WEBVTT

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Welcome to the deep dive. I want you to picture

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something for me. Okay. Imagine you have just

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purchased a brand new, highly anticipated video

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game console. Best feeling in the world. Right.

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But instead of plugging it into your television

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or, you know, holding it in your hands like a

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normal Game Boy or whatever, you are strapping

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this gaming console directly onto your head.

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Oh, wow. Yeah. You secure this thick, really

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tight elastic band right around your skull. You

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flip down a small translucent plastic lens so

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it sits right in front of your right eye. Just

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the right eye. Just the right eye. you are staring

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at these glowing dark red graphics just floating

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in your field of vision sounds very sci -fi it

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does until you realize that to control the action

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you are tethered to a plastic controller in your

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hands by a thick cable that is exactly two and

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a half feet long oh no that is that's a recipe

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for disaster it really is i mean it sounds like

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a rejected prop from some low budget cyberpunk

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movie yeah but this was a very real very heavily

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marketed consumer product exactly today we are

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taking a deep dive into the Tiger Electronics

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R -Zone. Ah, the R -Zone. Yeah. This was a portable

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game console that lived an incredibly short And

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chaotic life, basically, from 1995 to 1997. Very

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short lifespan. Yeah. And our source material

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today is a really comprehensive Wikipedia article

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that breaks down the games, the truly bizarre

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hardware variations they released over that two

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year period. And of course, the absolutely brutal

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critical reception this device got. And, you

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know, our mission today goes beyond just marveling

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at a failed gadget. Right. We're examining how

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companies attempt to package. Very old, primitive

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technology inside trendy, futuristic form factors.

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Yeah, masquerading as innovation. Exactly. The

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R zone is a master class. And what happens when

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a business prioritizes a visual gimmick over

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actual technological advancement? It teaches

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us a lot about the line between true innovation

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and clever, or in this case, not so clever packaging.

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Okay, let's unpack this. Set the scene for us.

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When did this thing actually hit the market and

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what was the initial pitch to consumers? So the

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year was 1995. The original R -Zone headgear

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model was officially unveiled to the world at

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the American International Toy Fair. And the

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setup was wild. You had this head -mounted unit

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that's strapped around your forehead. The actual

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game cartridge was inserted directly into this

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headset. Way into the headset itself. Right into

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the headset. And inside that cartridge was a

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transparent LCD screen. The R -Zone unit would

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shine a light through the cartridge, projecting

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the LCD screen onto a mirrored surface that you

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positioned right in front of your eye. The visual

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of someone wearing this is just incredible to

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think about. It's very goofy. But why this specific

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design? I mean, why the headset and the glowing

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red graphics? What's fascinating here is the

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timing. And the aesthetic choices. The mid -90s

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saw a massive explosion of interest in virtual

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reality. Oh, yeah, the VR craze. Exactly. And

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Nintendo was generating an enormous amount of

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industry buzz with the Virtual Boy, which was

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hitting the market around the exact same time.

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Right. And the Virtual Boy also featured a headset

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and relied entirely on a stark red and black

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graphic color scheme. That cannot be a coincidence.

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Well, Tiger Electronics never officially concerned

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this theory. But the prevailing thought... among

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gaming historians is that the entire design of

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the R -Zone was a deliberate attempt to ride

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the coattails of Nintendo's marketing. Just skimming

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off the top of that hype. Yeah. Tiger clearly

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wanted a piece of that futuristic mindshare and

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they wanted it fast. But the reality of... what

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the R -Zone actually was. I mean, the contrast

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between the futuristic VR -style headgear and

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what was actually under the hood is just staggering.

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It really is. If I'm a kid in 1995 putting this

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on, what kind of processing power am I actually

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strapping to my brain? Well, under the hood might

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be a very generous phrase here. Dare I know.

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Because from a technical standpoint, the console

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itself had absolutely no microprocessor. None

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at all. None. It had no internal memory whatsoever.

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The head unit you strapped on was essentially

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just a front polarizer for the LCD, a single

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mono speaker, and a shift register to handle

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the controls. That was the entire machine. Wait,

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hold on. A shift register? A front polarizer?

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Yeah. For those of us who aren't electrical engineers,

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what does that actually mean for the player?

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Simply put, the headset itself didn't think.

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It didn't compute graphics or process game logic.

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Okay. The shift register was basically just a

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very simple traffic cop. It routed the electrical

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signals from the buttons you pressed on the controller

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up the wire to the headset. And the polarizer.

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The polarizer was just a filter to make the light

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readable. All of the actual computing components,

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the microcontroller itself, all of that. was

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stuffed entirely inside each individual game

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cartridge. So the console was literally just

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a flashlight and a mirror attached to a headband.

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That is a remarkably accurate way to describe

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it, honestly. Wow. The transparent center of

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the game cartridge allowed the internal light

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to pass through, and the console just reflected

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that light off the specialized mirror to the

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player's eye. Let's talk about those graphics

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because the term video game feels like a bit

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of a stretch here. A huge stretch. To really

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help you visualize what this looked like in practice,

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imagine a standard digital alarm clock. You know

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how the number eight on a digital clock is made

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up of those little rigid segments? Yeah, the

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little blocks. Right. And to make a number three,

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the clock doesn't draw in shape. It just turns

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off the two segments on the left side. That.

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is the exact underlying technology at play here.

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So the R -Zone did the exact same thing, but

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instead of straight lines forming numbers, the

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segments were shaped like little black outlines

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of characters. The graphics were completely pre

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-drawn and permanently set into the LCD itself.

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Permanent. They couldn't change shape. Right.

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The console wasn't rendering pixels moving across

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a screen like a Game Boy. It was just darkening

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or lighting up different pre -drawn segments

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of the display at different times to fake the

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illusion of... animation it is the absolute definition

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of a technological sleight of hand they took

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the exact same clicky beepy lcd technology from

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a decade prior from the 80s right the kind you'd

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find in those cheap standalone handheld games

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from the 1980s and they simply changed how the

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light passed through it they basically projected

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an 80s calculator screen onto a 90s mirror i

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just can't get over the ergonomics of this either

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specifically the controller she was so flawed

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you have this headset on and you are tethered

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to the controller by a cable that is two and

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a half feet long 30 inches imagine getting super

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into an intense action game instinctively throwing

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your arms up in victory and just violently yanking

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the entire console right off your own forehead.

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The physical limitations were severe and the

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controller layout itself was equally bizarre.

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How many buttons did it have? You had 10 face

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buttons on this tethered controller plus a directional

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pad allowing for four directions of movement.

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10 face buttons for a calculator screen. Exactly.

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The bottom buttons were mostly universal functions.

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You had start select sound to toggle the mono

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audio and pause to pause the game. There's also

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an on button, which is my favorite little detail.

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The on -end button is a brilliant example of

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redundant engineering. Because it didn't even

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need it. No, inserting a game cartridge automatically

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turned the unit on anyway, making the on -end

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button largely useless. Amazing. You also had

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a volume dial, a brightness dial, and a storage

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slot on the controller to keep an extra game

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cartridge protected. And it took AAA batteries,

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right? Yes. It required four AAA batteries to

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power this entire experience. Here's where it

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gets really interesting. If the hardware is basically

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an alarm clock strapped to your skull, how did

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they convince kids to actually buy this thing?

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What was the hook? They used the oldest trick

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in the consumer electronics playbook. Massive

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intellectual properties. The licenses. Right.

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Instead of selling the technology, they sold

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the brands. Tiger Electronics went out and secured

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licenses for some of the absolute biggest blockbuster

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movies and video games of the 1990s. The lineup

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was crazy. The R -Zone launched with titles like

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Batman Forever Mortal Kombat 3, Star Wars Virtua

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Fighter Men in Black, and The Lost World Jurassic

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Park. Those are industry titans. I mean, you

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see Mortal Kombat 3 on a box in 1995, you're

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begging your parents for it. The software lineup

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was completely dominated by these massive titles.

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And they had even more ambitious plans that never

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saw the light of day. Really? Like what? The

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source notes, several canceled games that show

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the sheer scale of their licensing efforts. They

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were working on A Bug's Life, Alien vs. Predator,

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Godzilla, Sonic R. and star trek sonic r on the

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r zone that would have been something they were

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throwing huge money at these licenses to legitimize

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the device i'm trying to visualize playing a

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deep complex fighting game like mortal kombat

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3 on this how did the controls even work if every

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single punch and kick had to be a pre -drawn

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permanent segment on the screen well they relied

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on a very rigid universal control scheme that

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basically shoehorned every genre into the exact

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same mechanics. Oh, no. Yeah. The face buttons

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on the right side of the controller were labeled

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A, B, C, and D. In almost every game, these mapped

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to a four -direction attack scheme. Okay. Pressing

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C attacked to the left, D attacked up, B attacked

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to the right, and A either attacked down or,

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in some games, it just did nothing at all. The

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disconnect between reading the name Virtua Fighter

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on a box and the actual experience of playing

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it on the R -Zone must have been soul crushing.

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Absolutely. You have fighting games, racing games,

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action adventure movie tie -ins. But you are

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saying they all basically played exactly the

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same. Fundamentally, yes. Because the graphics

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had to be pre -drawn on the LCD, you were restricted

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to the exact same type of basic segmented movement,

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regardless of the license. You just couldn't

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do combos. No, you couldn't have complex combos

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or steering mechanics. You just watched a pre

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-drawn shape flash, and you pressed a button

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to make another pre -drawn shape flash in response.

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I want you to really put yourself in the shoes

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of a kid in the mid -90s. You finally convince

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your parents to buy the newest, hottest Batman

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Forever tie -in game. Best day ever. Right. You

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strap on this futuristic headset, you power it

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up, and you realize you were playing the exact

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same choppy, unanimated game you played last

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year, just with a different plastic sticker on

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the cartridge and a slightly different pre -drawn

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character flashing red in your eye. If we connect

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this to the bigger picture of consumer electronics,

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it reveals a fa - fascinating, albeit cynical,

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business strategy. How so? Piger Electronics

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was historically a toy company, not a high -end

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tech manufacturer. Their insight was that children

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buy brands, not microprocessors. That makes a

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lot of sense. Instead of upgrading the internal

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technology, perhaps adding actual processing

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power or pixel -based rendering to compete with

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Nintendo or Sega Tiger, reacted to the inevitable

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market pushback by rapidly pivoting the hardware

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design itself. Yeah, rather than making the games

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better, they just made the plastic shell different.

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Exactly. The R -Zone saw an incredibly fast succession

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of bizarre iterations. Well, the variations are

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the best part of this whole story. It feels like

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absolute panic at the corporate level. Total

00:11:14.830 --> 00:11:17.049
panic. So the original headset launched in late

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1995. The retail price was $29 .99, but by late

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1996, they were already scrambling to fix the

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fact that nobody wanted to actually wear this

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thing. Enter the R -Zone Superscreen. The Superscreen

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was a massive departure. It also retailed for

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$29 .99, but they abandoned the headgear concept

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entirely. Thank goodness. It was a tabletop unit

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that used lighted rear projection. It blew up

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the screen size considerably so that other people

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could actually watch you play. Because with the

00:11:45.720 --> 00:11:47.879
headset, only you could see it. Right. That was

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a major flaw of the headset. Only the person

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wearing it could see the mirror at the precise

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required angle. And the super screen supposedly

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added color, right? But I use the word color

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very loosely here. Very loosely. It didn't actually

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make the games themselves colorized. Some games

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allowed you to... And they actually changed the

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controller for this one, swapping out the traditional

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D -pad for four separate directional buttons.

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But that wasn't even their weirdest pivot in

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late 1996. We also got the R -Zone data zone.

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The data zone represents a company just throwing

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darts at a board to see what sticks. Truly. This

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was a flat, handheld version of the console.

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It featured a backlight, so it completely abandoned

00:12:26.470 --> 00:12:28.789
the mirror projection gimmick. Which is probably

00:12:28.789 --> 00:12:32.779
for the best. But inexplicably... They included

00:12:32.779 --> 00:12:35.639
a data organizer built right into the gaming

00:12:35.639 --> 00:12:38.200
console. A data organizer. For an elementary

00:12:38.200 --> 00:12:41.379
school kid. Yes. What kind of data was a 10 -year

00:12:41.379 --> 00:12:44.879
-old organizing in 1996? The phone numbers of

00:12:44.879 --> 00:12:47.000
the three kids in their cul -de -sac. It's a

00:12:47.000 --> 00:12:49.559
baffling combination of features. It speaks to

00:12:49.559 --> 00:12:52.200
the mid -90s craze of personal digital assistants

00:12:52.200 --> 00:12:55.919
or PDAs. Tiger was just smashing two completely

00:12:55.919 --> 00:12:58.059
unrelated trends together. Hoping something would

00:12:58.059 --> 00:13:00.460
work. Exactly. And the power requirements for

00:13:00.460 --> 00:13:03.120
the data zone were equally strange. It used one

00:13:03.120 --> 00:13:05.679
small watch battery constantly running just to

00:13:05.679 --> 00:13:08.159
store the organizer data and then required two

00:13:08.159 --> 00:13:10.399
separate AAA batteries to actually run the video

00:13:10.399 --> 00:13:13.480
games. What a nightmare for parents. And if the

00:13:13.480 --> 00:13:15.600
super screen and the data zone weren't enough,

00:13:15.820 --> 00:13:19.100
they tried one last desperate time in 1997 with

00:13:19.100 --> 00:13:22.200
the Arzone XPG. Oh, the XPG. XPG, of course,

00:13:22.200 --> 00:13:25.100
stands for Extreme Pocket Game because nothing

00:13:25.100 --> 00:13:28.820
says 1997 like the word extreme with no E. Spot

00:13:28.820 --> 00:13:32.220
on. The XPG was a completely handheld version

00:13:32.220 --> 00:13:35.259
running on AAA batteries. It lacked the headset

00:13:35.259 --> 00:13:37.879
entirely, but it returned to the original projection

00:13:37.879 --> 00:13:40.700
concept. Wait, so it was handheld but still projected?

00:13:40.980 --> 00:13:42.759
Yeah, it projected the display onto a mirrored

00:13:42.759 --> 00:13:44.700
surface located directly above the controller

00:13:44.700 --> 00:13:47.320
area. Yeah. Tiger was desperately trying to find

00:13:47.320 --> 00:13:49.840
a form factor, any form factor, that consumers...

00:13:49.870 --> 00:13:52.090
would actually want to engage with without ever

00:13:52.090 --> 00:13:54.399
improving the core game technology. So what does

00:13:54.399 --> 00:13:56.220
this all mean? When you have a primitive outdated

00:13:56.220 --> 00:13:58.139
technology wrapped in four or five different

00:13:58.139 --> 00:14:00.879
plastic shells, how did the world actually react?

00:14:01.259 --> 00:14:03.419
Unsurprisingly, it was an absolute critical disaster.

00:14:03.600 --> 00:14:05.720
The console was completely panned upon its release.

00:14:06.039 --> 00:14:07.879
Yeah, the contemporary reviews were visceral.

00:14:08.080 --> 00:14:10.639
The source highlights a very specific, deeply

00:14:10.639 --> 00:14:12.960
critical review by David Jones writing for the

00:14:12.960 --> 00:14:15.960
Chicago Tribune in November of 1995. He did not

00:14:15.960 --> 00:14:18.419
hold back. No, he didn't mince words at all.

00:14:18.580 --> 00:14:21.980
He outright called the R -Zone a waste of time

00:14:21.980 --> 00:14:25.059
and money. Ouch. He went much further than just

00:14:25.059 --> 00:14:28.179
critiquing the repetitive gameplay, too. He actually

00:14:28.179 --> 00:14:30.419
highlighted the physical toll the hardware took

00:14:30.419 --> 00:14:32.779
on the user. That's the part that really sticks

00:14:32.779 --> 00:14:35.600
out. Jones wrote that the screen, quote, is hard

00:14:35.600 --> 00:14:38.340
to see and the controls are very awkward, unquote.

00:14:38.700 --> 00:14:41.919
And then he added this incredible, highly specific

00:14:41.919 --> 00:14:45.980
detail. The warning. Yes. He warned readers that

00:14:45.980 --> 00:14:49.320
if you keep the headband on for, say, five minutes,

00:14:49.419 --> 00:14:51.919
you'll have two deep lines on your forehead and

00:14:51.919 --> 00:14:54.440
a headache. The head unit apparently had extra

00:14:54.440 --> 00:14:57.039
padding specifically designed to prevent that

00:14:57.039 --> 00:14:59.639
kind of pain. But according to Jones, it was

00:14:59.639 --> 00:15:01.919
a complete failure. Just a total failure. His

00:15:01.919 --> 00:15:04.120
final verdict in a major newspaper was that the

00:15:04.120 --> 00:15:06.340
R -Zone, quote, should be dumped into the trash

00:15:06.340 --> 00:15:09.340
can where it belongs, unquote. That is brutal.

00:15:10.169 --> 00:15:12.789
To have a major publication tell parents to throw

00:15:12.789 --> 00:15:15.070
your brand new product in the garbage right before

00:15:15.070 --> 00:15:17.049
the holiday shopping season. Devastating for

00:15:17.049 --> 00:15:19.210
sales. But there was one publication that offered

00:15:19.210 --> 00:15:21.250
a slightly different perspective wasn't there.

00:15:21.470 --> 00:15:24.649
There was. The gaming magazine, Electronic Gaming

00:15:24.649 --> 00:15:28.110
Monthly, commonly known as EGM, offered a slightly

00:15:28.110 --> 00:15:30.509
more forgiving take, though it came with massive

00:15:30.509 --> 00:15:33.590
glaring caveats. Right. EGM admitted right out

00:15:33.590 --> 00:15:36.009
of the gate. that the display took a lot of time

00:15:36.009 --> 00:15:38.690
to get used to, and they explicitly stated that

00:15:38.690 --> 00:15:40.769
it wasn't even in the same league as the Virtual

00:15:40.769 --> 00:15:43.350
Boy's immersive experience. Which is really saying

00:15:43.350 --> 00:15:45.470
something, considering the Virtual Boy is famously

00:15:45.470 --> 00:15:47.470
considered one of Nintendo's biggest commercial

00:15:47.470 --> 00:15:51.190
failures. Exactly, it's a low bar. But EGM's

00:15:51.190 --> 00:15:53.809
argument was purely economical and practical.

00:15:54.110 --> 00:15:56.490
They pointed out that at a retail price of $29

00:15:56.490 --> 00:15:59.929
.99, it was much less expensive than a full -fledged

00:15:59.929 --> 00:16:01.710
console. Yeah, how much was the Virtual Boy?

00:16:02.080 --> 00:16:05.460
The Virtual Boy cost around $180 at launch. Wow.

00:16:05.779 --> 00:16:08.820
So for a parent in 1995, that $150 difference

00:16:08.820 --> 00:16:11.139
was huge. It's the difference between a birthday

00:16:11.139 --> 00:16:15.179
present and a stocking stuffer. Precisely. EGM

00:16:15.179 --> 00:16:17.159
also noted that unlike the Virtual Boy, which

00:16:17.159 --> 00:16:19.899
required a dedicated tabletop stand and forced

00:16:19.899 --> 00:16:22.179
you to lean into it, the R -Zone was functionally

00:16:22.179 --> 00:16:24.259
portable. You could, in theory, take it anywhere.

00:16:24.500 --> 00:16:27.080
You could get a headache on the bus, in the car,

00:16:27.100 --> 00:16:30.100
or in your living room. The portability was limitless.

00:16:30.299 --> 00:16:32.809
True. But even with that slight defense regarding

00:16:32.809 --> 00:16:35.269
its price point, the long -term legacy of the

00:16:35.269 --> 00:16:38.090
R -Zone is incredibly bleak. Very bleak. It was

00:16:38.090 --> 00:16:41.350
entirely discontinued by 1997, a total lifespan

00:16:41.350 --> 00:16:44.070
of just two years, and modern retrospectives

00:16:44.070 --> 00:16:47.019
have not been kind. Not at all. Gaming historians

00:16:47.019 --> 00:16:50.159
look back on it as a fascinating disaster. In

00:16:50.159 --> 00:16:53.639
2008, Mikel Raparaz of the gaming website GamesRadarPlus

00:16:53.639 --> 00:16:56.759
included the R -Zone on a definitive list of

00:16:56.759 --> 00:16:58.799
the 10 worst game consoles released up to that

00:16:58.799 --> 00:17:02.320
time. Top 10 worst. That's rough. He perfectly

00:17:02.320 --> 00:17:04.460
captured the essence of the failure, stating

00:17:04.460 --> 00:17:06.299
it was essentially just a gimmicky version of

00:17:06.299 --> 00:17:09.900
the same awful clicky beepy LCD games that Tiger

00:17:09.900 --> 00:17:11.759
had been dumping on the market since the 80s.

00:17:11.779 --> 00:17:14.740
Yeah. And in 2016, the tech publication Motherboard

00:17:14.740 --> 00:17:17.240
wrote a piece calling it perhaps the most infamous

00:17:17.240 --> 00:17:20.220
product ever associated with Tiger. They noted

00:17:20.220 --> 00:17:21.900
that while it was similar to the Virtual Boy

00:17:21.900 --> 00:17:24.539
in some aesthetic ways, the R -Zone was, in their

00:17:24.539 --> 00:17:26.940
words, much, much worse. It's a legacy built

00:17:26.940 --> 00:17:32.190
entirely on frustration. basic alarm clock LCD

00:17:32.190 --> 00:17:35.130
games, licensed the biggest intellectual properties

00:17:35.130 --> 00:17:37.750
on the planet to build hype, and tried to trick

00:17:37.750 --> 00:17:39.430
consumers into thinking they were buying the

00:17:39.430 --> 00:17:42.289
future with a flashy piece of red plastic. It

00:17:42.289 --> 00:17:44.990
is truly the ultimate cautionary tale of packaging

00:17:44.990 --> 00:17:47.349
over substance. We've talked about the original

00:17:47.349 --> 00:17:50.670
forehead -denting headgear, the massive D -battery

00:17:50.670 --> 00:17:53.730
-chugging super screen, the utterly baffling

00:17:53.730 --> 00:17:55.990
data zone organizer, and the desperate extreme

00:17:55.990 --> 00:17:59.089
pocket game. All in two years. But the core lesson

00:17:59.089 --> 00:18:01.150
for you listening today is that you simply cannot

00:18:01.150 --> 00:18:03.849
wrap outdated technology in a trendy new package

00:18:03.849 --> 00:18:06.170
and expect the public not to notice. They will

00:18:06.170 --> 00:18:09.170
notice. The R -Zone thought it could take 1980s

00:18:09.170 --> 00:18:12.190
pre -drawn LCD tech, dress it up in 1990s VR

00:18:12.190 --> 00:18:14.829
headgear, slap a Batman sticker on it and win

00:18:14.829 --> 00:18:17.529
the holiday season. And they failed spectacularly.

00:18:17.630 --> 00:18:20.250
This raises an important question for us to consider

00:18:20.250 --> 00:18:22.670
as we navigate today's rapidly evolving tech

00:18:22.670 --> 00:18:25.009
landscape. Well, the R -Zone failed because it

00:18:25.009 --> 00:18:27.190
tried to masquerade cheap primitive technology.

00:18:27.690 --> 00:18:30.430
as a futuristic, head -mounted reality experience.

00:18:31.130 --> 00:18:33.730
When we look around today, especially at the

00:18:33.730 --> 00:18:36.549
explosion of modern wearables, smart devices,

00:18:36.829 --> 00:18:39.190
and the newest iterations of virtual and augmented

00:18:39.190 --> 00:18:42.569
reality, are there highly hyped gadgets out there

00:18:42.569 --> 00:18:44.869
right now doing the exact same thing? That's

00:18:44.869 --> 00:18:47.269
a great point. Are tech companies currently hiding

00:18:47.269 --> 00:18:50.890
basic, outdated technology behind flashy, uncomfortable,

00:18:51.150 --> 00:18:54.170
and trendy new form factors? It's really worth

00:18:54.170 --> 00:18:56.009
keeping a critical eye out for the modern -day

00:18:56.009 --> 00:18:58.599
our zones. That is a brilliant point to leave

00:18:58.599 --> 00:19:00.720
off on. We always like to think we are so much

00:19:00.720 --> 00:19:02.940
savvier than the consumers of the past, but the

00:19:02.940 --> 00:19:05.359
marketing tricks rarely change, only the packaging

00:19:05.359 --> 00:19:07.859
does. Thank you for taking this journey back

00:19:07.859 --> 00:19:10.339
to 1995 with us to explore one of the weirdest

00:19:10.339 --> 00:19:12.960
missteps in gaming history. Until next time,

00:19:12.980 --> 00:19:14.539
keep an eye on what you strap to your head and

00:19:14.539 --> 00:19:15.099
stay curious.
