anyway, Yacoi saw the private Eye system

0:30:34.040 --> 0:30:37.680
<v Speaker 1>of reflecting technology as a means to innovate beyond just

0:30:38.080 --> 0:30:42.280
<v Speaker 1>making consoles more powerful. Yakoi thought the darkness of a

0:30:42.320 --> 0:30:46.880
<v Speaker 1>Private Eye headset without the LEDs on were a pure black,

0:30:47.120 --> 0:30:49.200
<v Speaker 1>and it meant that you would have a perfect canvas

0:30:49.240 --> 0:30:52.000
<v Speaker 1>for your games. That players would be unable to see

0:30:52.040 --> 0:30:54.400
<v Speaker 1>the edges of the display itself because it would all

0:30:54.400 --> 0:30:57.240
<v Speaker 1>just be black, and so they'd be completely immersed in

0:30:57.320 --> 0:31:00.360
<v Speaker 1>whatever world the game developers wanted to create. Well, it

0:31:00.480 --> 0:31:03.680
<v Speaker 1>was a really compelling vision from a game developer perspective,

0:31:03.720 --> 0:31:08.000
<v Speaker 1>no pun intended, or maybe no pun nintended. The Reflection

0:31:08.120 --> 0:31:11.360
<v Speaker 1>Technology team got what they wanted, and then some Nintendo

0:31:11.400 --> 0:31:15.000
<v Speaker 1>agreed to a worldwide exclusive license to the Private Eye

0:31:15.080 --> 0:31:19.280
<v Speaker 1>headset technology. Reflection Technology got a hefty licensing fee plus

0:31:19.320 --> 0:31:23.200
<v Speaker 1>guaranteed royalties, not a bad deal. The development at that

0:31:23.240 --> 0:31:26.960
<v Speaker 1>point started to shift toward Nintendo, and the company encountered

0:31:26.960 --> 0:31:30.080
<v Speaker 1>a few challenges along the way. So originally Yakoi was

0:31:30.080 --> 0:31:33.840
<v Speaker 1>hoping to create a wearable headset with the Private Eye

0:31:33.880 --> 0:31:37.440
<v Speaker 1>display as sort of the Crown Jewel, but it turned

0:31:37.480 --> 0:31:41.280
<v Speaker 1>out that to build a system capable of playing different games,

0:31:41.280 --> 0:31:44.040
<v Speaker 1>the company would need to build in a CPU that

0:31:44.160 --> 0:31:47.800
<v Speaker 1>had a tendency to emit a lot of electromagnetic radiation

0:31:48.160 --> 0:31:52.000
<v Speaker 1>and the two problems that this would raise is that one,

0:31:52.160 --> 0:31:54.959
<v Speaker 1>there wasn't enough research on the subject to determine if

0:31:55.040 --> 0:31:58.480
<v Speaker 1>having an EMF emitter that close to your noggin was

0:31:58.560 --> 0:32:01.600
<v Speaker 1>medically safe, so the company would be taking on risk.

0:32:01.680 --> 0:32:05.400
<v Speaker 1>Right if it were discovered later that, oh, having something

0:32:05.760 --> 0:32:09.040
<v Speaker 1>blasting EMFs that close to your brain is going to

0:32:09.080 --> 0:32:11.880
<v Speaker 1>give you a brain rod or whatever, then Nintendo could

0:32:11.880 --> 0:32:14.760
<v Speaker 1>be potentially liable. So that was one problem. The other

0:32:14.960 --> 0:32:19.080
<v Speaker 1>was that if you were playing close to other EMF emitters,

0:32:19.120 --> 0:32:20.880
<v Speaker 1>you could end up getting a lot of interference and

0:32:20.920 --> 0:32:24.680
<v Speaker 1>that would impact your gameplay experience. To solve for these problems,

0:32:24.840 --> 0:32:28.920
<v Speaker 1>Nintendo chose to cap the processor with a metal plate

0:32:29.360 --> 0:32:32.560
<v Speaker 1>and that would block these emissions so that you didn't

0:32:32.560 --> 0:32:35.320
<v Speaker 1>have to worry about it. However, the metal plate added

0:32:35.520 --> 0:32:38.720
<v Speaker 1>a significant amount to the weight of the device, which

0:32:38.760 --> 0:32:42.640
<v Speaker 1>meant it was no longer practical as a wearable headset

0:32:42.680 --> 0:32:44.360
<v Speaker 1>because no one would want to wear it for long

0:32:44.480 --> 0:32:46.000
<v Speaker 1>enough to play a full game. It would just be

0:32:46.080 --> 0:32:49.680
<v Speaker 1>too heavy. So first, Yukoi explored an alternative solution, which

0:32:49.720 --> 0:32:52.640
<v Speaker 1>would be to have the display mounted on kind of

0:32:53.000 --> 0:32:57.600
<v Speaker 1>a structure that would fit over the player's shoulders. So

0:32:57.880 --> 0:33:00.360
<v Speaker 1>this way the player could still wear the device. It'd

0:33:00.360 --> 0:33:02.560
<v Speaker 1>be kind of like being a batman in the Tim

0:33:02.600 --> 0:33:05.120
<v Speaker 1>Burton Batman film, where you couldn't turn your head. You

0:33:05.120 --> 0:33:08.240
<v Speaker 1>had to move your whole upper body to turn. But

0:33:09.280 --> 0:33:11.480
<v Speaker 1>this approach would be mean the weight would be distributed

0:33:11.560 --> 0:33:14.720
<v Speaker 1>on the shoulders rather than on the head, and that

0:33:14.800 --> 0:33:18.400
<v Speaker 1>meant that you could still have some tracking technology in there. However,

0:33:18.560 --> 0:33:21.280
<v Speaker 1>lawyers at Nintendo were worried about scenarios in which a

0:33:21.320 --> 0:33:23.840
<v Speaker 1>player could be injured while wearing the gadget, like if

0:33:23.880 --> 0:33:26.280
<v Speaker 1>they're just walking around their house and then toppled down

0:33:26.280 --> 0:33:30.160
<v Speaker 1>a flight of stairs or something. So because of the

0:33:30.280 --> 0:33:35.880
<v Speaker 1>perceived liability they would encounter if they used this design,

0:33:36.040 --> 0:33:39.080
<v Speaker 1>they mixed that approach, so then ya Koi had the

0:33:39.080 --> 0:33:41.040
<v Speaker 1>face facts. The only way he was really going to

0:33:41.040 --> 0:33:44.240
<v Speaker 1>get this new system approved and out the door was

0:33:44.280 --> 0:33:48.640
<v Speaker 1>to turn it into a stationary console. So if it's stationary,

0:33:48.680 --> 0:33:50.880
<v Speaker 1>if you're just going to put it on a bipod,

0:33:50.960 --> 0:33:53.760
<v Speaker 1>as they ultimately chose to do, that means you no

0:33:53.800 --> 0:33:56.280
<v Speaker 1>longer need to have any head tracking technology in it

0:33:56.400 --> 0:33:59.880
<v Speaker 1>at all, because it's not moving, it's staying still. The

0:34:00.120 --> 0:34:03.200
<v Speaker 1>new concept would be a headset just mounted on a

0:34:03.240 --> 0:34:05.800
<v Speaker 1>bipod that you would PLoP on a table or desk

0:34:06.280 --> 0:34:08.960
<v Speaker 1>and you would just lean forward and look into a

0:34:09.000 --> 0:34:12.760
<v Speaker 1>display instead. Now, on the bright side, that motion sickness

0:34:12.760 --> 0:34:14.920
<v Speaker 1>issue wouldn't be as big a deal this way, because

0:34:14.960 --> 0:34:17.359
<v Speaker 1>even if you had latency, well, it's not like you're

0:34:17.719 --> 0:34:20.400
<v Speaker 1>moving your head around expecting to see your point of

0:34:20.480 --> 0:34:24.560
<v Speaker 1>view change instantaneously. Now, according to a wonderful piece by

0:34:24.600 --> 0:34:28.640
<v Speaker 1>Benja Edwards in Fast Company titled Unraveling the Enigma of

0:34:28.760 --> 0:34:32.840
<v Speaker 1>Nintendo's Virtual Boy twenty years later, I highly recommend you

0:34:32.840 --> 0:34:34.920
<v Speaker 1>read it if you're interested in the Virtual Boy. It

0:34:34.920 --> 0:34:38.560
<v Speaker 1>goes into much greater detail. Well, Yakoya himself began to

0:34:38.600 --> 0:34:43.960
<v Speaker 1>feel misgivings about this project. He had to compromise several

0:34:44.000 --> 0:34:47.040
<v Speaker 1>times in order to get his product designed to a

0:34:47.080 --> 0:34:48.839
<v Speaker 1>point where the company would actually give it a go

0:34:48.880 --> 0:34:51.840
<v Speaker 1>ahead to go into production. And part of making all

0:34:51.920 --> 0:34:55.080
<v Speaker 1>these compromises meant that, despite the fact that the Virtual

0:34:55.120 --> 0:34:57.839
<v Speaker 1>Boy was now going to be a tabletop device, he

0:34:57.880 --> 0:35:01.080
<v Speaker 1>also was not allowed to upgrade the processors so that

0:35:01.080 --> 0:35:03.600
<v Speaker 1>it could display great graphics. I mean, now he's like, well,

0:35:03.840 --> 0:35:06.839
<v Speaker 1>if we're not worried about weight, because it's not going

0:35:06.920 --> 0:35:09.919
<v Speaker 1>to be worn in any way. Maybe we could put

0:35:09.960 --> 0:35:14.719
<v Speaker 1>in a different processor and have higher fidelity graphics in

0:35:14.760 --> 0:35:19.360
<v Speaker 1>this thing, but Nintendo said, no, We've already invested in

0:35:19.400 --> 0:35:22.880
<v Speaker 1>the reflection technology approach, so it doesn't make sense for

0:35:22.960 --> 0:35:25.200
<v Speaker 1>us to switch that. So you're going to be stuck

0:35:25.239 --> 0:35:28.200
<v Speaker 1>with those specs. It meant that he would have to

0:35:28.280 --> 0:35:32.640
<v Speaker 1>use things like wireframe graphics or simple sprites, and you

0:35:32.680 --> 0:35:35.400
<v Speaker 1>could argue this was a sunken cost fallacy issue that

0:35:35.520 --> 0:35:37.960
<v Speaker 1>Nintendo was like, well, we can't switch now because we've

0:35:37.960 --> 0:35:40.000
<v Speaker 1>already spent too much money. But you know, there are

0:35:40.040 --> 0:35:42.439
<v Speaker 1>some practical limits here. I mean, you could also argue

0:35:42.480 --> 0:35:45.600
<v Speaker 1>that Nintendo was a company that this stage was essentially

0:35:45.640 --> 0:35:49.000
<v Speaker 1>printing money and they could have invested more heavily into

0:35:49.080 --> 0:35:53.560
<v Speaker 1>Virtual Boy, but that just didn't unfold. So it meant

0:35:53.640 --> 0:35:57.479
<v Speaker 1>that Yakoi was stuck with some design elements that were

0:35:57.760 --> 0:36:01.799
<v Speaker 1>really limiting, and even though he could have tried to

0:36:01.840 --> 0:36:05.000
<v Speaker 1>push for a device that had more compelling selling points,

0:36:05.160 --> 0:36:08.759
<v Speaker 1>the company just wasn't interested. So, as Ben Edwards explains

0:36:08.760 --> 0:36:11.479
<v Speaker 1>in that brilliant Piece and Fast Company, Nintendo had also

0:36:11.520 --> 0:36:15.200
<v Speaker 1>commissioned studies to look into how the LED display might

0:36:15.360 --> 0:36:19.719
<v Speaker 1>adversely affect vision. Again, Nintendo wanted to make sure this

0:36:19.960 --> 0:36:24.200
<v Speaker 1>gadget wasn't going to cause legal problems for the company

0:36:24.239 --> 0:36:27.680
<v Speaker 1>Further down the line, it wouldn't do for Nintendo to

0:36:27.680 --> 0:36:30.520
<v Speaker 1>release the Virtual Boy only to discover that after a

0:36:30.520 --> 0:36:33.880
<v Speaker 1>prolonged session of play, kids were complaining that their eyeballs

0:36:33.880 --> 0:36:36.960
<v Speaker 1>didn't work so good. So they commissioned this study, and

0:36:37.000 --> 0:36:39.880
<v Speaker 1>apparently the study found that as long as the vertical

0:36:39.920 --> 0:36:44.560
<v Speaker 1>alignment of the two screens was correct, then there really

0:36:44.560 --> 0:36:47.719
<v Speaker 1>were no issues with vision. If one screen, however, was

0:36:47.760 --> 0:36:51.319
<v Speaker 1>at a different vertical alignment than the other screen, kids

0:36:51.320 --> 0:36:53.920
<v Speaker 1>could develop a lazy eye, particularly if the kid was

0:36:54.000 --> 0:36:57.600
<v Speaker 1>younger than seven years old. So Nintendo made some design

0:36:57.600 --> 0:37:00.720
<v Speaker 1>adjustments to ensure that the two screens were properly aligned,

0:37:00.800 --> 0:37:03.360
<v Speaker 1>and just for good measure, they slapt a warning on

0:37:03.440 --> 0:37:05.680
<v Speaker 1>the device saying that kids under the age of seven

0:37:05.719 --> 0:37:09.640
<v Speaker 1>shouldn't play with it. There were other warnings that the

0:37:09.680 --> 0:37:13.800
<v Speaker 1>company released as well. The system itself would remind players regularly,

0:37:14.040 --> 0:37:16.760
<v Speaker 1>like you know, like every fifteen minutes that they should

0:37:16.800 --> 0:37:20.160
<v Speaker 1>take a break to rest their eyes. And because there

0:37:20.239 --> 0:37:23.520
<v Speaker 1>was this incredibly harsh law in Japan that essentially said

0:37:23.600 --> 0:37:26.279
<v Speaker 1>a company would be liable if someone used one of

0:37:26.320 --> 0:37:30.520
<v Speaker 1>their products and then got injured unless the company explicitly

0:37:30.560 --> 0:37:34.200
<v Speaker 1>warned users against that specific use case. So, in other words,

0:37:34.480 --> 0:37:37.040
<v Speaker 1>like you would have to anticipate all the ways that

0:37:37.080 --> 0:37:39.680
<v Speaker 1>customers might use your product that could be done in

0:37:39.719 --> 0:37:42.080
<v Speaker 1>a dangerous way, and you would really need to lay

0:37:42.120 --> 0:37:44.719
<v Speaker 1>it out clearly that you're not supposed to use it

0:37:44.760 --> 0:37:46.759
<v Speaker 1>this way, because if they did use it that way

0:37:46.760 --> 0:37:48.719
<v Speaker 1>and they got hurt, they could sue the company and

0:37:48.920 --> 0:37:51.640
<v Speaker 1>there'd be legal standing for it. You couldn't just argue, well,

0:37:51.640 --> 0:37:54.319
<v Speaker 1>this was an unreasonable use of the technology. No one

0:37:54.360 --> 0:37:56.480
<v Speaker 1>is supposed to do that, because they would say if

0:37:56.480 --> 0:38:00.040
<v Speaker 1>no one's supposed to do it, why didn't you say so. So,

0:38:00.080 --> 0:38:03.960
<v Speaker 1>in other words, Nintendo would go overboard explaining out how

0:38:04.320 --> 0:38:07.239
<v Speaker 1>you were not supposed to use the Virtual Boy in

0:38:07.400 --> 0:38:11.239
<v Speaker 1>order to limit the liability, And the result was that

0:38:11.400 --> 0:38:13.600
<v Speaker 1>the manual made it sound like the Virtual Boy was

0:38:13.640 --> 0:38:17.000
<v Speaker 1>about as safe as going skydiving without taking a lesson first.

0:38:17.280 --> 0:38:19.799
<v Speaker 1>So it created a reputation for the Virtual Boy as

0:38:19.840 --> 0:38:23.239
<v Speaker 1>being potentially dangerous, But really it was just a manifestation

0:38:23.280 --> 0:38:25.560
<v Speaker 1>of a company trying to head off potential lawsuits. In

0:38:25.600 --> 0:38:28.400
<v Speaker 1>the future. Now, the first time folks outside of Nintendo

0:38:28.440 --> 0:38:31.120
<v Speaker 1>itself could give the Virtual Boy a whirl, which up

0:38:31.160 --> 0:38:33.960
<v Speaker 1>to that point the project was actually named VR thirty two.

0:38:34.080 --> 0:38:37.560
<v Speaker 1>It hadn't received the Virtual Boy brand yet. Well. The

0:38:37.600 --> 0:38:40.320
<v Speaker 1>first time was at a software industry conference in Japan,

0:38:40.480 --> 0:38:43.600
<v Speaker 1>and this was in late nineteen ninety four. At that time,

0:38:43.760 --> 0:38:46.799
<v Speaker 1>Nintendo's hope was to sell the Virtual Boy in North

0:38:46.840 --> 0:38:49.640
<v Speaker 1>America for around two hundred dollars, and they had high

0:38:49.680 --> 0:38:52.279
<v Speaker 1>hopes that they would see really healthy sales by the

0:38:52.360 --> 0:38:54.640
<v Speaker 1>end of the first year on the market, and boy,

0:38:54.719 --> 0:38:59.440
<v Speaker 1>howdi that would not be the way it would play out. Meanwhile,

0:38:59.440 --> 0:39:02.239
<v Speaker 1>the reaction among the attendees of this conference was one

0:39:02.280 --> 0:39:05.960
<v Speaker 1>of the fuddled apathy. The monochromatic display was a big

0:39:06.000 --> 0:39:07.799
<v Speaker 1>turn off. I mean, people were starting to get used

0:39:07.800 --> 0:39:10.560
<v Speaker 1>to pretty decent graphics at this point. It was also

0:39:10.800 --> 0:39:13.160
<v Speaker 1>kind of lame that you had to PLoP this device

0:39:13.200 --> 0:39:15.520
<v Speaker 1>on a table and then lean forward to view anything.

0:39:15.680 --> 0:39:18.760
<v Speaker 1>Pretty quickly, folks noticed that unless you had the height

0:39:19.080 --> 0:39:21.960
<v Speaker 1>just right between you and the Virtual Boy, you were

0:39:22.040 --> 0:39:23.799
<v Speaker 1>likely going to have to binge your neck in such

0:39:23.800 --> 0:39:26.360
<v Speaker 1>a way that pretty soon things would be uncomfortable. So

0:39:26.400 --> 0:39:30.719
<v Speaker 1>It wasn't exactly a stellar debut, but Nintendo continued on.

0:39:31.239 --> 0:39:35.080
<v Speaker 1>They showed the Virtual Boy off at the following Consumer

0:39:35.120 --> 0:39:38.480
<v Speaker 1>Electronics show in Las Vegas, Nevada, and again they got

0:39:38.480 --> 0:39:41.440
<v Speaker 1>a pretty lackluster response among the press in the public,

0:39:41.560 --> 0:39:44.520
<v Speaker 1>which wasn't a great sign. But what was worse was

0:39:44.560 --> 0:39:47.600
<v Speaker 1>that back in Japan, the press was latched onto those

0:39:47.640 --> 0:39:51.759
<v Speaker 1>warnings that Nintendo had included both on the systems and

0:39:51.920 --> 0:39:54.719
<v Speaker 1>in the manual. So again, Nintendo was doing this in

0:39:54.760 --> 0:39:57.760
<v Speaker 1>an effort to avoid legal problems due to a really

0:39:57.920 --> 0:40:01.080
<v Speaker 1>harsh law in Japan. But the question the prescot was

0:40:01.120 --> 0:40:04.680
<v Speaker 1>that the Virtual Boy was dangerous, that it was potentially

0:40:04.800 --> 0:40:07.239
<v Speaker 1>bad for your eyesight, which in fact, none of the

0:40:07.239 --> 0:40:11.279
<v Speaker 1>studies Nintendo had commissioned seemed to back up. It was

0:40:11.360 --> 0:40:14.840
<v Speaker 1>again just that they were trying to avoid issues because

0:40:14.880 --> 0:40:20.080
<v Speaker 1>of this pretty restrictive law, and instead the Virtual Boy

0:40:20.120 --> 0:40:22.520
<v Speaker 1>got a reputation for being bad for your eyes and

0:40:22.560 --> 0:40:26.120
<v Speaker 1>that reputation was another strike against the system. It really

0:40:26.520 --> 0:40:29.040
<v Speaker 1>did a number on sales in Japan, or at least

0:40:29.160 --> 0:40:31.200
<v Speaker 1>was a big contributing factor to that. I don't think

0:40:31.200 --> 0:40:34.719
<v Speaker 1>you could point to any single reason as why it

0:40:34.760 --> 0:40:38.319
<v Speaker 1>would sell terribly in Japan, but there were lots of

0:40:38.360 --> 0:40:41.080
<v Speaker 1>different factors that kind of converged at the same time.

0:40:41.400 --> 0:40:44.719
<v Speaker 1>Nintendo launched the Virtual Boy in Japan on July twenty first,

0:40:44.800 --> 0:40:47.319
<v Speaker 1>nineteen ninety five. The launch in North America was on

0:40:47.400 --> 0:40:50.640
<v Speaker 1>August twenty first of nineteen ninety five, and like I said,

0:40:50.840 --> 0:40:53.520
<v Speaker 1>sales in Japan were super slow. They didn't even hit

0:40:53.560 --> 0:40:57.040
<v Speaker 1>two hundred thousand units sold. According to most sources I found.

0:40:57.280 --> 0:41:00.440
<v Speaker 1>They did better in North America, but it was like

0:41:00.680 --> 0:41:03.359
<v Speaker 1>a blockbuster hit. It just sold better than it did

0:41:03.400 --> 0:41:07.080
<v Speaker 1>in Japan. The final retail price, at least initially when

0:41:07.080 --> 0:41:10.400
<v Speaker 1>it launched in America, was lower than the two hundred

0:41:10.400 --> 0:41:12.919
<v Speaker 1>dollars that was expected. It was at one seventy nine

0:41:12.960 --> 0:41:15.640
<v Speaker 1>to ninety five. And if we ad just for inflation,

0:41:15.680 --> 0:41:18.120
<v Speaker 1>that means the Virtual Boy system costs around three hundred

0:41:18.120 --> 0:41:21.480
<v Speaker 1>and sixty five dollars in today's money, So three hundred

0:41:21.480 --> 0:41:23.440
<v Speaker 1>and sixty five bucks. That's one dollar for every day

0:41:23.480 --> 0:41:25.800
<v Speaker 1>of the year that you're not playing the system. Assuming

0:41:25.840 --> 0:41:27.919
<v Speaker 1>it's a leap year, you play it that first day

0:41:27.960 --> 0:41:31.000
<v Speaker 1>and never touch it again. Sales were better, like I said,

0:41:31.040 --> 0:41:34.320
<v Speaker 1>in North America, but they did not meet Nintendo's hopes.

0:41:34.360 --> 0:41:37.200
<v Speaker 1>They weren't anywhere close to what the company had been projecting.

0:41:37.239 --> 0:41:40.440
<v Speaker 1>They were thinking sales would be in the millions of units.

0:41:40.800 --> 0:41:44.040
<v Speaker 1>It didn't hit a million in the US, so in

0:41:44.080 --> 0:41:47.360
<v Speaker 1>October nineteen ninety five they lowered the price down to

0:41:47.440 --> 0:41:51.040
<v Speaker 1>one fifty nine ninety five. But in Japan they made

0:41:51.080 --> 0:41:54.480
<v Speaker 1>a much more drastic decision. Within six months of launch,

0:41:54.560 --> 0:41:57.799
<v Speaker 1>they decided, yeah, this is not working. It is a

0:41:57.840 --> 0:42:00.640
<v Speaker 1>total flop, and they pulled the plug and oof, the

0:42:00.719 --> 0:42:03.640
<v Speaker 1>Virtual Boy was gone in Japan, six months after I

0:42:03.640 --> 0:42:07.360
<v Speaker 1>had launched a huge black eye for Nintendo. Virtual Boy

0:42:07.440 --> 0:42:10.520
<v Speaker 1>would have a better lifetime in North America, or at

0:42:10.600 --> 0:42:13.160
<v Speaker 1>least a longer one. It lasted about a full year

0:42:13.360 --> 0:42:16.440
<v Speaker 1>before Nintendo killed it off here at North America. By then,

0:42:16.520 --> 0:42:19.400
<v Speaker 1>the system was selling for just ninety nine dollars, so

0:42:19.719 --> 0:42:22.760
<v Speaker 1>it was a clear whiff from Nintendo, and it seemed

0:42:22.800 --> 0:42:25.440
<v Speaker 1>the folks at the company were awfully embarrassed by the

0:42:25.440 --> 0:42:30.080
<v Speaker 1>whole thing, and Yakoi himself would he would have one

0:42:30.160 --> 0:42:33.560
<v Speaker 1>more hit at Nintendo before he would retire. He was

0:42:33.600 --> 0:42:38.120
<v Speaker 1>already considering retirement from Nintendo to pursue other opportunities before

0:42:38.200 --> 0:42:42.400
<v Speaker 1>the Virtual Boy thing even became a Nintendo project, but

0:42:42.560 --> 0:42:46.160
<v Speaker 1>he did leave after one more success. The press would

0:42:46.600 --> 0:42:51.280
<v Speaker 1>consistently link his retirement with the failure of Virtual Boy. However,

0:42:51.600 --> 0:42:54.920
<v Speaker 1>and tragically, he would die in a car accident just

0:42:54.960 --> 0:42:58.080
<v Speaker 1>a couple of years after retiring, So his story is

0:42:58.080 --> 0:43:02.400
<v Speaker 1>a very sad one. Tons of reasons that The Virtual

0:43:02.480 --> 0:43:05.720
<v Speaker 1>Boy failed. For one thing, it wasn't actually a VR

0:43:05.760 --> 0:43:07.839
<v Speaker 1>product by the time it came out, you know, it

0:43:07.920 --> 0:43:11.120
<v Speaker 1>lacked most of the components that folks tend to associate

0:43:11.160 --> 0:43:15.400
<v Speaker 1>with VR. It didn't have It wasn't wearable, it lacked

0:43:15.440 --> 0:43:19.759
<v Speaker 1>head tracking, and so it really wasn't virtual. And yet

0:43:19.760 --> 0:43:22.920
<v Speaker 1>it was called the Virtual Boy, again a nod to

0:43:22.960 --> 0:43:26.680
<v Speaker 1>the Game Boy handset system, which was incredibly popular, so

0:43:26.920 --> 0:43:30.319
<v Speaker 1>people thought that was hubris. The Virtual Boy had a

0:43:30.360 --> 0:43:33.600
<v Speaker 1>limited library of games. That was partly because Nintendo had

0:43:33.640 --> 0:43:36.920
<v Speaker 1>this corporate culture at the time in which different departments

0:43:36.960 --> 0:43:40.080
<v Speaker 1>were kind of competing against one another. The idea was

0:43:40.120 --> 0:43:43.120
<v Speaker 1>that by competing against each other, the best ideas would

0:43:43.200 --> 0:43:46.000
<v Speaker 1>rise to the top. It would compel them to really

0:43:46.080 --> 0:43:49.359
<v Speaker 1>push the company forward. But it also meant that some

0:43:49.480 --> 0:43:53.160
<v Speaker 1>of the top tier titles and characters were not really

0:43:53.719 --> 0:43:57.840
<v Speaker 1>available for Virtual Boy titles, and that really set the

0:43:58.200 --> 0:44:01.279
<v Speaker 1>game system back quite a bit. The form factor was

0:44:01.280 --> 0:44:04.400
<v Speaker 1>another big strike against the Virtual Boy. That bipod stand

0:44:04.480 --> 0:44:06.600
<v Speaker 1>made it awkward to play the system, and he really

0:44:06.600 --> 0:44:09.200
<v Speaker 1>could get a sore neck from the thing. The press,

0:44:09.280 --> 0:44:12.080
<v Speaker 1>particularly in Japan, played a huge part in discouraging the

0:44:12.080 --> 0:44:15.360
<v Speaker 1>public from adopting the system and played up the supposed

0:44:15.440 --> 0:44:18.480
<v Speaker 1>risks of the device, despite you know, not having evidence

0:44:18.520 --> 0:44:22.279
<v Speaker 1>to back up the supposed harmful effects. The limitations of

0:44:22.320 --> 0:44:25.320
<v Speaker 1>the display also hurt the Virtual Boy's chances in the market.

0:44:25.719 --> 0:44:29.640
<v Speaker 1>Nintendo's refusal to upgrade components to support better graphics meant

0:44:29.680 --> 0:44:33.680
<v Speaker 1>it was stuck with that monochromatic screen, which, while innovative

0:44:33.920 --> 0:44:38.280
<v Speaker 1>and cost effective and boasting a really sharp resolution, still

0:44:38.320 --> 0:44:42.480
<v Speaker 1>had real performance limitations. And then, not too long after

0:44:42.520 --> 0:44:45.880
<v Speaker 1>the Virtual Boy kind of flopped, there was a bigger

0:44:45.920 --> 0:44:51.000
<v Speaker 1>flop in VR in general. Right Like, people got disillusioned

0:44:51.239 --> 0:44:55.040
<v Speaker 1>by virtual reality because the experience they had was not

0:44:55.239 --> 0:44:58.240
<v Speaker 1>what they expected given all the hype and the media

0:44:58.360 --> 0:45:01.799
<v Speaker 1>representations and such, and so the interest and support for

0:45:01.920 --> 0:45:05.760
<v Speaker 1>VR dropped dramatically before the end of the nineties, leaving

0:45:06.080 --> 0:45:11.080
<v Speaker 1>VR research and development projects without much funding or support,

0:45:11.480 --> 0:45:15.240
<v Speaker 1>and things would take a lot longer to progress because

0:45:15.239 --> 0:45:17.359
<v Speaker 1>people just didn't have the assets they needed. They were

0:45:17.400 --> 0:45:20.920
<v Speaker 1>still working in the field, and they were taking advantage

0:45:20.960 --> 0:45:24.399
<v Speaker 1>of things like the power Glove, for example, to kind

0:45:24.440 --> 0:45:27.920
<v Speaker 1>of take up the slack that was left since they

0:45:27.920 --> 0:45:33.200
<v Speaker 1>didn't have the funding to build all new hardware. But yeah,

0:45:33.560 --> 0:45:37.120
<v Speaker 1>Virtual Boy was just one drop in the bucket of

0:45:37.160 --> 0:45:40.240
<v Speaker 1>the failure of VR in the nineties. But my virtual

0:45:40.280 --> 0:45:43.200
<v Speaker 1>hat is off to ign for a really fun April

0:45:43.200 --> 0:45:46.279
<v Speaker 1>Fool's gag with the Virtual Boy pro and again, if

0:45:46.320 --> 0:45:48.200
<v Speaker 1>you want to learn more about the system and the

0:45:48.239 --> 0:45:51.959
<v Speaker 1>stories behind it, including more details about the tragic ending

0:45:52.000 --> 0:45:55.160
<v Speaker 1>for Yakoi, then make sure to read BENJ. Edwards article

0:45:55.320 --> 0:45:58.719
<v Speaker 1>unraveling the Enigma of Nintendo's Virtual Boy twenty years later

0:45:58.840 --> 0:46:01.839
<v Speaker 1>over on Fast Company. It's really well worth a read.

0:46:01.880 --> 0:46:04.440
<v Speaker 1>I drew from lots of different sources for this episode,

0:46:04.520 --> 0:46:07.080
<v Speaker 1>but that piece in particular had a wealth of information

0:46:07.160 --> 0:46:10.200
<v Speaker 1>about the failed Nintendo system. That's all. I hope you

0:46:10.239 --> 0:46:12.520
<v Speaker 1>had a good April Fool's Day. I hope for those

0:46:12.560 --> 0:46:15.400
<v Speaker 1>of you who were able to view the eclipse that

0:46:15.480 --> 0:46:17.960
<v Speaker 1>happened today, I hope it was a great experience. Actually,

0:46:17.960 --> 0:46:20.799
<v Speaker 1>took a little break from recording this episode to do it,

0:46:20.840 --> 0:46:23.480
<v Speaker 1>and it was neat and I hope you're all well

0:46:23.880 --> 0:46:32.720
<v Speaker 1>and I'll talk to you again really soon. Tech Stuff

0:46:32.800 --> 0:46:37.279
<v Speaker 1>is an iHeartRadio production. For more podcasts from iHeartRadio, visit

0:46:37.360 --> 0:46:40.920
<v Speaker 1>the iHeartRadio app, Apple Podcasts, or wherever you listen to

0:46:40.960 --> 0:46:45.680
<v Speaker 1>your favorite shows.