WEBVTT - The History of Handheld Gaming Part One

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<v Speaker 1>Get in touch with technology with text stuff from half

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<v Speaker 1>stuff works dot com. Either we wanted Welcome to tex Stuff.

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<v Speaker 1>I'm Jonathan Strickler and I'm Lauren Vocam, and today we're

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<v Speaker 1>going to take a look at the history of handheld

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<v Speaker 1>video games and electronic games. And it's um, it's a doozy,

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<v Speaker 1>isn't it, Lauren. Yeah. As it turns out, even though

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<v Speaker 1>this has really only been happening for about forty years now,

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<v Speaker 1>there have been many much developments, many different handheld gaming consoles,

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<v Speaker 1>a lot of different things have come out. This is

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<v Speaker 1>definitely going to be a two parter, but in the

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<v Speaker 1>interests of not going into exhaustive detail about too many things,

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<v Speaker 1>we're gonna we're gonna try to keep it snappy. Yeah,

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<v Speaker 1>And also we've we're not going to mention every single

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<v Speaker 1>handheld device that's ever been made, certainly not that would

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<v Speaker 1>be very boring. It would also take like twenty episodes. Yeah,

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<v Speaker 1>and we're going to try to do like like a

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<v Speaker 1>bird's eye view of some of the technology that was involved.

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<v Speaker 1>But um, but we might branch a little bit of

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<v Speaker 1>the more in depth information about that kind of stuff

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<v Speaker 1>off into a different episode in the future, right, right.

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<v Speaker 1>Some of these, like friends instance, the I'm sure you've

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<v Speaker 1>heard of a little obscure handheld device called the game Boy.

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<v Speaker 1>Some of these could be their own episode from start

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<v Speaker 1>to finish, so easily a two part our episode all

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<v Speaker 1>on its own. So we are really kind of giving

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<v Speaker 1>an idea of how the whole how the whole industry developed,

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<v Speaker 1>how it evolved over time. We'll we'll give some technical

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<v Speaker 1>specs here and there, but really this is more of

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<v Speaker 1>a history lesson than anything else. And also we're going

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<v Speaker 1>to go ahead and skip any of the gaming devices

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<v Speaker 1>out there that were specifically made as unlicensed clones of

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<v Speaker 1>other gaming devices, right, that I think would make an

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<v Speaker 1>interesting sub topic, separate topic. But no, we're not going

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<v Speaker 1>to go into every single thing that has come out

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<v Speaker 1>of China illegally past thirty years. Right. And we have

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<v Speaker 1>talked a little bit about these sort of things, like

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<v Speaker 1>in our our episode about smart watches and digital watches,

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<v Speaker 1>we mentioned a couple that were able to play games.

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<v Speaker 1>One of those will pop up in this discussion, so

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<v Speaker 1>spoiler alert. Yeah, And and if you would like to

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<v Speaker 1>check out that episode about digital watches, it was a

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<v Speaker 1>two parter that we recorded back in July called time

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<v Speaker 1>for smart Watches. You can tell that Jonathan titles these episodes. Uh,

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<v Speaker 1>I got a lot of time on my hands, so

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<v Speaker 1>that's what I do. Also, we are going to, uh

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<v Speaker 1>to have to address one other fact, which is that

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<v Speaker 1>in the beginning, these things were primitive, right, I mean,

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<v Speaker 1>these were not like the kind of advanced graphics you

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<v Speaker 1>would expect with a handheld gaming device back in the day,

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<v Speaker 1>which was back in the late seventies. We're talking about

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<v Speaker 1>a blip that you would control two get around, or

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<v Speaker 1>fight or otherwise compete against other blips. Absolutely, I mean,

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<v Speaker 1>this is the digital equivalent of monkeys banging bones on

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<v Speaker 1>the card. Yeah, it's pretty much like just kind of

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<v Speaker 1>the the You know, everyone has to start somewhere, right,

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<v Speaker 1>So if you want to be specific and say, well,

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<v Speaker 1>what was the first handheld game? And keep in mind

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<v Speaker 1>these games were coming into prominence around the same time

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<v Speaker 1>as arcades becoming popular and also home video game consoles

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<v Speaker 1>becoming popular. But here's the thing about a home video

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<v Speaker 1>game console, Lauren, It's not easy to carry around with you. No,

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<v Speaker 1>especially not in that day when miniaturization was not so

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<v Speaker 1>much a thing yet. Yeah, especially since uh, I mean

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<v Speaker 1>you don't want to carry a TV, especially in nineteen

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<v Speaker 1>seventies TV around with you wherever you go, so you

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<v Speaker 1>can play this game. So these were these were a

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<v Speaker 1>good alternative for people who wanted to have something on

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<v Speaker 1>the go, especially I'll tell you the best use case

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<v Speaker 1>I know of parents who want to get their kids

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<v Speaker 1>to shut up on long road trips. Exactly what I

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<v Speaker 1>was about to say. So, what was the very first

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<v Speaker 1>handheld electronic game that we know of? Uh? It was

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<v Speaker 1>actually by Mattel, which is crazy to me. And and

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<v Speaker 1>it was MATEL Electronics Auto Race yep. And in fact,

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<v Speaker 1>there are several different games that came out from Mattel.

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<v Speaker 1>We'll talk about another one in just a second. Uh.

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<v Speaker 1>And some people get the order a little mixed up.

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<v Speaker 1>But if you were to get hold of one of

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<v Speaker 1>these original handheld devices, and there are still some out

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<v Speaker 1>there on eBay, and you know, collectors love these things.

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<v Speaker 1>On the back copyright nine and uh, it packed a wallop.

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<v Speaker 1>It had five hundred and twelve bytes of memory. That's

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<v Speaker 1>a whole half. Yeah, that's that's what it had to

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<v Speaker 1>work with. If you were to look at a model

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<v Speaker 1>of these, We'll try and get some pictures together so

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<v Speaker 1>that we can share them on social at some point.

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<v Speaker 1>But this one in particular, it looks kind of like

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<v Speaker 1>a big plastic brick that has, you know, some switches

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<v Speaker 1>and a little slider control on it. And if you

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<v Speaker 1>were to look at the brick and look at the

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<v Speaker 1>the say the upper right hand side of the brick,

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<v Speaker 1>there's a vertical strip that goes down that side. That

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<v Speaker 1>would be three quote unquote lanes of traffic. And so

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<v Speaker 1>you were your job was to drive a car, which

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<v Speaker 1>in this case was a little red blip, and that

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<v Speaker 1>car would gradually move up this vertical strip on that

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<v Speaker 1>right side of the game console um and then these

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<v Speaker 1>other smaller red blips would be coming down the lanes.

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<v Speaker 1>Those represented oncoming traffic, and your job was to steer

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<v Speaker 1>between those blips to try and get to the top

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<v Speaker 1>of your that little thin strip on the right side,

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<v Speaker 1>and then you would reappear at the bottom. And you

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<v Speaker 1>had to do this four times. If you could get

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<v Speaker 1>all the way to the top four times, you made

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<v Speaker 1>four quote unquote laps, and your score was how many

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<v Speaker 1>seconds it took you to get there, So a lower

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<v Speaker 1>score was better, And in fact, it had some other

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<v Speaker 1>sophisticated controls. It had start and rees at but it

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<v Speaker 1>was really on and off. And then I had a

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<v Speaker 1>gear switch which was gears one through four, which really

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<v Speaker 1>just meant that's how fast the oncoming blips would come

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<v Speaker 1>at you. You know, the higher the gear, the faster

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<v Speaker 1>they would approach. And I actually watched the video of

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<v Speaker 1>a guy saying, here's the strategy to this game. You

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<v Speaker 1>position your thumb so that you do an upward motion

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<v Speaker 1>that hits on and then immediately switches the gears from

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<v Speaker 1>one to four because you couldn't just start in four,

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<v Speaker 1>you had to start in one. So if you could

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<v Speaker 1>do it at one smooth motion, then you would immediately

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<v Speaker 1>be in that fourth gear going as fast as you

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<v Speaker 1>possibly can, and that's how you would cut down on

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<v Speaker 1>your on your time. And they were making like times

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<v Speaker 1>of thirty five or forty seconds and saying, I'm really

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<v Speaker 1>bad at this game. And I'm thinking, you know, it's

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<v Speaker 1>a simple premise, but I don't think I don't have

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<v Speaker 1>the reflexes. Oh sure, sure that sounds like like my

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<v Speaker 1>horror version of Frogger. Um. Yeah, this the entire display

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<v Speaker 1>was just red led. And if you're thinking that this

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<v Speaker 1>sounds like, well, that's only one game. How is this

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<v Speaker 1>a a portable gaming system. A lot of these early

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<v Speaker 1>ones were a single game per system. Yeah yeah, And

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<v Speaker 1>just like the earliest game consoles for your home television set,

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<v Speaker 1>like the Odessey that was essentially Pong, might be might

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<v Speaker 1>be like ten different versions of Pong, but they're all

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<v Speaker 1>ultimately palm. Yeah. And and it was just hard coded

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<v Speaker 1>directly onto the computer system, and that was all it

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<v Speaker 1>would ever do. Now, nineteen seven marks the debut of

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<v Speaker 1>a second game from Mattel Electronics. And this is one

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<v Speaker 1>that I've actually played. I don't know if I owned

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<v Speaker 1>it or not, because you're talking about a time in

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<v Speaker 1>my childhood when I was quite young and Lauren didn't

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<v Speaker 1>exist yet I did not. So this is Mattel Electronics Football,

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<v Speaker 1>one of the really popular games. Effect so popular that

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<v Speaker 1>they made a sequel called wait for it, Football Too,

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<v Speaker 1>And it had six control buttons, and again you would

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<v Speaker 1>control a little red dot that represented a football player

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<v Speaker 1>and you had to try and work your way across

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<v Speaker 1>the yardage the massive amount of yardage by that, I

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<v Speaker 1>mean nine yards to try and score against the other team.

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<v Speaker 1>And um, it was interesting because there was a great

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<v Speaker 1>interview with one of the guys who was behind the

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<v Speaker 1>building of these things that I ran across, and he

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<v Speaker 1>was talking about why the football players like little bitty

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<v Speaker 1>red dashes. Everything in that day looked like little bitty

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<v Speaker 1>red dashes. It's because they were using calculator microprocessors, and

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<v Speaker 1>in fact, those processors are designed to show things like

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<v Speaker 1>little digital numbers, right, So so those dots were like

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<v Speaker 1>the segment of a number. Yeah, specifically the number eight.

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<v Speaker 1>So yes, you were actually playing as a segment of

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<v Speaker 1>the number eight, and you were going up against other

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<v Speaker 1>segments of the number eight, and uh yeah. Eventually, uh

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<v Speaker 1>Mattel would end up contracting with a company called National Semiconductor, which,

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<v Speaker 1>of you've been listening to tech stuff for a long time,

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<v Speaker 1>you've heard us talk about that company, and it was

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<v Speaker 1>to get sea Moss chips rather than old calculator chips.

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<v Speaker 1>And then they contracted with another company called Rockwell International

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<v Speaker 1>to do the actual hard coding programming onto those chips.

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<v Speaker 1>So that's where they started to uh kind of make

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<v Speaker 1>more advanced versions of these early games. Now these games

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<v Speaker 1>were not exactly um well, they had some trouble early on.

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<v Speaker 1>See the agreement here was between Mattel and the department

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<v Speaker 1>store Sears, right, and Sears completely doubted that they were

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<v Speaker 1>going to be popular and therefore halted production at only

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<v Speaker 1>a hundred thousand units. Yep. But it turned out that

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<v Speaker 1>Sears had grossly underestimated the demand for home you know,

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<v Speaker 1>portable electronic games, and they were so popular. Sears immediately

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<v Speaker 1>realized they had made the wrong decision. So by mid

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<v Speaker 1>January of nineteen seventy eight, Now keep in mind Football

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<v Speaker 1>came out in nineteen seven, so these things have been

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<v Speaker 1>on the market for a couple of years. Yeah, yeah,

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<v Speaker 1>just kind of stagnating exactly. And it wasn't really It's

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<v Speaker 1>one of those things where no one was really sure

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<v Speaker 1>how to market them, and but now they were taking off.

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<v Speaker 1>So by mid January night, Sear said they wanted two

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<v Speaker 1>hundred thousand units per week, not not a hundred thousand total,

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<v Speaker 1>two hundred thousand every week. And then by February they said,

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<v Speaker 1>you know, we were wrong, five hundred thousand per week.

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<v Speaker 1>So Mattel said, huh, I think we know how to

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<v Speaker 1>make money now. Yeah. That's when they started producing a

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<v Speaker 1>whole bunch of different games that sequel football to um

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<v Speaker 1>and also like armor Attack, sub Chase, missile attack. Um,

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<v Speaker 1>I think there was a Dungeons and Dragons game there was.

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<v Speaker 1>I took a look at it. It was, you know, again,

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<v Speaker 1>fairly primitive. Now now, at this point they were starting

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<v Speaker 1>to work not just with l e ED displays, but

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<v Speaker 1>also l c D displays, liquid crystal displays. So this

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<v Speaker 1>is what a lot of you if you've ever had

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<v Speaker 1>one of those little handheld games, maybe it was licensed

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<v Speaker 1>after an existing arcade game or a cartoon or movie

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<v Speaker 1>or something you're probably familiar with. These are also the

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<v Speaker 1>ones that you would see on watches a lot of times. Uh,

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<v Speaker 1>super cheap to produce, very limited in their animation, very

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<v Speaker 1>limited in what they could actually display, but still compared

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<v Speaker 1>to a little blip on an l e ED screen

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<v Speaker 1>just a little dot, incredibly sophisticated and much less eye bleedy.

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<v Speaker 1>LED displays tend to give me a terrible headache. Yeah

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<v Speaker 1>I can't at that rate. I also just have nightmares.

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<v Speaker 1>Remember remembering the sound effects from football and football too,

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<v Speaker 1>and yeah, they're they're they're not all pleasant memories. But yeah,

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<v Speaker 1>nineteen seventy nine, that's when we see the first like

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<v Speaker 1>mate looks I was amazed to learn that this particular

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<v Speaker 1>technology goes all the way back to ninety nine, right,

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<v Speaker 1>and we're talking now about rom cartridges. Yeah, so keep

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<v Speaker 1>in mind those games we us talked about, like Laurence said,

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<v Speaker 1>they were hard coded. You could not change those games out.

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<v Speaker 1>What you bought was what you bought. But that was

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<v Speaker 1>not the way of the future. Milton Bradley Company, Yeah,

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<v Speaker 1>one of the one of the competitors of Mattel, especially

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<v Speaker 1>at the time and in the gaming or not gaming

0:12:17.080 --> 0:12:22.640
<v Speaker 1>but board industry, right, produced this thing called the Microvision. Right,

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<v Speaker 1>so they decided we're gonna do something similar to what

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<v Speaker 1>some of the home video game consoles were starting to do,

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<v Speaker 1>like the Atari system was was doing this creating a

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<v Speaker 1>system that could play cartridges, so you could switch out

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<v Speaker 1>what game you were playing. So now you weren't buying

0:12:39.360 --> 0:12:42.480
<v Speaker 1>a single game, you were buying a platform upon which

0:12:42.520 --> 0:12:44.280
<v Speaker 1>to play games, which is the way most of us

0:12:44.320 --> 0:12:47.079
<v Speaker 1>are familiar with games today, right. I mean, when I

0:12:47.120 --> 0:12:49.360
<v Speaker 1>go out and buy a game system, I expect I'm

0:12:49.360 --> 0:12:51.439
<v Speaker 1>going to play more than just one game, more than

0:12:51.480 --> 0:12:54.720
<v Speaker 1>just the Xbox at any rate. So this Microvision had

0:12:54.920 --> 0:12:58.080
<v Speaker 1>a a monochrome l C D which was a a

0:12:58.320 --> 0:13:02.439
<v Speaker 1>screaming big as six team a sixteen pixel yeah resolution. Yeah,

0:13:02.520 --> 0:13:04.800
<v Speaker 1>I mean at that resolution, you just you could pick

0:13:04.840 --> 0:13:10.559
<v Speaker 1>out every single detail on that block that was um Also,

0:13:10.640 --> 0:13:13.520
<v Speaker 1>it had a pad on it that had nine sections

0:13:13.720 --> 0:13:17.600
<v Speaker 1>of interactivity on it, which was which you didn't you

0:13:17.600 --> 0:13:20.600
<v Speaker 1>didn't actually just use the naked pad. That's not how

0:13:20.640 --> 0:13:23.640
<v Speaker 1>this game worked, right. That the cartridges that snapped in

0:13:23.679 --> 0:13:26.160
<v Speaker 1>and out of the game would include their own buttons

0:13:26.240 --> 0:13:29.240
<v Speaker 1>to overlay on top of that path exactly. So you

0:13:29.280 --> 0:13:32.360
<v Speaker 1>can think of the cartridges as being half cartridge half case,

0:13:32.920 --> 0:13:35.120
<v Speaker 1>and then you would pop the case open and put

0:13:35.160 --> 0:13:36.839
<v Speaker 1>a new case on it in order to play a

0:13:36.880 --> 0:13:39.200
<v Speaker 1>new game. That would also include overlays, which were a

0:13:39.280 --> 0:13:42.600
<v Speaker 1>big thing back in the seventies and eighties, which would

0:13:43.440 --> 0:13:47.319
<v Speaker 1>increase the playability by giving you would have a different,

0:13:47.559 --> 0:13:51.199
<v Speaker 1>um superficial layer on top of the game. So it's

0:13:51.240 --> 0:13:53.920
<v Speaker 1>permanent because it's an overlay, it's doesn't change at all,

0:13:54.240 --> 0:13:58.120
<v Speaker 1>but it gives the games a certain personality, uh yeah,

0:13:58.120 --> 0:14:00.920
<v Speaker 1>and also would cut down on the that the processor

0:14:00.960 --> 0:14:03.440
<v Speaker 1>would have to do. You know, you give you more

0:14:03.559 --> 0:14:06.560
<v Speaker 1>space to to play with your little blips and blobs,

0:14:08.200 --> 0:14:11.000
<v Speaker 1>and the system itself did have a little built in

0:14:11.080 --> 0:14:13.920
<v Speaker 1>analog control knobs so that you could have some some

0:14:14.000 --> 0:14:17.040
<v Speaker 1>basic functionality without using the other buttons, or in addition

0:14:17.080 --> 0:14:20.000
<v Speaker 1>to the other buttons that any particular game would come with. Yeah,

0:14:20.040 --> 0:14:22.600
<v Speaker 1>and I see here. I didn't actually see that this

0:14:22.640 --> 0:14:24.760
<v Speaker 1>note that you had added until just now. But I

0:14:24.800 --> 0:14:28.160
<v Speaker 1>love the site. This, this little this little caveat about

0:14:28.200 --> 0:14:31.200
<v Speaker 1>how it had serious electronics problems, including a lack of

0:14:31.240 --> 0:14:35.160
<v Speaker 1>proper Faraday installation, which means that aesthetic charge could render

0:14:35.200 --> 0:14:39.160
<v Speaker 1>your microvision inoperable, basically useless, or or at least permanently

0:14:39.240 --> 0:14:41.280
<v Speaker 1>damaged in a way that it would never come back

0:14:41.320 --> 0:14:43.320
<v Speaker 1>from the same same sort of idea that when you're

0:14:43.320 --> 0:14:45.520
<v Speaker 1>putting together a computer, you want to make sure that

0:14:45.600 --> 0:14:49.520
<v Speaker 1>you discharge you Yeah, so the same which makes sense

0:14:49.520 --> 0:14:52.160
<v Speaker 1>because when you took the cartridge off, then you have

0:14:52.200 --> 0:14:56.160
<v Speaker 1>a naked platform. Yeah, so that would be um yeah,

0:14:56.240 --> 0:15:00.040
<v Speaker 1>good good tip, thanks Lauren. Yeah, and that's the It

0:15:00.160 --> 0:15:02.400
<v Speaker 1>is probably one of the reasons why, even though the

0:15:02.400 --> 0:15:06.160
<v Speaker 1>system was moderately popular, Milton Bradley did stop producing it

0:15:06.240 --> 0:15:11.080
<v Speaker 1>only two or three years later. Furthermore, only thirteen games

0:15:11.160 --> 0:15:14.680
<v Speaker 1>were ever produced for the Microvision. Wait A minute, I

0:15:14.720 --> 0:15:18.240
<v Speaker 1>only could find twelve games that my look, oh one

0:15:18.280 --> 0:15:21.640
<v Speaker 1>was only available in European markets, correct, which is a

0:15:21.680 --> 0:15:25.480
<v Speaker 1>pretty common weird wiggie thing that happens, especially in these

0:15:25.480 --> 0:15:28.720
<v Speaker 1>early days, although although still modernly like like, different games

0:15:28.720 --> 0:15:31.720
<v Speaker 1>and different systems will only be available in Europe, or

0:15:31.760 --> 0:15:36.840
<v Speaker 1>in the US or in Japan, really frequently only in Japan. Yeah, yeah,

0:15:36.880 --> 0:15:39.400
<v Speaker 1>you'll get you'll get entire systems that are available only

0:15:39.440 --> 0:15:41.840
<v Speaker 1>in a single region. But even within the ones that

0:15:42.040 --> 0:15:45.440
<v Speaker 1>span multiple regions. There are some titles. Sometimes game publishers

0:15:45.440 --> 0:15:47.680
<v Speaker 1>say this title is never going to do well in

0:15:48.040 --> 0:15:52.320
<v Speaker 1>X country for why reasons, right, and until basically these days,

0:15:52.360 --> 0:15:54.640
<v Speaker 1>the Internet proves them wrong and someone actually spends the

0:15:54.680 --> 0:15:59.240
<v Speaker 1>money to port it over. Yeah, pirated, well more likely that, right.

0:15:59.600 --> 0:16:02.400
<v Speaker 1>So by by now we're getting right into the very

0:16:02.720 --> 0:16:05.600
<v Speaker 1>beginning of the eighties, and that's when we start seeing

0:16:05.720 --> 0:16:09.120
<v Speaker 1>l c D technology becoming so cheap that uh that

0:16:09.360 --> 0:16:11.560
<v Speaker 1>LED displays become kind of a thing of the past. So,

0:16:11.920 --> 0:16:15.160
<v Speaker 1>you know, company has already been kind of experimenting with it,

0:16:16.080 --> 0:16:18.760
<v Speaker 1>but now it was something that they could do without

0:16:19.080 --> 0:16:24.440
<v Speaker 1>having to charge huge amounts of money for relatively limited devices.

0:16:24.480 --> 0:16:28.200
<v Speaker 1>So we start seeing better displays and fewer of those

0:16:28.200 --> 0:16:31.520
<v Speaker 1>little blip ones, which by the way, are still treasured

0:16:31.560 --> 0:16:36.480
<v Speaker 1>by collectors. Miniaturization was also reaching the point that we

0:16:36.480 --> 0:16:39.320
<v Speaker 1>were seeing I mean, it was a lot cheaper to

0:16:39.360 --> 0:16:43.480
<v Speaker 1>produce things, and uh yeah, and and it also meant

0:16:43.520 --> 0:16:46.200
<v Speaker 1>that we could make smaller and smaller things, so you

0:16:46.240 --> 0:16:48.920
<v Speaker 1>no longer had this giant, bulky brick for everything, at

0:16:48.960 --> 0:16:51.800
<v Speaker 1>least not anything that was basic. And it even led

0:16:51.880 --> 0:16:54.440
<v Speaker 1>to one of the things we're gonna talk about in

0:16:54.480 --> 0:16:59.240
<v Speaker 1>just a second, the the infamous digital watch games. So

0:16:59.600 --> 0:17:01.440
<v Speaker 1>something you've got to keep in mind is that this

0:17:01.520 --> 0:17:04.359
<v Speaker 1>is the this is the era where everybody got into this.

0:17:04.440 --> 0:17:09.320
<v Speaker 1>Mattel had shown they had struck gold with this idea. Also, consoles,

0:17:09.359 --> 0:17:12.800
<v Speaker 1>home consoles were very popular at this time, so so

0:17:12.840 --> 0:17:15.200
<v Speaker 1>it was a huge industry. Everyone was saying, we gotta

0:17:15.240 --> 0:17:18.000
<v Speaker 1>get in on this. So here's just a quick list

0:17:18.040 --> 0:17:20.320
<v Speaker 1>and not even an exhaustive list, but a quick list

0:17:20.320 --> 0:17:24.480
<v Speaker 1>of some some game companies that got really famous for

0:17:24.600 --> 0:17:27.720
<v Speaker 1>the handheld devices they produced. And you're probably gonna recognize

0:17:27.720 --> 0:17:35.080
<v Speaker 1>some of these names. Acclaim, Atari, Bondai, cass Eo, Colico, Galube, Kinner, Konami, Namki,

0:17:35.200 --> 0:17:38.320
<v Speaker 1>Parker Brothers, Tandy, Texas Instruments, Tighter, and many many more.

0:17:38.680 --> 0:17:41.119
<v Speaker 1>I like that was alphabetized. Yeah, well I took it

0:17:41.160 --> 0:17:43.120
<v Speaker 1>from an alphabetized list and I was too lazy to

0:17:43.160 --> 0:17:46.720
<v Speaker 1>mix them up. Uh. In nineteen eighty, that's when we

0:17:46.760 --> 0:17:49.760
<v Speaker 1>get the Casio game ten, which was one of the

0:17:49.800 --> 0:17:52.760
<v Speaker 1>watches we mentioned I believe in our Digital Watch smart

0:17:52.760 --> 0:17:56.399
<v Speaker 1>Watch episodes. Yeah, it was the first video game watch.

0:17:56.920 --> 0:17:59.359
<v Speaker 1>It had a version of space invaders, yes, and it

0:17:59.400 --> 0:18:01.680
<v Speaker 1>was like three lines of dashes that you could shoot

0:18:01.680 --> 0:18:04.600
<v Speaker 1>with your little dot. But again you use buttons on

0:18:04.640 --> 0:18:07.760
<v Speaker 1>the side of the watch to control your your little

0:18:07.960 --> 0:18:10.960
<v Speaker 1>your little ship and fight off against these space invaders,

0:18:10.960 --> 0:18:13.240
<v Speaker 1>which again were just sort of dashes. Oh and also

0:18:13.400 --> 0:18:17.480
<v Speaker 1>very important it also told the time. Yes. Important side

0:18:17.480 --> 0:18:23.440
<v Speaker 1>note about this watch. Um. Also in Nintendo started releasing

0:18:23.440 --> 0:18:27.919
<v Speaker 1>this entire series of of hard coded handheld video games

0:18:27.920 --> 0:18:31.080
<v Speaker 1>called called Game and Watch, and the very first one

0:18:31.560 --> 0:18:36.440
<v Speaker 1>was Ball Yeah really fancy. Yeah. You played as a juggler,

0:18:36.480 --> 0:18:40.439
<v Speaker 1>which I appreciate being a juggler myself. Um. And the object,

0:18:40.520 --> 0:18:43.200
<v Speaker 1>of course was to keep multiple objects in the air

0:18:43.280 --> 0:18:45.280
<v Speaker 1>and not let any of them drop. And you had

0:18:45.520 --> 0:18:49.399
<v Speaker 1>two controls which essentially controlled the juggler's arms arms. Okay,

0:18:49.520 --> 0:18:51.160
<v Speaker 1>and that's one other thing I was going to mention

0:18:51.200 --> 0:18:54.080
<v Speaker 1>also was that these hard coded games. You may wonder,

0:18:54.320 --> 0:18:57.240
<v Speaker 1>how did they stick around long after we started getting

0:18:57.240 --> 0:18:59.720
<v Speaker 1>these cartridge bass systems. One of the ways they stuck

0:18:59.760 --> 0:19:03.040
<v Speaker 1>around on is that they could have specific controls for

0:19:03.119 --> 0:19:06.479
<v Speaker 1>that game that are unique, you know, not just your

0:19:06.480 --> 0:19:09.520
<v Speaker 1>little direction pad and buttons. Sure you and you don't

0:19:09.520 --> 0:19:12.040
<v Speaker 1>have to recode the buttons for it every time that

0:19:12.080 --> 0:19:13.680
<v Speaker 1>you want to play a different game or learn a

0:19:13.720 --> 0:19:17.680
<v Speaker 1>new controller schematic. It's just that thing specialized. So it's

0:19:18.000 --> 0:19:20.159
<v Speaker 1>very specific. Yeah. So that way it ended up filling

0:19:20.160 --> 0:19:23.720
<v Speaker 1>a niche that your generic, you know, cartridge based systems

0:19:23.720 --> 0:19:26.119
<v Speaker 1>couldn't because the game control is always going to be

0:19:26.160 --> 0:19:29.560
<v Speaker 1>the same unless you buy some sort of crazy peripheral

0:19:29.600 --> 0:19:32.320
<v Speaker 1>that can also plug into it. Anyway, the game and

0:19:32.400 --> 0:19:36.640
<v Speaker 1>Watch series was incredibly popular. They produced sixty different games

0:19:36.760 --> 0:19:39.960
<v Speaker 1>under that brand. Only one of those was one you

0:19:40.000 --> 0:19:42.000
<v Speaker 1>could not buy. It was actually a prize who had

0:19:42.040 --> 0:19:43.880
<v Speaker 1>to win it in a in a contest type thing,

0:19:44.160 --> 0:19:47.479
<v Speaker 1>uh and um. And they would release several different models

0:19:47.480 --> 0:19:53.120
<v Speaker 1>of these over the years. Eventually starting they started releasing

0:19:53.160 --> 0:19:56.440
<v Speaker 1>games that had two screens set up in this clamshell

0:19:56.560 --> 0:20:00.199
<v Speaker 1>kind of thing that looks bloody exactly like the Nintendo DS.

0:20:00.240 --> 0:20:01.760
<v Speaker 1>It really does. And you know, you look at this

0:20:01.840 --> 0:20:04.600
<v Speaker 1>and you're like, huh. All the way back in two

0:20:04.680 --> 0:20:07.600
<v Speaker 1>they had this idea and uh, and it was you know,

0:20:07.720 --> 0:20:09.800
<v Speaker 1>it was one of those that ended up really paying

0:20:09.800 --> 0:20:11.800
<v Speaker 1>off down the line. So they had a lot of

0:20:11.800 --> 0:20:15.200
<v Speaker 1>different models, a lot of different designs. Um they also

0:20:15.600 --> 0:20:18.720
<v Speaker 1>they're under different names, like you have the Silver, uh,

0:20:18.800 --> 0:20:21.840
<v Speaker 1>you have the Gold, Uh, you had the multi screen,

0:20:22.280 --> 0:20:25.200
<v Speaker 1>et cetera. And then he had tabletop and the tabletop.

0:20:25.240 --> 0:20:28.800
<v Speaker 1>They introduced those in three. They look like teeny tiny

0:20:29.080 --> 0:20:33.160
<v Speaker 1>arcade machines. So I had a friend who had pac Man.

0:20:33.280 --> 0:20:35.480
<v Speaker 1>I think it was either Pac Man or Donkey Kong,

0:20:36.000 --> 0:20:37.760
<v Speaker 1>one of the two. But it looks like a little

0:20:37.760 --> 0:20:41.560
<v Speaker 1>mature arcade captain. It was probably Donkey Kong now I

0:20:41.560 --> 0:20:43.800
<v Speaker 1>think about because it's a Nintendo. So yeah, look like

0:20:43.800 --> 0:20:46.640
<v Speaker 1>a tiny little arcade machines. So it's really a tabletop,

0:20:46.680 --> 0:20:49.840
<v Speaker 1>not so much a handheld, but you could have held

0:20:49.880 --> 0:20:51.240
<v Speaker 1>it in your hands. You just wouldn't be able to

0:20:51.280 --> 0:20:55.359
<v Speaker 1>control both the joystick and the buttons very easily. But um,

0:20:55.400 --> 0:20:57.199
<v Speaker 1>but it was you know, and again one of those

0:20:57.240 --> 0:20:59.760
<v Speaker 1>they only produced four, So Donkey Kong Jr. That's the

0:20:59.800 --> 0:21:01.800
<v Speaker 1>one was because they didn't do Pacman. It was Donkey

0:21:01.840 --> 0:21:08.440
<v Speaker 1>Kong Jr. Snoopy, Mario's Cement Factory, and Popeye. So um yeah,

0:21:08.480 --> 0:21:13.280
<v Speaker 1>mostly notable because they had this very evocative form factor. Unfortunately,

0:21:13.320 --> 0:21:16.080
<v Speaker 1>in three that that was also the year that the

0:21:16.200 --> 0:21:20.119
<v Speaker 1>video game console industry crashed. Yeah, if we all know

0:21:20.200 --> 0:21:23.760
<v Speaker 1>the story, you know, the market was flooded with with

0:21:23.880 --> 0:21:27.320
<v Speaker 1>game games and game systems that ranged in quality from

0:21:27.359 --> 0:21:31.439
<v Speaker 1>pretty good to abysmal. And unfortunately, there were a lot

0:21:31.520 --> 0:21:36.160
<v Speaker 1>of the abysmal category, uh, including the infamous pac Man,

0:21:36.160 --> 0:21:40.200
<v Speaker 1>Atari Port and the e T the Extraterrestrial game. So

0:21:40.600 --> 0:21:44.760
<v Speaker 1>it ended up crashing that that whole industry. However, handheld

0:21:44.760 --> 0:21:48.280
<v Speaker 1>games fared better than the video game consoles did one

0:21:48.359 --> 0:21:52.040
<v Speaker 1>because they're less expensive and too they fulfill a different

0:21:52.600 --> 0:21:58.080
<v Speaker 1>need than the home video game console. Absolutely so very interesting.

0:21:58.160 --> 0:22:00.800
<v Speaker 1>And then we also saw at this time some experimentation

0:22:01.160 --> 0:22:04.920
<v Speaker 1>with cartridge based systems, similar to what Microvision had tried.

0:22:05.600 --> 0:22:08.800
<v Speaker 1>They included game systems like the Intexts Select a game

0:22:09.119 --> 0:22:11.480
<v Speaker 1>which I think only had five or six game titles

0:22:11.560 --> 0:22:15.679
<v Speaker 1>ever come out, the v Tech Variety, Palm Text, super Micro,

0:22:16.160 --> 0:22:20.240
<v Speaker 1>and the Epoch game pocket Computer. And if you haven't

0:22:20.280 --> 0:22:23.119
<v Speaker 1>heard of any of these, I guess that kind of

0:22:23.119 --> 0:22:27.480
<v Speaker 1>indicates what happened. Yeah, that's that's pretty indicative. Yeah. So, still,

0:22:27.520 --> 0:22:29.800
<v Speaker 1>they knew that this was gonna be a thing, like

0:22:29.920 --> 0:22:32.040
<v Speaker 1>people were going to want to have a system where

0:22:32.040 --> 0:22:34.520
<v Speaker 1>they could play multiple games, not just a single game

0:22:34.560 --> 0:22:37.439
<v Speaker 1>hardcoded onto it. But no one had cracked that code

0:22:38.080 --> 0:22:44.520
<v Speaker 1>yet insert sting here. But we'll talk about the the

0:22:44.720 --> 0:22:47.560
<v Speaker 1>system that did crack that code in just a moment.

0:22:47.640 --> 0:22:50.560
<v Speaker 1>Before we do, let's take a quick break to thank

0:22:50.600 --> 0:22:56.720
<v Speaker 1>our sponsor. Okay, So, Lauren, I had hinted that the

0:22:56.840 --> 0:23:00.280
<v Speaker 1>next system we're gonna talk about really cracks the whole

0:23:00.640 --> 0:23:04.280
<v Speaker 1>problem of building a cartridge based system that that resonates.

0:23:05.119 --> 0:23:08.800
<v Speaker 1>What was I talking about? You were probably talking about

0:23:08.920 --> 0:23:12.560
<v Speaker 1>Nintendo's game Boy. Whole boy. What you know, if you

0:23:12.600 --> 0:23:16.400
<v Speaker 1>want to talk about cracking the code, game Boy remains

0:23:16.480 --> 0:23:20.439
<v Speaker 1>one of the top selling consoles of all time period.

0:23:20.680 --> 0:23:22.720
<v Speaker 1>Doesn't matter if you're talking handheld. I mean, if you're

0:23:22.720 --> 0:23:26.280
<v Speaker 1>talking handheld, it is absolutely but I meanven just video

0:23:26.359 --> 0:23:28.960
<v Speaker 1>game consoles, it's still one of the top Oh yeah, yeah,

0:23:29.000 --> 0:23:31.639
<v Speaker 1>and and this came out, so we're skipping ahead a

0:23:31.680 --> 0:23:34.600
<v Speaker 1>few years. There wasn't much development on the scene. Yeah,

0:23:34.640 --> 0:23:36.600
<v Speaker 1>a lot of more of those hard coded games. We

0:23:36.640 --> 0:23:42.280
<v Speaker 1>had talked about UM and it was developed by Gunpaykoi. Yes,

0:23:42.560 --> 0:23:45.960
<v Speaker 1>and gun pay We talked about him in an episode

0:23:46.040 --> 0:23:48.879
<v Speaker 1>when I when I did an episode about the history

0:23:48.920 --> 0:23:51.840
<v Speaker 1>of Nintendo, we talked about gun pay Koi because he

0:23:51.960 --> 0:23:57.120
<v Speaker 1>was very, very influential at Nintendo, both for some things

0:23:57.200 --> 0:24:01.760
<v Speaker 1>that were incredibly popular and one thing in particular that

0:24:01.920 --> 0:24:05.360
<v Speaker 1>was a notable flop. So among the popular ones where

0:24:05.440 --> 0:24:08.240
<v Speaker 1>the Game Boy, which again one of the most popular

0:24:08.400 --> 0:24:11.680
<v Speaker 1>game consoles of all time, also Metroid one of the

0:24:11.760 --> 0:24:15.720
<v Speaker 1>most successful video game franchises, and then hey, the Virtual Boy,

0:24:15.880 --> 0:24:19.600
<v Speaker 1>which totally not successful. A Virtual Boy technically kind of

0:24:19.720 --> 0:24:22.440
<v Speaker 1>falls into the handheld category, depending upon whom you ask.

0:24:22.520 --> 0:24:24.560
<v Speaker 1>I didn't add it into our notes because I was like,

0:24:25.800 --> 0:24:27.760
<v Speaker 1>I don't really think that there's a handheld. I mean,

0:24:27.960 --> 0:24:30.600
<v Speaker 1>you think that was definitely a desktop anything where you're

0:24:30.680 --> 0:24:33.800
<v Speaker 1>wearing it and it's blocking your vision. I can't imagine

0:24:33.840 --> 0:24:37.439
<v Speaker 1>that being, you know, handheld. Plus that thing would make

0:24:37.480 --> 0:24:40.080
<v Speaker 1>you sick when you're just sitting still. Can you imagine

0:24:40.200 --> 0:24:42.320
<v Speaker 1>how you would feel after five minutes of playing one

0:24:42.359 --> 0:24:43.920
<v Speaker 1>of those in the back of a car. I would

0:24:43.960 --> 0:24:45.879
<v Speaker 1>certainly not want to wear it around like I kind

0:24:45.880 --> 0:24:47.760
<v Speaker 1>of want to wear the Oculus Rift around everywhere. I

0:24:47.800 --> 0:24:50.919
<v Speaker 1>would be yaking like crazy. You. So, anyway, the Nintendo

0:24:51.040 --> 0:24:54.560
<v Speaker 1>game Boy ended up using four double A batteries, and

0:24:55.040 --> 0:24:58.080
<v Speaker 1>it was actually a pretty good about not gobbling them

0:24:58.160 --> 0:25:02.200
<v Speaker 1>up immediately, right, I think that that like, like colloquially,

0:25:02.359 --> 0:25:04.920
<v Speaker 1>most people got about twenty hours again play out of it.

0:25:05.280 --> 0:25:07.160
<v Speaker 1>Nintendo claimed that you could go up to thirty five.

0:25:07.160 --> 0:25:09.480
<v Speaker 1>I'm not sure that I ever did that personal right, well,

0:25:09.680 --> 0:25:11.800
<v Speaker 1>but part of the reason why it was so efficient

0:25:11.920 --> 0:25:14.480
<v Speaker 1>was that it was a monochromatic screen and it was

0:25:14.560 --> 0:25:17.119
<v Speaker 1>not back lit. So in other words, if you were

0:25:17.119 --> 0:25:18.920
<v Speaker 1>in a dark room and you turned your game Boy on,

0:25:19.160 --> 0:25:21.560
<v Speaker 1>you wouldn't though you have to turn the light on.

0:25:21.640 --> 0:25:23.560
<v Speaker 1>In fact, there were there were accessories that were sold

0:25:23.600 --> 0:25:26.480
<v Speaker 1>where it was that little is like a book light exactly. Yeah.

0:25:26.560 --> 0:25:29.119
<v Speaker 1>So uh, but that meant that you didn't have to

0:25:29.680 --> 0:25:32.840
<v Speaker 1>spend extra power to keep a light lit, so that

0:25:33.080 --> 0:25:36.560
<v Speaker 1>helped conserve battery life. Sure, despite that, the resolution was

0:25:36.600 --> 0:25:40.440
<v Speaker 1>pretty good. It was one way better than that sixteen

0:25:40.480 --> 0:25:42.960
<v Speaker 1>by sixteen panel we talked about from a few years back.

0:25:43.119 --> 0:25:45.600
<v Speaker 1>A right for the time it was it was pretty shiny, yeah,

0:25:45.600 --> 0:25:49.040
<v Speaker 1>and it had four different shades of gray or by

0:25:49.119 --> 0:25:51.560
<v Speaker 1>by gray, you mean like green to black, but yeah,

0:25:51.800 --> 0:25:53.840
<v Speaker 1>they called it gray. But yes, it really was green

0:25:53.880 --> 0:25:56.880
<v Speaker 1>to black gray. And you could actually have the reports

0:25:57.000 --> 0:25:59.600
<v Speaker 1>where you could link game boys together. That was, I

0:25:59.680 --> 0:26:03.240
<v Speaker 1>mean incredibly forward thinking at the time. You're talking about

0:26:03.280 --> 0:26:06.520
<v Speaker 1>allowing multiple play, and it's not just I'm going to

0:26:06.640 --> 0:26:08.680
<v Speaker 1>take a turn. Oh my turn is over. Now, I

0:26:08.880 --> 0:26:11.080
<v Speaker 1>hand this device to you and you take a turn.

0:26:11.200 --> 0:26:13.840
<v Speaker 1>That's the way the old systems were. So to have

0:26:14.040 --> 0:26:16.800
<v Speaker 1>something like this as a dense is this where you

0:26:16.840 --> 0:26:20.399
<v Speaker 1>could potentially linked together two different systems and play the

0:26:20.520 --> 0:26:25.320
<v Speaker 1>same game, was pretty phenomenal. Now, the original game Boy today,

0:26:25.480 --> 0:26:27.879
<v Speaker 1>a lot of players call it the brick. It was

0:26:27.920 --> 0:26:30.000
<v Speaker 1>pretty large, yeah, and it h the way it was

0:26:30.200 --> 0:26:32.400
<v Speaker 1>laid out. If you have never seen an original game Boy,

0:26:32.680 --> 0:26:35.600
<v Speaker 1>imagine a rectangle and at the top of the rectangle

0:26:35.800 --> 0:26:38.879
<v Speaker 1>is kind of a squarish screen, and below the screen

0:26:39.000 --> 0:26:41.080
<v Speaker 1>is where you would find the directional pad and the

0:26:41.359 --> 0:26:45.520
<v Speaker 1>two Moneys, the B and the A, and so there

0:26:45.680 --> 0:26:47.720
<v Speaker 1>was there were some problems with people playing for a

0:26:47.800 --> 0:26:49.600
<v Speaker 1>long time and game their hands kind of cramped up

0:26:49.640 --> 0:26:52.040
<v Speaker 1>because the controls were right there below the screen and

0:26:52.119 --> 0:26:53.919
<v Speaker 1>not to either side the way we're used to now.

0:26:54.640 --> 0:26:59.000
<v Speaker 1>But still very innovative. And I think I think it

0:26:59.200 --> 0:27:03.119
<v Speaker 1>was the perfect storm in that there was a game

0:27:03.520 --> 0:27:08.480
<v Speaker 1>paired with game Boy that together it was an unstoppable force.

0:27:09.160 --> 0:27:10.760
<v Speaker 1>Do do do do Do Do Do Do Do Do

0:27:10.840 --> 0:27:13.200
<v Speaker 1>Do Do Do Do do do do do do do

0:27:13.440 --> 0:27:17.080
<v Speaker 1>do do do. Yeah, Jonathan of course is talking about

0:27:17.080 --> 0:27:20.080
<v Speaker 1>Tetris or singing about Tetris the case maybe singing is

0:27:20.320 --> 0:27:23.280
<v Speaker 1>very generous. I thank you for it. But yes, Tetris

0:27:24.440 --> 0:27:28.399
<v Speaker 1>one of the most popular titles in video game history.

0:27:29.040 --> 0:27:31.200
<v Speaker 1>And uh, I mean, we should do a podcast just

0:27:31.359 --> 0:27:33.359
<v Speaker 1>about Tetris. At some point I talked about that you

0:27:33.440 --> 0:27:36.240
<v Speaker 1>have not already? Yeah, well, we could never fit it in.

0:27:36.720 --> 0:27:40.440
<v Speaker 1>Oh no, at any rate. Uh I even looked off,

0:27:40.800 --> 0:27:43.880
<v Speaker 1>like what would have been off camera for that? That's

0:27:43.920 --> 0:27:47.520
<v Speaker 1>how bad that pun was. Um. At any rate, the

0:27:47.920 --> 0:27:50.280
<v Speaker 1>fact that Tetris was so popular and that the Game

0:27:50.320 --> 0:27:52.400
<v Speaker 1>Boy was such a great form factor in the sense

0:27:52.440 --> 0:27:55.680
<v Speaker 1>you could take it anywhere. You have this incredibly addictive

0:27:55.720 --> 0:28:00.920
<v Speaker 1>puzzle game, this incredibly portable platform. It was a perfect match.

0:28:01.160 --> 0:28:03.840
<v Speaker 1>I mean when I think game Boy, that's the first

0:28:03.960 --> 0:28:06.280
<v Speaker 1>game I think of. You know, I also think of

0:28:06.320 --> 0:28:08.560
<v Speaker 1>some of the Mario games because those were really popular too,

0:28:08.720 --> 0:28:11.280
<v Speaker 1>but but Tetris is the one. I mean, anyone I

0:28:11.400 --> 0:28:14.560
<v Speaker 1>knew who had a game Boy that was in heavy rotation,

0:28:14.640 --> 0:28:18.719
<v Speaker 1>no matter what other games they owned, so incredibly uh

0:28:19.080 --> 0:28:22.800
<v Speaker 1>forward thinking on that part too. It was also relatively inexpensive.

0:28:22.880 --> 0:28:26.480
<v Speaker 1>It retailed for a D nine dollars, so you know,

0:28:26.800 --> 0:28:30.080
<v Speaker 1>not not chump change. But still we're going to talk

0:28:30.119 --> 0:28:34.040
<v Speaker 1>about some game systems that came out, you know, either

0:28:34.160 --> 0:28:37.440
<v Speaker 1>around this time or shortly thereafter that were much more

0:28:37.520 --> 0:28:40.280
<v Speaker 1>expensive and not nearly as popular for multiple reasons, but

0:28:40.360 --> 0:28:42.160
<v Speaker 1>one of them is that you know, they cost more.

0:28:42.640 --> 0:28:46.360
<v Speaker 1>So uh yeah, game Boy ends up being a huge hit.

0:28:46.880 --> 0:28:50.240
<v Speaker 1>It's it's, you know, compared to today's systems, not the

0:28:50.280 --> 0:28:52.960
<v Speaker 1>most powerful one. But uh, you know, they made some

0:28:53.080 --> 0:28:57.480
<v Speaker 1>great decisions. They they went with the cartridge based game systems,

0:28:57.960 --> 0:29:00.480
<v Speaker 1>which load instantly so you don't have to worry about

0:29:00.480 --> 0:29:02.280
<v Speaker 1>you know, if you're used to an optical drive and

0:29:02.320 --> 0:29:04.440
<v Speaker 1>you have to wait for a game to load spin up. Yeah,

0:29:04.960 --> 0:29:07.440
<v Speaker 1>that's one thing, but if you're used to cartridge based systems,

0:29:07.480 --> 0:29:10.480
<v Speaker 1>you don't even know what load time means. So it

0:29:10.680 --> 0:29:13.960
<v Speaker 1>was really really fast, and um yeah, it got a

0:29:14.000 --> 0:29:17.640
<v Speaker 1>couple of updates, actually, probably half a dozen or so

0:29:17.840 --> 0:29:20.560
<v Speaker 1>updates before we get to the next true version of

0:29:20.600 --> 0:29:22.880
<v Speaker 1>the game Boy. Right. Over the next several years, there

0:29:22.880 --> 0:29:25.360
<v Speaker 1>would be a slimmer version that had a true gray

0:29:25.440 --> 0:29:29.120
<v Speaker 1>scale screen called the game Boy Pocket, and in Japan

0:29:29.480 --> 0:29:32.120
<v Speaker 1>there was a version called the game Boy Light that

0:29:32.240 --> 0:29:34.240
<v Speaker 1>had a backlit screen. Yeah, so it's l I g

0:29:34.680 --> 0:29:38.400
<v Speaker 1>h T not l I T right, but yeah, we um.

0:29:39.040 --> 0:29:41.680
<v Speaker 1>We wouldn't see a color screen update to the game

0:29:41.720 --> 0:29:44.440
<v Speaker 1>Boy for almost a decade, which gave a bunch of

0:29:44.520 --> 0:29:47.280
<v Speaker 1>its competitors a really good into the market. Yeah, or

0:29:47.320 --> 0:29:50.080
<v Speaker 1>at least it appeared that way for some of them.

0:29:50.320 --> 0:29:52.520
<v Speaker 1>They did a pretty good job. Others, like the one

0:29:52.560 --> 0:29:55.080
<v Speaker 1>we're about to talk about, had a rougher start. So

0:29:55.600 --> 0:29:58.240
<v Speaker 1>that same year that the game Boy comes out for Nintendo,

0:29:58.400 --> 0:30:02.600
<v Speaker 1>Atari releases their first handheld gaming system their first like

0:30:02.760 --> 0:30:07.120
<v Speaker 1>handheld cartridge based gaming systems ye L Y n X.

0:30:07.800 --> 0:30:12.080
<v Speaker 1>And so it's the first color handheld portable video games system,

0:30:12.520 --> 0:30:15.400
<v Speaker 1>and it also had multiplayer functionality. Now, this thing, if

0:30:15.400 --> 0:30:18.200
<v Speaker 1>you looked at it was very wide, the screen was

0:30:18.240 --> 0:30:21.360
<v Speaker 1>in the center, the controls were off to either side. Uh.

0:30:21.600 --> 0:30:24.880
<v Speaker 1>It was originally actually called the Handy or sometimes called

0:30:24.960 --> 0:30:27.720
<v Speaker 1>the Handy Boy, depending upon who you ask, were the

0:30:27.760 --> 0:30:30.560
<v Speaker 1>Handy Pack. That's because it was developed by this other

0:30:30.600 --> 0:30:33.760
<v Speaker 1>company called Epics. Yeah, and Epics started shopping it around.

0:30:33.840 --> 0:30:36.920
<v Speaker 1>They went to ce S way back in nine and

0:30:36.960 --> 0:30:40.360
<v Speaker 1>started to UH to meet with other companies and say, look,

0:30:40.360 --> 0:30:43.760
<v Speaker 1>we've developed this hardware. Are you interested. Nintendo said, you know,

0:30:43.840 --> 0:30:47.040
<v Speaker 1>we've got our own thing. We're gonna pass. But Atari said,

0:30:47.200 --> 0:30:49.480
<v Speaker 1>you know, we really want to get back into this market,

0:30:49.640 --> 0:30:51.440
<v Speaker 1>and this is this looks like it's a great way

0:30:51.480 --> 0:30:55.200
<v Speaker 1>of doing it. So they partnered together and they launched this.

0:30:55.360 --> 0:30:58.800
<v Speaker 1>Now they were billing it as being much more powerful

0:30:58.880 --> 0:31:01.080
<v Speaker 1>than the game Boy. It had had that color screen,

0:31:01.240 --> 0:31:04.440
<v Speaker 1>so that alone made it appear, at least on the surface,

0:31:04.800 --> 0:31:07.680
<v Speaker 1>to be a better system. But there were a couple

0:31:07.720 --> 0:31:10.560
<v Speaker 1>of things against it. Yeah, it was it was heavier,

0:31:10.720 --> 0:31:14.120
<v Speaker 1>it was more clunky. Um, it was almost twice as expensive. Yeah,

0:31:14.360 --> 0:31:16.520
<v Speaker 1>that was a big one. And also they had a

0:31:16.600 --> 0:31:20.480
<v Speaker 1>real hard time getting developers to make games for it

0:31:20.560 --> 0:31:24.040
<v Speaker 1>that really took advantage of the Links's abilities, which is

0:31:24.080 --> 0:31:27.320
<v Speaker 1>a story we've heard time and time again with various systems.

0:31:27.520 --> 0:31:29.960
<v Speaker 1>Oh sure, I mean, you know, the specs on this

0:31:30.040 --> 0:31:32.360
<v Speaker 1>thing were pretty spectacular. It was on par with some

0:31:32.440 --> 0:31:34.320
<v Speaker 1>of the consoles that were coming out at the time,

0:31:35.920 --> 0:31:38.760
<v Speaker 1>but without the developers to make the games. Yeah. Then

0:31:38.960 --> 0:31:42.880
<v Speaker 1>eventually they would end up offering a basic links system,

0:31:42.960 --> 0:31:45.480
<v Speaker 1>which meant they didn't include all the connection cables you

0:31:45.560 --> 0:31:50.760
<v Speaker 1>could have UM and that was about but that was

0:31:50.800 --> 0:31:53.120
<v Speaker 1>too little, too late because the game Boy had had

0:31:53.200 --> 0:31:55.680
<v Speaker 1>such trounced it. Yeah, they had already had such a

0:31:55.840 --> 0:31:59.640
<v Speaker 1>big initial push. They were ahead of the game, and

0:31:59.720 --> 0:32:01.840
<v Speaker 1>they were. They would try one more time with the

0:32:01.960 --> 0:32:06.400
<v Speaker 1>with the links to in um, which which was more compact,

0:32:06.960 --> 0:32:09.320
<v Speaker 1>but but still didn't really ever make any headway and

0:32:09.400 --> 0:32:11.640
<v Speaker 1>would eventually fade out of production over the next couple

0:32:11.680 --> 0:32:17.040
<v Speaker 1>of years. Uh. Now, this was one of my favorite systems,

0:32:17.240 --> 0:32:20.280
<v Speaker 1>just for what it could do. I didn't own one,

0:32:20.320 --> 0:32:21.520
<v Speaker 1>I had a friend who owned one. I had a

0:32:21.560 --> 0:32:23.760
<v Speaker 1>lot of friends who owned games. I got a lot

0:32:23.800 --> 0:32:27.120
<v Speaker 1>of vicarious joy out of the friends who lived in

0:32:27.200 --> 0:32:31.880
<v Speaker 1>my neighborhood. But this one was the ANYC Turbo Express.

0:32:32.000 --> 0:32:34.120
<v Speaker 1>So if you've ever heard of the video game called Soul,

0:32:34.200 --> 0:32:38.880
<v Speaker 1>called the Turbo Graphics sixteen, this thing was a handheld

0:32:38.920 --> 0:32:41.640
<v Speaker 1>gaming device that could play those games. Like you could

0:32:41.640 --> 0:32:44.880
<v Speaker 1>get the Turbo Graphics sixteen cartridge plug it into this thing,

0:32:44.920 --> 0:32:48.080
<v Speaker 1>which I guess you can make imagine was it was

0:32:48.160 --> 0:32:51.320
<v Speaker 1>a little clunky, you know, and also drained batteries like

0:32:51.480 --> 0:32:54.959
<v Speaker 1>nothing comments. Yeah, okay, so batteries were expensive back then.

0:32:55.280 --> 0:32:58.080
<v Speaker 1>They're still not cheap, so it would drain batteries really fast.

0:32:58.120 --> 0:33:01.680
<v Speaker 1>But but but at least the Turbo Express itself was

0:33:01.840 --> 0:33:05.880
<v Speaker 1>modestly priced at a oh two dollars never mind, I

0:33:05.920 --> 0:33:07.680
<v Speaker 1>don't know where I was going with that. Yeah, speaking

0:33:07.760 --> 0:33:11.680
<v Speaker 1>of expensive, but but but I did have a color display. Um,

0:33:12.080 --> 0:33:15.360
<v Speaker 1>it had a similar to the Nintendo model, the directional

0:33:15.440 --> 0:33:19.200
<v Speaker 1>pad in two yeah, very very much the standard game control.

0:33:19.720 --> 0:33:22.680
<v Speaker 1>And also, for an additional price, if you wanted to

0:33:22.720 --> 0:33:25.240
<v Speaker 1>spend more than the two fifty dollars plus the hundred

0:33:25.280 --> 0:33:27.840
<v Speaker 1>dollars or so in batteries to keep it going, you

0:33:27.880 --> 0:33:31.880
<v Speaker 1>could get a optional television tuner and turn it into

0:33:31.880 --> 0:33:34.600
<v Speaker 1>a portable TV. So I mean it was it was

0:33:34.720 --> 0:33:36.920
<v Speaker 1>interesting to me and that this was the first attempt

0:33:37.000 --> 0:33:40.640
<v Speaker 1>to build a a handheld video game system that could

0:33:40.720 --> 0:33:46.920
<v Speaker 1>play video game consoles like a television console games and

0:33:47.000 --> 0:33:49.280
<v Speaker 1>and not a port. I mean, I'm talking about the

0:33:49.360 --> 0:33:53.600
<v Speaker 1>exact same game that to me was really phenomenal. Was

0:33:53.720 --> 0:33:57.200
<v Speaker 1>also the year that the first serious competitor to the

0:33:57.280 --> 0:33:59.560
<v Speaker 1>Game Boy came out. And by serious competitor, I mean

0:33:59.680 --> 0:34:02.480
<v Speaker 1>they did a decent job. They didn't. It wasn't that

0:34:02.600 --> 0:34:05.680
<v Speaker 1>Game Boy was in danger, but they didn't just appear

0:34:05.720 --> 0:34:08.959
<v Speaker 1>and then disappear, certainly not. This is the Sega Game Gear,

0:34:09.160 --> 0:34:12.600
<v Speaker 1>and at the time, the Second Genesis was the leading consoles,

0:34:12.719 --> 0:34:16.000
<v Speaker 1>so so it had some serious firepower behind it. Now,

0:34:16.040 --> 0:34:18.920
<v Speaker 1>originally it was it was when it was top secret,

0:34:19.040 --> 0:34:21.120
<v Speaker 1>it was still in development. It was not called the

0:34:21.200 --> 0:34:24.080
<v Speaker 1>game Gear. I know, it was called the Project Mercury. Yeah.

0:34:24.080 --> 0:34:26.360
<v Speaker 1>At the time, Sega was naming all of its different

0:34:26.400 --> 0:34:30.040
<v Speaker 1>projects after planets, which shouldn't come as a surprise if

0:34:30.040 --> 0:34:33.680
<v Speaker 1>you owned a Sega Saturn. Oh right, yeah, yeah, so

0:34:33.960 --> 0:34:36.200
<v Speaker 1>a lot of yeah, yeah, it's kind of cool. I

0:34:36.239 --> 0:34:38.319
<v Speaker 1>mean it's I love finding out like Apple calls all

0:34:38.360 --> 0:34:42.239
<v Speaker 1>their stuff after cats, are used to. But okay, so

0:34:42.360 --> 0:34:46.520
<v Speaker 1>this one cost less than the Turbo Express. It was

0:34:46.640 --> 0:34:49.000
<v Speaker 1>not trying to They were trying really hard to kind

0:34:49.040 --> 0:34:52.160
<v Speaker 1>of be competitive in that same space as the as

0:34:52.239 --> 0:34:54.680
<v Speaker 1>the game Boy. It was more expensive than a game

0:34:54.719 --> 0:34:57.280
<v Speaker 1>Boy because it was at a hundred when it launched.

0:34:57.719 --> 0:35:02.680
<v Speaker 1>But but that's but that's not as as much hundred

0:35:02.680 --> 0:35:05.920
<v Speaker 1>dollars less than the Turbo Express. Yeah, it had that

0:35:06.040 --> 0:35:09.719
<v Speaker 1>color screen, it was cartridge based. It came with a

0:35:09.840 --> 0:35:15.480
<v Speaker 1>single game kind of replicant of of Tetris columns if

0:35:15.520 --> 0:35:17.640
<v Speaker 1>you remember that it was. It was a puzzle based game.

0:35:17.719 --> 0:35:20.160
<v Speaker 1>So it was clear they they saw a game Boy

0:35:20.200 --> 0:35:22.600
<v Speaker 1>and its success with Tetris and said, let's make sure

0:35:22.640 --> 0:35:24.719
<v Speaker 1>we pair this with a puzzle game so we can

0:35:24.760 --> 0:35:27.640
<v Speaker 1>get all those casual gamers hooked, and then we'll be

0:35:27.840 --> 0:35:30.560
<v Speaker 1>we have a license to print money. Uh. And actually

0:35:30.560 --> 0:35:32.759
<v Speaker 1>it did, like I said, pretty well. They ended up

0:35:32.800 --> 0:35:36.560
<v Speaker 1>producing more than two hundred fifty games over the lifetime

0:35:36.800 --> 0:35:41.160
<v Speaker 1>of the Game Gear, which was up until now, just

0:35:41.360 --> 0:35:42.960
<v Speaker 1>like the game Boy. We didn't mention this, but the

0:35:43.000 --> 0:35:45.879
<v Speaker 1>game Boy and the game Gear both could produce stereo sound,

0:35:45.960 --> 0:35:48.400
<v Speaker 1>but only if you plugged in headphones. Because I had

0:35:48.440 --> 0:35:52.759
<v Speaker 1>a single single speaker, so very similar in some ways

0:35:52.800 --> 0:35:55.360
<v Speaker 1>to the game Boy, and it was a good competitor

0:35:55.440 --> 0:35:58.840
<v Speaker 1>against the game Boy. However, the game Boy eventually just

0:35:59.280 --> 0:36:02.080
<v Speaker 1>wins out, or the fact that it had an incredible

0:36:02.160 --> 0:36:04.680
<v Speaker 1>library of games that just grew year over year, and

0:36:04.880 --> 0:36:07.080
<v Speaker 1>just uh again, that price point seemed to be a

0:36:07.160 --> 0:36:11.560
<v Speaker 1>magic spot. Now, speaking of magic spots, we're gonna wrap

0:36:11.719 --> 0:36:14.480
<v Speaker 1>up this particular episode right here because we've got so

0:36:14.760 --> 0:36:16.480
<v Speaker 1>much more to talk about. I mean, we just got

0:36:16.520 --> 0:36:20.160
<v Speaker 1>into the ninety nineties and uh, we've got a lot

0:36:20.239 --> 0:36:24.800
<v Speaker 1>of different amazing video game consoles and a couple of

0:36:25.360 --> 0:36:28.080
<v Speaker 1>phenomenal flops that we're going to be talking about in

0:36:28.080 --> 0:36:31.040
<v Speaker 1>the next episode. But if you guys have any suggestions

0:36:31.120 --> 0:36:34.000
<v Speaker 1>for future episodes, whether it be about a specific game

0:36:34.120 --> 0:36:36.800
<v Speaker 1>system or some other piece of technology, or a person

0:36:37.239 --> 0:36:39.440
<v Speaker 1>that you really want to hear more about. Certainly, if

0:36:39.560 --> 0:36:41.440
<v Speaker 1>if any of these have piped your interest and you

0:36:41.560 --> 0:36:44.319
<v Speaker 1>really want an entire episode about just that thing, let

0:36:44.440 --> 0:36:47.000
<v Speaker 1>us know, send us an email or address is tech

0:36:47.040 --> 0:36:50.719
<v Speaker 1>stuff at Discovery dot com, or drop us a line

0:36:50.760 --> 0:36:54.160
<v Speaker 1>on the numerous social networks where we make ourselves at

0:36:54.200 --> 0:36:56.200
<v Speaker 1>home and kick off our shoes and say come on

0:36:56.360 --> 0:36:59.280
<v Speaker 1>over and see us. Well, that would include Facebook, Twitter,

0:36:59.440 --> 0:37:02.520
<v Speaker 1>and tell are a handle at all. Three is tech stuff,

0:37:02.760 --> 0:37:04.880
<v Speaker 1>hs W and Lauren and I will talk to you

0:37:04.960 --> 0:37:12.120
<v Speaker 1>again really soon for more on this and thousands of

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<v Speaker 1>other topics. Does it how staff works dot com