WEBVTT

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Welcome to another deep dive. Have you ever bought

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a gadget that, you know, promised to completely

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transport you into the future, but then you open

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it up and it's basically just a headache inducing

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piece of cheap plastic? Oh, I think we've all

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been there with tech hype. Right. If you've ever

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been burned by that kind of marketing, you are

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going to really appreciate the journey we're

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taking today. It's a rough one. It really is.

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Our mission today is to explore what is widely

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considered one of the most infamous commercial

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misfires in all of video game history. Absolutely

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legendary for all the wrong reasons. We are drawing

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from a single source today, a really comprehensive

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Wikipedia article detailing this piece of 1990s

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technology that time has thankfully mostly forgotten.

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We are looking at the Tiger Electronics R -Zone.

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The R -Zone. We're going to examine what happens

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when a company tries to capitalize on a massive

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tech trend. engineers a deeply bizarre piece

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of hardware and just watches the entire endeavor

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collapse in record time. And the timeline alone

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here tells such a compelling story. I mean, the

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R -Zone hit the market in 1995 and by 1997, completely

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discontinued. But treating this as just another

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bad product, I think. misses the real lesson.

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It serves as a textbook case study in prioritizing

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form over function. Yeah, marketing over engineering.

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Exactly. It's a prime example of marketing vision

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severely outpacing the actual technological reality

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of what a company is trying to push onto consumers.

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Okay, let's unpack this because we need to understand

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the environment that allowed a device like this

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to even make it to a store shelf in the first

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place. Right. So the setting is February 1995

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at the American International Toy fair. Tiger

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Electronics chooses this massive event to unveil

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the R -Zone. Now, at that time, Tiger was mostly

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known for producing those really inexpensive

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single -game handhelds. The ones you'd find in

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the toy aisle or hanging near a checkout counter.

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Exactly, the cheap ones. So the R -Zone was a

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major pivot for them. It marked their first multi

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-game entry into the portable electronic game

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market. And the initial iteration, which they

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dubbed the R -Zone Headgear model, launched at

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$29 .99. Which included a pack -in game, importantly.

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Right. But for that $30 entry fee, consumers

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were buying a rather baffling physical configuration.

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Baffling is definitely the right word. The design

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choices for the original headgear model are just

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incredibly difficult to rationalize from an ergonomic

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standpoint. I mean, picture this. You would strap

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this primary device directly onto your head using

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this thick headband. That's comfortable. Oh,

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just wait. Attached to that headband was a transparent

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lens that you'd flip down to sit right in front

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of your right eye. Just the right eye. Yeah.

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But the unit on your head wasn't even self -contained.

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To actually play the game, you had to hold a

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separate dedicated controller in your hands.

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And here is the kicker. That controller was tethered

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to the headband by a cable that the source notes

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was only about two and a half feet long. Two

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and a half feet. It forces the user into an incredibly

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unnatural posture. You literally can't move your

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arms away from your face. Right. You're physically

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tethered from your hands to your forehead. It

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severely restricts your movement while you're

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trying to focus on this single lens hovering

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over one eye. So why do this? Well, to understand

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why Tiger Electronics committed to such a restrictive,

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head -worn design, you really have to look at

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the cultural zeitgeist of 1995. There's a strong

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consensus regarding the strategy here. The virtual

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reality boom. Exactly. The R -Zone featured this

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distinct... dark red visual presentation paired

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with this head -mounted gimmick. And it's widely

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understood that this design was rushed to market

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to capitalize on the massive industry buzz surrounding

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Nintendo's Virtual Boy. Which was dominating

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the press with its own red and black virtual

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reality promises at the time. Yeah, they saw

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the VR hype train leaving the station and just

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sprinted to get on board. Although the source

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material does point out that Tiger never actually

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officially confirmed that theory. They never

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went on record to admit they were just riding.

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the coattails of the virtual boy's aesthetic.

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True. But what's fascinating here is that despite

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mimicking the external wearable look of a virtual

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reality headset. The technology powering the

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R -Zone was fundamentally different from true

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VR. Or even the stereoscopic 3D that the Virtual

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Boy was attempting. Right. The R -Zone was merely

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projecting the illusion of high -tech immersion

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using hardware that was decidedly low -tech.

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Which brings us to what was actually under the

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hood. And this is the part that I find genuinely

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surprising. Oh, the hardware specs. Yeah. Because

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when you pick up a video game console, even a

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budget portable one, you naturally assume there's

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a central processing unit inside of it. A grain.

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Right. But the Arizona console itself, the bulky

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piece of plastic strapped to your face, contained

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absolutely no microprocessor and no memory. Nothing.

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It was, for all intents and purposes, a hollow

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shell. It's a clever, albeit incredibly limiting,

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engineering workaround to keep manufacturing

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costs down. The actual computing components,

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the microprocessor and the memory, they weren't

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housed in the main unit at all. They were in

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the cartridges. Exactly. Built right into a microcontroller

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located inside each individual game cartridge.

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So if the cartridge is acting as the brain, what

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is that head -mounted console actually doing

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while you play? The console served three very

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basic functions. First, it housed a front polarizer

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for the LCD screen. That's essentially a specialized

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filter that manages the light passing through

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so the display is visible to your eye. Okay,

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that makes sense. Second, it contained a single

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mono speaker for basic audio output, just beeps

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and boops. And third, it utilized a shift register.

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A shift register. Yeah, it was basically a simple

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electronic traffic cop. It takes the button presses

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from your controller, lines those signals up,

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and... sends them down the wire to be processed

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by the cartridge. And that was the extent of

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the console's internal hardware. So the visual

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experience is entirely dependent on the cartridge.

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Completely. And the physical cartridges themselves

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were weird. They were transparent in the center,

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which allowed ambient light from the room to

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pass right through them. Right. And then that

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light would reflect off his specialized mirror

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on the headset, which actually had a minor tilt

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adjustment to help you line up the angle. You

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had to dial it in manually. Yeah. And that reflection

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is what you saw in the lens over your right eye.

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But you weren't looking at pixels rendering dynamic

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environments. No, not at all. You were looking

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at an LCD screen that used the exact same technology

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as Tiger's cheap handheld games from the 1980s.

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And that is the critical limitation of the entire

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system. The graphics were not generated in real

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time. Every single visual element for the entire

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game was pre -drawn and physically, permanently

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set into the liquid crystal display. Like a calculator

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screen. Exactly like that. The device could not

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generate a new shape or a new character. It simply

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activated or darkened different pre -existing

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segments of the screen at different times to

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simulate crude animation. And all of it was filtered

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in that singular dark red color to bounce off

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the mirror. Yep. Here's where it gets really

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interesting. Because you have this incredibly

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static pre -drawn visual setup, right? Mm -hmm.

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Yet when you look down at the controller. Attached

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to that two and a half foot cable, it features

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ten face buttons. Ten? Ten buttons for a game

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where the graphics are literally just a handful

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of permanently etched LCD shapes. The disparity

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between the input device and the visual output

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is striking. You have your standard directional

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pad on the left, but then on the right side there

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are four distinct action buttons. A, B, C, and

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D. You'd naturally assume a four button layout

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implies complex game mechanics. Sure, like a

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fighting game. But the source notes that typically,

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these just corresponded to a basic four -direction

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attack scheme. The C button might attack left,

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D attacks up, B attacks right. And the A button

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either attacks down... or in some specific titles,

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it serves no function at all. It's an architectural

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choice designed entirely to create an illusion

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of complexity for the consumer holding the box

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in the store. It looks advanced on the shelf.

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Exactly. A controller with 10 buttons implies

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a deep, robust gaming experience, which completely

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masks the reality of the outdated LCD technology

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inside. And the bottom of the controller takes

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that illusion even further. You have six utility

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buttons. On, start, select, sound, pause, and

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off. The utility buttons are my favorite part.

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The source specifically points out the absolute

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absurdity of the on button. It was largely unused

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because the simple act of inserting a game cartridge

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into the slot automatically powered the unit

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up. So they manufactured a dedicated face button

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for a function the hardware already handled by

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default. Yes. It just reinforces the idea that

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the R zone was engineered purely for shelf appeal

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rather than user experience. But of course, that

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strategy quickly unravels once the consumer actually

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starts playing the game. Because of the severe

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limitations of that pre -drawn LCD tech. Right.

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The gameplay across the entire R zone library

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was almost identical from one title to the next.

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Wait, if the gameplay is virtually identical?

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across the board. How are they convincing kids

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to buy multiple games? How do you sell someone

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a new cartridge if it plays exactly like the

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one they already own? You do it by leveraging

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intellectual property. The games vary primarily

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in their title and the subject matter of those

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permanent LCD drawings. So the shapes just look

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different. Exactly. Tiger Electronics masked

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the repetitive gameplay by securing licenses

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for some of the biggest entertainment properties

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of the decade. The list of licenses they secured

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is genuinely staggering. We are talking about

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massive, heavy -hitting franchises. The R -Zone

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library included Batman Forever, Virtua Fighter,

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Mortal Kombat 3, Indy 500, Star Wars, and The

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Lost World. Jurassic Park. Huge names. They had

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Men in Black and VR Troopers. They even managed

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to get a Mask of Zorro game that served as an

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exclusive pack -in title for the UK and the Netherlands.

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And you have to remember, Tiger Electronics was

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uniquely positioned to acquire those licenses.

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Because they dominated the inexpensive toy aisle,

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they were viewed as a very low -risk, high -volume

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licensing partner for movie studios and major

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game publishers. The studios probably didn't

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even care about the hardware. They didn't. They

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weren't concerned with the deep technical flaws

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of the R -Zone. They're just interested in getting

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a Batman or Star Wars product onto retail end

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caps. And the consumer isn't buying the cartridge

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for innovative game design. They're buying it

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because they want to engage with the Mortal Kombat

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brand in a format that looks somewhat like virtual

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reality. But that strategy clearly had a short

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shelf life. The source lists several high -profile

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games that were planned but ultimately canceled

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as the console's popularity collapsed. Oh yeah,

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the canceled list is fascinating. They were developing

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versions of A Bug's Life, Alien vs. Predator,

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Sonic R, Star Trek, and Godzilla. They were swinging

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for the fences with these properties right up

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until the bitter end. And to their credit, Tiger

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Electronics did recognize the fatal flaws of

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the original headgear design pretty quickly.

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Rather than abandoning the platform immediately,

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they engaged in a series of frantic hardware

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pivots. They tried to save the ship. They really

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did. Over the next two years, they redesigned

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the physical console three separate times in

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an attempt to salvage the product line. Let's

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walk through those variations, because the design

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logic gets stranger with each iteration. Late

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in 1996, they released the Arzone Superscreen.

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The Superscreen? This model abandoned the wearable

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concept entirely. It was a tabletop console,

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still hitting that $29 .99 price point. But the

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major marketing hook was that it finally offered

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color, though that claim requires a heavy asterisk.

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Yeah, the implementation of color was essentially

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a visual trick. Right. To get color, you had

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to insert a special lens that simply provided

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a static, non -animated color background. Just

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a colored piece of plastic. Exactly. The actual

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dynamic game movements, the LCD shapes turning

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on and off, remained entirely black. And this

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tabletop unit was not sleek. It required four

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heavy D batteries to operate. Four D batteries

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for an LCD screen. Unbelievable. And they swapped

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the traditional D -pad on the controller for

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four separate directional buttons. But I guess

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the main benefit was a much larger screen. You

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were no longer forcing one person to squint through

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a tilted mirror. The display was large enough

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that other people in the room could actually

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see the game. The super screen was a stark admission

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from Tiger that the head -mounted mirror system

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was fundamentally flawed and uncomfortable. Definitely.

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But their next pivot, released around the same

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time in late 1996, is perhaps the most perplexing

00:12:36.259 --> 00:12:39.159
piece of hardware in their entire lineup, the

00:12:39.159 --> 00:12:42.059
R -Zone data zone. The data zone is a product

00:12:42.059 --> 00:12:45.200
of its era in the most absurd way possible. They

00:12:45.200 --> 00:12:47.379
took this heavily criticized gaming platform

00:12:47.379 --> 00:12:50.379
and mashed it up with a digital data organizer.

00:12:50.970 --> 00:12:52.929
The engineering of the data zone stripped away

00:12:52.929 --> 00:12:55.169
the complex mirror projection system entirely.

00:12:55.769 --> 00:12:58.889
Instead, it presented the LCD image on a flat

00:12:58.889 --> 00:13:02.409
screen, utilizing a simple backlight. Okay, slightly

00:13:02.409 --> 00:13:04.409
more normal. But because it was attempting to

00:13:04.409 --> 00:13:06.870
serve as a hybrid gaming and productivity device,

00:13:07.149 --> 00:13:09.509
the power requirements were completely fragmented.

00:13:09.750 --> 00:13:12.490
It required two AAA batteries to run the gaming

00:13:12.490 --> 00:13:15.490
hardware, but it relied on a separate, dedicated

00:13:15.490 --> 00:13:18.110
watch battery simply to save the data entered

00:13:18.110 --> 00:13:20.440
into the organizer portion of the device. is

00:13:20.440 --> 00:13:23.419
such a strange demographic to target. You have

00:13:23.419 --> 00:13:26.500
an audience buying cheap, pre -drawn LCD games

00:13:26.500 --> 00:13:29.399
based on Jurassic Park, and Tiger assumes that

00:13:29.399 --> 00:13:32.779
same user base urgently needs a digital planner

00:13:32.779 --> 00:13:35.000
to schedule their dentist appointments on the

00:13:35.000 --> 00:13:37.399
same device. It makes no sense. It feels like

00:13:37.399 --> 00:13:39.639
a desperate attempt to add perceived value to

00:13:39.639 --> 00:13:42.620
a failing system. And then finally, we reach

00:13:42.620 --> 00:13:45.500
1997 and the last hardware revision hits the

00:13:45.500 --> 00:13:48.519
market. That would be the R -Zone XPG or the

00:13:48.519 --> 00:13:51.600
Extreme Pocket Game. This was their final attempt

00:13:51.600 --> 00:13:54.419
at creating a truly standard handheld console.

00:13:54.720 --> 00:13:56.580
No more head straps. The headset was completely

00:13:56.580 --> 00:13:59.179
gone. Instead, the device projected the display

00:13:59.179 --> 00:14:01.539
onto a mirrored surface that was permanently

00:14:01.539 --> 00:14:04.080
affixed directly above the controller area. It

00:14:04.080 --> 00:14:06.580
was fully self -contained, didn't require a tabletop,

00:14:06.620 --> 00:14:10.100
and ran entirely on standard AAA batteries. So

00:14:10.100 --> 00:14:12.100
what is this? all mean? They tried a head strap,

00:14:12.340 --> 00:14:14.860
a massive tabletop unit, hybrid data organizer,

00:14:15.100 --> 00:14:17.100
and finally a standard handheld with a built

00:14:17.100 --> 00:14:19.779
-in mirror. How did the gaming press and the

00:14:19.779 --> 00:14:22.000
general public respond to this constant shifting

00:14:22.000 --> 00:14:24.399
of hardware? Well, the response was universally

00:14:24.399 --> 00:14:27.909
harsh. From its initial launch in 1995 straight

00:14:27.909 --> 00:14:30.850
through to the final XPG model, the platform

00:14:30.850 --> 00:14:33.090
was heavily criticized. They didn't hold back.

00:14:33.330 --> 00:14:36.110
Not at all. Despite the impressive roster of

00:14:36.110 --> 00:14:38.529
licensed titles and the continuous hardware adjustments,

00:14:38.990 --> 00:14:41.710
the R -Zone remained a complete commercial and

00:14:41.710 --> 00:14:44.600
critical failure. The contemporary reviews were

00:14:44.600 --> 00:14:46.379
devastating. I have to share this quote from

00:14:46.379 --> 00:14:49.139
the source material. David Jones reviewed the

00:14:49.139 --> 00:14:51.659
console for the Chicago Tribune in November of

00:14:51.659 --> 00:14:54.080
1995, so right around the initial launch. Oh,

00:14:54.120 --> 00:14:56.759
this quote is brutal. He did not mince words.

00:14:57.059 --> 00:14:59.720
He called the Arizone a waste of time and money.

00:15:00.220 --> 00:15:02.539
He pointed out the poor visibility of the screen

00:15:02.539 --> 00:15:04.879
and the awkwardness of the controls. But the

00:15:04.879 --> 00:15:07.360
most damning part of his review focused on the

00:15:07.360 --> 00:15:10.059
physical toll of the headgear itself. The comfort

00:15:10.059 --> 00:15:12.779
issue. Yeah. He noted that wearing the headband

00:15:12.779 --> 00:15:15.519
for just five minutes resulted in two deep lines

00:15:15.519 --> 00:15:18.019
on your forehead and a headache. Which highlights

00:15:18.019 --> 00:15:20.639
a massive failure in the product's physical design,

00:15:20.840 --> 00:15:22.700
considering Tiger Electronics had explicitly

00:15:22.700 --> 00:15:25.279
added extra padding to the headband to prevent

00:15:25.279 --> 00:15:27.840
that specific issue. The padding was entirely

00:15:27.840 --> 00:15:30.940
ineffective. Jones finishes review by stating

00:15:30.940 --> 00:15:34.340
the R zone should be dumped into the trash can

00:15:34.340 --> 00:15:37.799
where it belongs. That is a brutal assessment

00:15:37.799 --> 00:15:40.340
for a product trying to establish itself during

00:15:40.340 --> 00:15:42.740
the holiday shopping season. And the enthusiast

00:15:42.740 --> 00:15:46.490
gaming press echoed those exact sentiments. Electronic

00:15:46.490 --> 00:15:48.730
Gaming Monthly reviewed the hardware in December

00:15:48.730 --> 00:15:52.809
of 1995. They did offer a minor concession, pointing

00:15:52.809 --> 00:15:54.950
out that the R -Zone was significantly cheaper

00:15:54.950 --> 00:15:57.970
than Nintendo's Virtual Boy and that it was functionally

00:15:57.970 --> 00:16:00.429
easier to transport. Which is true, technically.

00:16:00.789 --> 00:16:03.429
However, they stressed that the display required

00:16:03.429 --> 00:16:05.970
a significant adjustment period for the user's

00:16:05.970 --> 00:16:08.590
eyes, and more importantly, they concluded that

00:16:08.590 --> 00:16:11.779
the R -Zone was not even in the same league as

00:16:11.779 --> 00:16:14.360
the Virtual Boys immersive experience. And when

00:16:14.360 --> 00:16:16.299
the product you're seemingly attempting to imitate

00:16:16.299 --> 00:16:19.139
is already struggling in the market and reviewers

00:16:19.139 --> 00:16:21.039
say you aren't even in the same league as that

00:16:21.039 --> 00:16:23.259
struggle. The writing is on the wall. Exactly.

00:16:23.740 --> 00:16:25.840
And the retrospective views on the console have

00:16:25.840 --> 00:16:28.679
only grown harsher over the decades. In 2008,

00:16:28.899 --> 00:16:31.840
the publication GamesRadar Plus included the

00:16:31.840 --> 00:16:34.419
R -Zone on a list of the 10 worst consoles ever

00:16:34.419 --> 00:16:37.360
made. Deservedly so. Mikel Reporaz summarized

00:16:37.360 --> 00:16:39.220
the system as a poor imitation of the Virtual

00:16:39.220 --> 00:16:42.399
Boy, describing it as just a gimmicky version

00:16:42.399 --> 00:16:45.899
of the same awful, clicky -beepy LCD games that

00:16:45.899 --> 00:16:47.700
Tiger had been dumping on the market since the

00:16:47.700 --> 00:16:50.620
80s. It's an abrasive critique, but it's technically

00:16:50.620 --> 00:16:52.960
sound. The core architecture of the games had

00:16:52.960 --> 00:16:55.600
not evolved in over a decade. Tiger had merely

00:16:55.600 --> 00:16:57.980
built a more complicated, restrictive plastic

00:16:57.980 --> 00:17:00.559
housing around the same obsolete technology.

00:17:01.080 --> 00:17:03.879
Fast forward to 2016, and the tech outlet Motherboard

00:17:03.879 --> 00:17:06.599
revisited the console. They labeled the R -Zone

00:17:06.599 --> 00:17:08.960
perhaps the most infamous product ever associated

00:17:08.960 --> 00:17:11.799
with Tiger. They echoed the sentiment that the

00:17:11.799 --> 00:17:13.880
games were just glorified versions of their old

00:17:13.880 --> 00:17:16.579
LCD titles. And in comparing it again to the

00:17:16.579 --> 00:17:19.299
Virtual Boy, they concluded the R -Zone was much,

00:17:19.420 --> 00:17:21.759
much worse. If we connect this to the bigger

00:17:21.759 --> 00:17:24.759
picture, the brief, troubled lifespan of the

00:17:24.759 --> 00:17:27.740
R zone represents a recurring trap within the

00:17:27.740 --> 00:17:30.859
technology sector. It illustrates the sheer danger

00:17:30.859 --> 00:17:34.039
of prioritizing a trendy aesthetic, like the

00:17:34.039 --> 00:17:36.980
1990s obsession with virtual reality and wearable

00:17:36.980 --> 00:17:39.559
tech, without actually possessing the foundational

00:17:39.559 --> 00:17:42.220
engineering to deliver on that promise. They

00:17:42.220 --> 00:17:45.930
sold a look, not an experience. Precisely. Tiger

00:17:45.930 --> 00:17:48.210
promised an immersive, futuristic experience,

00:17:48.450 --> 00:17:50.950
but the reality they shipped was a 2 .5 -foot

00:17:50.950 --> 00:17:53.869
tether, a static red screen, and physical discomfort.

00:17:54.230 --> 00:17:56.430
It serves as a great reminder for you, the listener,

00:17:56.589 --> 00:17:59.190
as you evaluate the constant stream of new gadgets

00:17:59.190 --> 00:18:01.769
hitting the market today. Just because a device

00:18:01.769 --> 00:18:04.190
adopts a visual language of the future, featuring

00:18:04.190 --> 00:18:06.769
complex button layouts and aggressive sci -fi

00:18:06.769 --> 00:18:09.109
styling, does not mean the internal technology

00:18:09.109 --> 00:18:11.869
is actually pushing any boundaries. Often a flashy

00:18:11.869 --> 00:18:14.109
new headset is just an elaborate housing for

00:18:14.109 --> 00:18:16.150
the same basic technology we've been using for

00:18:16.150 --> 00:18:18.329
years. Before we conclude, I know you had a final

00:18:18.329 --> 00:18:20.119
thought you wanted to leave everyone with. I

00:18:20.119 --> 00:18:22.720
do. I want to pose a thought based on a specific

00:18:22.720 --> 00:18:26.339
detail from our source. The official 1997 patent

00:18:26.339 --> 00:18:29.619
for the R -Zone categorizes it as a head mounted

00:18:29.619 --> 00:18:32.519
modular electronic game system. That sounds so

00:18:32.519 --> 00:18:34.859
advanced. Consider the ambition of that phrasing

00:18:34.859 --> 00:18:37.259
compared to the flawed reality of the actual

00:18:37.259 --> 00:18:40.160
product. The tech industry's pursuit of an immersive

00:18:40.160 --> 00:18:42.880
experience has been ongoing for decades now.

00:18:43.059 --> 00:18:46.500
If the R -Zone was what a 1995 attempt at modular

00:18:46.500 --> 00:18:48.839
wearable gaming looked like, it raises an interesting

00:18:48.839 --> 00:18:51.559
question. What was that? How many other uncomfortable,

00:18:51.799 --> 00:18:54.920
fundamentally flawed prototypes had to be built,

00:18:55.019 --> 00:18:57.119
shipped, and ultimately relegated to the trash

00:18:57.119 --> 00:18:59.720
cans of history just so the industry could slowly

00:18:59.720 --> 00:19:02.180
map out what doesn't work when merging screens

00:19:02.180 --> 00:19:04.599
with human vision? The R -Zone is a failure,

00:19:04.680 --> 00:19:07.400
yes, but it is also a necessary data point on

00:19:07.400 --> 00:19:09.400
the long trajectory toward functional, wearable

00:19:09.400 --> 00:19:11.859
technology. The trash cans of history are full

00:19:11.859 --> 00:19:15.319
of necessary stepping stones. I love that. Well,

00:19:15.359 --> 00:19:17.339
thank you for joining us on this deep dive into

00:19:17.339 --> 00:19:19.640
the strange, dark... reality of the R -Zone.

00:19:19.680 --> 00:19:21.640
We appreciate you taking the time to explore

00:19:21.640 --> 00:19:23.759
the forgotten corners of tech history with us,

00:19:23.799 --> 00:19:26.180
and we look forward to uncovering another story

00:19:26.180 --> 00:19:28.779
next time. Keep questioning the tech you use,

00:19:28.779 --> 00:19:29.960
and have a great rest of your day.
