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Hi, I'm Andre Meadows and this is Crash Course Games.
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Today we're gonna talk about the second half of the 1980s,
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when the video game industry was reborn, largely due to the influence of Nintendo.
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Now, after the great North American video game crash in 1983, which was called "The Atari Shock" in Japan,
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the video game console industry in the United States was crushed!
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"Odyssey", "Colecovision", "Intellivision" and others left the marketplace. "Atari" was sold off.
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The U.S. home console and cartridge market, which was worth nearly 3 billion dollars in 1982,
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fell to 100 million dollars in 1985, according to Nintendo of America.
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And those numbers aren't adjusted for inflation!
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The number of console games produced also dropped dramatically.
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But at the same time, the home computer market was growing,
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and video games for the Commodore 64 and Apple II looked like the future of gaming
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So much, in fact, that "Video Games Player" magazine changed their name to "Computer Games" ... traitors!
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But the video game crash that we talked about last time, happening in the United States, didn't happen in Japan.
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And Nintendo, which started as a playing card company, would bring video gaming back.
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How did they start? And what changed everything in the Mid-'80s?
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Well, grab a hold of your plumber's hat, your Triforce, and don't get turned into an eggplant - cause we're gonna find out!
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[Theme Music]
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Nintendo was founded in 1889 (Now, that's old-school!) by a young Fusajiro Yamauchi,
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to distribute his handmade playing cards.
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For eight decades, Nintendo made cards and toys.
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And the company still produces a line of playing cards today, but mostly as a tribute to its past.
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Nintendo broke into the video game market in the 1970s,
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when they won the rights to distribute the original Magnavox Odyssey console in Japan.
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They developed a string of arcade hits with "Donkey Kong", "Ice Climbers" and "Mario Bros.", and then turned to handheld games.
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The "Game & Watch" handhelds were one of their first hardware products, and they were extremely popular;
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the other reason you have that little 2D silhouette - Mr. Game & Watch - in your Smash Bros. games.
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Nintendo's experience in licensing the "Odyssey", plus its success with the Game & Watch handheld,
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led the company to develop a new game console for the Japanese market,
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which had been relatively untouched in the crash. Let's go to the Thought Bubble!
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Nintendo's new console debuted in Japan as the brightly colored, red-and-white "Famicom"
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or "Family Computer Home Gaming Console".
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It sold more than 2.5 million copies by 1985, which led Nintendo to consider the North American market.
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In 1985, the company introduced the Nintendo Entertainment System, or "NES".
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They were so wary of backlash from the crash and competition from the home computer markets,
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that they removed all mentions of video games.
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To distance the product from the recent industry crash, they invented a whole new vocabulary.
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Consoles were called "Control Decks", and game cartridges were called "Game Packs".
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The system was colored gray, so it looked like a serious computing device.
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It loaded games from the front, like a VCR, and not top-down like previous consoles.
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They sold the device in toy stores rather than electronic stores, and made no-risk deals with American retailers.
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The system had a pretty sweet futuristic light gun, known as the "NES Zapper",
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(Take that, "Duck Hunt"!) and R.O.B., the "Robotic Operating Buddy", who seemed cool but only played two games.
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It was really the consumer response, they made the NES succeed.
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Nintendo's surveys of people who bought the system in the New York City Area in 1985
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indicated that more than 90% of those who bought the NES would recommend it to friends and family.
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One year after the NES debuted, Nintendo sold over 1.8 million units.
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By 1989, Nintendo had a 75-80% share of the 3.4 billion dollar U.S. video game market.
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It was clear that the U.S. gaming industry had returned, and Nintendo was Player One. Thanks, Thought Bubble!
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Nintendo's real success, though, was its ability to create a culture around itself and its games.
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The first thing they did was to ensure they wouldn't make the mistakes of the past.
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Atari suffered because they didn't monitor third-party developers, some of which made terrible, rushed games that flooded the market.
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That's one of the reasons why we had the crash.
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So Nintendo tightly controlled the games that appeared on its system with the official "Seal of Quality".
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These golden seals told players that they held a quality product.
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Nintendo wouldn't let Third Party developers make NES games unless they agreed to a contract
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to make games only for Nintendo for two years and to only make five games a year for the system.
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These were seen as quality controls.
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They enforced this with a special computer chip called the "10NES"
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that controlled what games would work on the system.
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Though, later, developers got around them.
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This allowed for quality games that created loyalty in the fanbase.
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Players trusted that Nintendo games would be fun, look great and would actually work.
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... with some exceptions... LJN...
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Nintendo also encouraged the loyalty of its customers by creating the "Nintendo Fun Club",
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which sent users a newsletter with gameplay tips and news about popular and upcoming games.
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The newsletter was a success. With subscriptions nearing 600,000 by the end of 1987.
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They replaced this newsletter with "Nintendo Power" magazine in 1988.
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In Nintendo Power, you could write letters to the editor, enter contests, get exclusive merch and comics,
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get advice from gameplay counsellors...
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This helped create a special Nintendo community for players to exist.
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And the crucial element of Nintendo's success was the quality of its games.
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Advanced technology allowed for more detailed graphics and sound, and longer and more complex games.
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Games like "Super Mario Bros.", "Legend of Zelda", "Kid Icarus" and "Metroid"
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captivated players and gave them hours of gameplay.
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Characters like "Q*bert" and "Pac-Man" were cute, but they didn't have a lot of back story.
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Mario and Luigi, from "Super Mario Bros.", were plumbers running around the Mushroom Kingdom
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trying to save Princess Peach, or "Princess Toadstool" back then, from Bowser, King of the Koopas.
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Okay, it's not like it's Les Misérables or anything,
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but it was something for players to get attached to and connect with.
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And audiences definitely connected with the game,
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"Super Mario Bros." has sold over 40 million copies since its release.
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Now, while the Super Mario Bros. were hopping around the Mushroom Kingdom,
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"The Legend of Zelda" opened the world of Hyrule to players.
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The game had varied environments, like forests, deserts and dungeons, that unfolded in every direction.
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Now, while Mario constantly moved from left to right in his race to save the princess from the evil beast, Bowser,
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players could move Link in any direction on his quest to save Princess Zelda from the evil beast Ganon.
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Nintendo had a thing for saving princesses from evil beasts.
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This sense of exploring a giant video game world was also new to players.
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In The Legend of Zelda the aduience was in charge of the pace of play.
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They could go where they wanted and take as much time as they wanted in the land of Hyrule.
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In Metroid, Samus explored the open-ended planet of Zebes, with an entire ecosystem of Metroids and other aliens to fight.
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This complex game had multiple endings, and areas that were only accessible after players found certain power-ups.
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And speaking of Metroid, we're gonna play a little bit right now.
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So, watch out, Mother Brain! It's time to level up!
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Ooooh! Listen to that eerie music! Whooo!
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That was what was interesting about Metroid: Unlike some of the other NES games,
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Metroid had this dark, eerie feel and the music played a large part in that.
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All right, I'm gonna jump right into this. But which way do I go?! [CHUCKLES]
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So you could go left, you could go right, up, down...
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Because they were open-world, you had these giant maps as part of the game.
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And that's why Nintendo Power was such a big deal, because you could get secret information from Nintendo Power,
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that you couldn't find anywhere else, on how to play some of these games.
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Aaah! [Laughter]
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Back off, man, back off!
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No! [Laughter]
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Now I'm just casually playing through the game but what's interesting about games like "Metroid"
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is that people have played them so many times and know the maps so well
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that they've actually started doing "Speed Runs", where they'll just try to get through it as fast as possible.
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And the reason why you even had speed runners, or just people being able to find every single secret in the game,
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is because you had this nice home experience of playing these games.
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And another reason that "Metroid" had replayability was because it had five different endings.
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And what was very fascinating about some of those endings was that it revealed
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something that we all know now but didn't know back then: That Samus is female!
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She gets to join the ranks with Ms. Pac-Man.
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So, that's Metroid. I guess Mother Brain is gonna live another day 'cause we're gonna move on
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but it's definitely fun to revisit this game.
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Metroid, Super Mario Bros., Duck Hunt, Kid Icarus, The Legend of Zelda...
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Nintendo brought gaming back with excitement. And Excite Bike!
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And a level of commitment to quality that brought the video game industry back from the brink.
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Nintendo's games showcased improvements in underlining game technology
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but they also reflected a maturing industry.
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With these new tools, game designers created immersive worlds and empowered players as never before.
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To borrow Nintendo's trademark advertising slogan: "Now you're playing with power!"
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But Nintendo won't be alone in the video game race for long,
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thanks to another company with a little blue hedgehog. We'll see you next time!
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Crash Course Games is filmed in the Chad and Stacey Emigholz Studio in Indianapolis, Indiana,
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and it's made with the help of all these nice people.
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If you'd like to keep Crash Course free for everyone forever, you can support the series at Patreon,
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a crowdfunding platform that allows you to support the content you love.
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Speaking of Patreon, we'd like to thank all our Patreons in general,
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and we'd like to specifically thank our High Chancellor of Knowledge, Morgan Lizop, and our Vice Principal, Michael Hunt.
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Thank you for your support!