Episode Transcript
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0:00
Okay, let's hear your best Sega scream impression.
0:04
Sega! Is
0:06
the emphasis more on the set? Sega! They
0:09
talk about it in console wars. Yeah, the
0:11
voice actor. And he was sick. I
0:13
think he had thrown up earlier in the day
0:15
and he was just in such a bad physical
0:17
and mental state that he could do this insane
0:20
scream. It was perfect. The cost
0:22
you pay for great art.
0:23
Who got the truth? Is
0:26
it you? Is it you? Is
0:29
it you? Is it you? Is
0:31
it you? Is it you? Sit it down. Say
0:34
it straight. Another story on the way. Who got the
0:36
truth?
0:40
Welcome to this episode of Acquired, the
0:42
podcast about great technology companies and
0:44
the stories and playbooks behind them. I'm
0:46
Ben Gilbert. I'm David Rosenthal. And
0:49
we are your hosts. Today we
0:51
have for you our first Acquired
0:54
short.
0:55
There are some stories that deserve three
0:57
or more hours to chronicle the entire
0:59
company history start to finish.
1:01
But there are also some stories or perhaps
1:04
chapters of stories that can be told
1:06
in an hour or so. Now in
1:08
Nintendo part two I asked David a question.
1:11
How exactly did Sega manage
1:13
to go from having over half
1:15
the video game console market in the US
1:18
with the Sega Genesis to abandoning
1:20
the console business entirely after
1:22
Dreamcast in a few short years?
1:25
And David, you gave us a quick short
1:27
answer, but we were both sort of looking at each other
1:30
afterwards thinking there is so
1:32
much more to this story. It really does deserve
1:34
its own episode. And frankly, it's
1:36
a nice opportunity for us here at Acquired
1:39
to take a look at a company that didn't
1:41
become hugely successful and
1:43
what the lessons we can learn from
1:45
that one are. So we bring you today
1:48
the death of Sega.
1:49
This could be really fun experiment. We
1:52
get to tell this story, right? Listeners,
1:54
let us know if you like this and we might do
1:56
more of them. Yep. Let us know
1:58
in the Slack Acquired.fm
1:59
slash Slack. It is the best place
2:02
to discuss episodes after we release them.
2:04
Tons of folks joined after the Nintendo episodes.
2:06
There's a lot of great video game discussion right
2:09
now. Check out ACQ to our
2:11
second show with interviews. The most
2:13
recent interview is with David Shue, the founder
2:15
and CEO of Retool. And
2:18
with that, the show is not investment advice.
2:20
David and I may have investments in the companies
2:22
we discuss. And this show is for informational
2:24
and entertainment purposes only.
2:26
We could technically still invest
2:29
in Sega today. Sega Sammy Holdings. Not
2:31
quite sure we'd want to, but let's get into
2:33
it. Spoilers. So we
2:36
start our story in
2:38
around call it 1992, 1993. Sega
2:43
and its Genesis, as
2:45
it was known in North America, has battled
2:48
Nintendo and the Super NES to basically
2:51
a tie in the U.S. home
2:53
console market, which
2:55
really in practice, if you go listen to our Nintendo
2:57
series, was beating the pants off of Nintendo.
3:00
Like Sega had no right to
3:02
get to 50 percent, maybe even 50 percent plus
3:05
market share, given how far behind they
3:07
came from. Imagine you're a startup and
3:09
you're fighting some big incumbent. And within three
3:11
years, you get to a basically 50 50 market
3:14
share.
3:14
It's totally nuts. The Genesis.
3:17
I mean, it was the cool console
3:19
in the 90s. It had Sonic. They've
3:21
got John Madden football. They've got great
3:23
sports franchises. They've got the Mortal
3:26
Kombat version with the blood. Oh,
3:28
the real red blood and not the Nintendo
3:30
toned down gray blood.
3:32
And they have about a 30 million total
3:35
unit install base of the Sega Genesis
3:38
around the world, the vast majority of which about 20 million
3:41
is in the United States.
3:43
Yeah. And this is basically the best video game
3:45
consoles we're doing at the time. Years later,
3:47
the PlayStation two with one hundred and fifty
3:49
million. But
3:51
no one was doing hundred million plus
3:53
units sold game systems at this point in history.
3:56
So 30 million rock solid,
3:58
huge player in the market. A great.
3:59
base to build on. Yes. Now, also
4:02
at this time and call it 1992, 1993, it has become clear that compact
4:09
discs are the
4:11
future, not just for the video game
4:13
industry, but for everything. CD album
4:16
sales and like CD players are on
4:18
their meteoric rise at this point.
4:20
It is a huge driver of business
4:22
for companies like Sony.
4:24
In the personal computer industry,
4:27
neighboring to the gaming industry, CD ROM
4:29
drives are now becoming standard in
4:31
PCs. This is how software
4:34
is shipping. This is how games are shipping
4:36
in the PC industry. And the trade off
4:39
with games is of course,
4:41
a cartridge doesn't really require loading
4:43
time.
4:44
The CD, while it has a ton more
4:46
storage,
4:47
does have trade offs where it needs to load stuff
4:49
onto the machine. Yeah. And there's
4:52
one other really big advantage of
4:54
the CD medium for the business side
4:57
of the industry,
4:58
which is that CDs are much lower
5:00
cost to produce than cartridges.
5:03
Cartridges, you got to like put silicon
5:05
in there. They have chips. CDs are
5:07
just optical discs. You can stamp these
5:09
out for a tenth, a hundredth of the cost
5:12
of a cartridge. Pennies.
5:14
So it's obvious
5:16
that the home video game console industry
5:18
is also going to move to the CD
5:20
medium as its primary distribution
5:23
technology going forward. And the
5:25
way
5:26
right now that people in the industry
5:28
are thinking that this great migration is
5:30
going to happen is not
5:33
via new consoles, but
5:35
via add on peripherals
5:38
to existing consoles. Looking
5:40
back now, this was obviously a very,
5:43
very poor path and evolutionary branch
5:45
of the gaming tree that mercifully died
5:47
off.
5:49
But at the time, everybody seemed
5:51
to be doing it. There
5:52
are other consoles like Atari's Jaguar
5:55
console came out with a CD-ROM
5:57
add on the NEC PC Engine.
5:59
in Japan in the US, it was called the Turbo Graphics
6:02
console that came out with a CD add-on.
6:05
And of course, famously, Nintendo
6:09
is working on a major partnership
6:12
that they've announced that everybody knows about with
6:14
none other than
6:16
Sony to make
6:18
a CD-ROM add-on for the
6:20
Super Nintendo that would be known as the
6:22
Play Space Station, the
6:25
Sony Play Station add-on
6:27
to the Super Nintendo. We'll
6:29
come back to that in a little bit, that doesn't go
6:31
as planned. This is now our third episode in
6:33
addition to Sony and Nintendo, where we've talked
6:35
about this. So of course, back to Sega,
6:38
they are
6:40
working on a CD-ROM add-on too
6:42
for the Genesis. And just like
6:45
with the Genesis, they had beat Nintendo
6:47
and the Super Nintendo to market with the
6:49
first 16-bit console, they want
6:51
to make sure that they beat
6:53
Nintendo and Sony to market
6:56
with the first CD-ROM add-on.
6:58
So in late 1992,
7:00
they launch the Sega CD
7:03
add-on for the Genesis
7:05
in North America. It comes out
7:07
with this game called Night Trap, which
7:10
is a full motion video game that uses
7:13
like,
7:13
it's basically a playable movie. It's
7:15
a really crappy game, but people think
7:18
that this is the future that CD-ROM technology
7:20
is going to enable. It's like a zombie slash,
7:22
like a teen horror flick that you basically play
7:25
as a video game. This is one of
7:27
the games that gets Congress all spun
7:29
up about video games are corrupting
7:31
the youth and leads to the creation
7:34
of the entertainment software ratings
7:36
board, the video game industry
7:38
version of movie ratings that comes out. Rated
7:40
E for everyone. Yeah, exactly.
7:43
So funny. You go back and look
7:45
at this stuff today and you're like, yeah, compared
7:48
to Call of Duty, you're like, this is nothing.
7:50
Seriously. Grand Theft Auto. Yep.
7:52
But ultimately, despite all this hand
7:55
wringing over
7:56
these games and everything coming out with these CD
7:59
add-ons.
7:59
There is a fundamental problem
8:03
with what
8:04
Sega is doing here,
8:05
and that is that add-on
8:08
technology for consoles is
8:10
never really a good idea because
8:13
the business model of the video
8:15
game console industry, it's a razor
8:17
and blades model.
8:19
And the way that
8:20
video game companies like Sega, like Nintendo, like
8:22
Sony in a minute, make all of their profits
8:25
is from
8:26
the software sales, not from hardware
8:29
sales. And so you want to have as big of
8:31
an install base of consoles as possible to
8:33
amortize the software sales across. So
8:36
when you're selling an add-on console, you are
8:38
limiting the target market
8:40
to the 30 million people that already
8:42
own a Genesis. It will be smaller
8:45
by definition than the market
8:47
base that you've already created.
8:50
And this creates a huge problem because then
8:52
developers don't want to make
8:55
their best games for a limited install
8:57
base of consoles.
8:58
Consumers don't want to go buy
9:01
a platform that's only going to have a very limited
9:03
number of good games, and it quickly
9:06
becomes a death spiral.
9:08
So
9:08
the Sega CD sales, despite
9:11
starting off relatively strong,
9:14
stall out quickly. Sega only
9:16
sells about 3 million Sega
9:18
CD units versus the 30 million plus
9:20
Genesis units that they've sold. This is
9:22
a
9:23
flop for them.
9:25
Now, Nintendo, by either luck
9:27
or skill or maybe just being slow
9:29
in Nintendo, they never
9:32
actually come out with the CD add-on
9:34
for the Super Nintendo and the Sony partnership falls
9:37
apart. So they kind of avoid this
9:39
disaster that Sega stumbles into. But
9:42
after the Sony partnership fell apart, didn't
9:44
they form a new partnership with Philips
9:46
to create the Nintendo CD
9:49
thing?
9:49
They did, but that delayed
9:51
everything enough that everybody kind of
9:53
realized that this was a bad idea. And Nintendo
9:56
basically also abandoned that project
9:59
and let Philips come out with it.
9:59
with their own console, I think it was called the CDI. Nobody
10:03
supported it, it sucked. It wasn't part of the
10:05
Super Nintendo ecosystem.
10:06
Okay, so what does Sega do after
10:09
the Sega Genesis
10:11
CD add-on is abandoned?
10:14
Well, you would think, just like Nintendo
10:16
sort of did here, you would learn your lesson, console
10:19
add-ons are a bad idea, you've got all
10:21
these problems with it, it's a limited market,
10:24
you cut your losses, you move on,
10:26
you just embrace the next generation.
10:29
That's the logical thing to do here, right? Yup.
10:32
That is not what Sega does.
10:34
They decide that they are going to follow up
10:36
their failed console add-on with
10:39
another
10:40
failed console add-on.
10:43
That's right,
10:44
the infamous and infamously
10:46
terrible 32X
10:47
which
10:50
launches in the fall of 1994. This
10:54
is another hardware add-on for
10:56
the Sega Genesis system
10:58
that you plug into the top of the console and
11:00
it adds a 32-bit processor
11:03
to the Genesis. And it works sort of like
11:05
the same way a game genie worked, right, you
11:07
like put it in where your
11:09
game cartridges go and then
11:11
that
11:12
way when you put your actual
11:14
game cartridge on top, it's sort of like stacked like
11:16
a tower? Yes, exactly, this whole thing
11:19
is so hair-brained. I think it added
11:21
more colors maybe to existing
11:23
Genesis games, but then it also had its
11:26
own 32X games that you bought separately
11:29
for it. This thing was just an unmitigated
11:32
disaster. One of the worst video game industry
11:34
decisions of all time.
11:36
Huh, okay. Yeah, so
11:38
the 32X sells less than 1
11:40
million units total.
11:43
And in the meantime, almost
11:46
immediately thereafter, Sega
11:49
also rushes out a
11:51
separate brand new native 32-bit
11:54
system
11:55
to market called the Saturn.
11:57
What a nightmare. This makes no sense,
11:59
let's go.
11:59
on here. The story goes that all
12:02
of this was basically a decision handed
12:04
down from Sega in Japan.
12:06
They order Tom Kalinsky, the
12:08
CEO of Sega of America, to
12:11
launch the Saturn. Sega of
12:13
America doesn't really want to do this, but they don't have a choice.
12:15
So they spin up their patented brilliant
12:18
Sega marketing launch playbook
12:20
for the Saturn. They announced to
12:22
America
12:23
that September 2nd, 1995 is
12:26
going to be Saturn day. It is Saturday,
12:28
September 2nd, and the Sega Saturn
12:31
is going to launch on that day. But then at
12:33
E3
12:34
in May of 1995, they
12:38
shock the world. Tom Kalinsky comes
12:40
out on stage for the Sega keynote and says,
12:42
actually, I know we told all of
12:44
you that we were going to launch in September.
12:47
Well, surprise, we're launching today. The
12:49
Sega Saturn is coming out right now.
12:51
The press, the industry, the developers here, they're
12:53
all like, what?
12:55
It's like exciting, but confusing. This
12:58
makes no sense. There's
13:00
no Sonic game ready. There's
13:03
no third party games at all.
13:06
The retailers aren't prepped.
13:08
They don't know to expect this. There's been
13:10
no marketing. None of the groundwork has been
13:13
laid. In fact, everybody thinks this thing is coming out
13:15
in September.
13:17
It's really weird because it's like everyone's
13:19
sort of recent hero, the David versus
13:21
the Goliath of Nintendo,
13:23
seems like they should be firing on all cylinders.
13:25
But you have the market confusion with the 32 X
13:28
and the Sega Saturn and now Sega
13:31
Saturn sooner. What the heck's going on? Right
13:33
on top of this maybe forgivable Sega
13:35
CD thing that happened, you know, a year or two
13:37
before, like this whole thing is just weird.
13:41
So on the back of
13:43
this, the Saturn
13:44
flops. It sells just
13:47
over 9 million units compared
13:49
to the Genesis, which sold 30 million
13:52
units.
13:53
And if you read the book, console wars
13:55
by Blake Harris, he spends a lot
13:57
of time with Tom Kalinsky, the CEO of Sega of
13:59
America.
13:59
and interviews him. And Tom and
14:02
the other folks who were at Sega of America at this
14:04
time, like, they're somewhat diplomatic, but
14:06
they just kind of lambast the
14:09
Japanese management of Sega
14:11
at this point in time.
14:12
They say that they at Sega of America fought against
14:14
all of these decisions, that the
14:17
Japanese parent company was jealous
14:19
of Sega of America's success with
14:21
the Genesis. Cause the Genesis sold really
14:23
well in America, it didn't sell as well in Japan. No,
14:26
all of the Genesis's success was
14:29
in America Europe and South
14:31
America. It basically did nothing
14:33
in Japan.
14:34
And in Consul Wars, the author draws this
14:36
great analogy of Japan
14:39
as the parent and America
14:41
as the child. So shouldn't the parent
14:43
be proud of the child's success? But
14:46
in reality, the way that it actually
14:48
was going on is that Japan and
14:51
America were sort of sibling
14:53
markets. And the parents' favorite
14:55
child used to be Japan. And as the parent
14:58
showed more favoritism toward America,
15:00
the Japan leadership sort of retaliated
15:03
and found ways to
15:04
kick and scream and say, hey, you need to pay more attention
15:06
to me. Yeah. And Sega
15:09
at this point, of course, is a Japanese company
15:11
and the board is Japanese. And at the end
15:13
of the day, Japan wins
15:15
here. So Tom and
15:18
most of the rest of the team at Sega of America,
15:20
they get super frustrated.
15:22
They end up just leaving the company, including
15:25
Steve race who masterminded the whole
15:27
aggressive marketing strategy behind the Genesis,
15:30
you know, the Sega scream, the welcome to the next level.
15:32
He goes to work for Sony to
15:34
launch the PlayStation. Oh, yes. We'll
15:37
talk much more about that in one
15:39
minute. So Sega
15:42
of Japan is kind of running the ship now at
15:44
this point in time.
15:45
They decide after a couple of years
15:48
to give up on the Saturn, they launch another
15:51
new internally developed console,
15:53
the Dreamcast. The Dreamcast actually
15:56
had some real innovations to it. Like it was
15:58
the first true online.
15:59
console
16:01
that shipped with internet connectivity
16:03
built in.
16:04
It had the little slide out handheld
16:06
thing that was like a little game boy that popped out of
16:08
the controller that was super cool. Oh
16:11
yeah, the VMU, that thing was cool. And
16:13
a bunch of the design philosophy made
16:15
a lot of sense. They were using commodity components
16:17
instead of special silicon for it. Yep.
16:20
But unfortunately, it
16:22
launches against the PlayStation 2,
16:25
which goes on to become the best selling console of
16:27
all time and completely trounces it. So
16:29
the Dreamcast sells even fewer
16:31
units than the Saturn. And it's really
16:33
sad. After just two and a half years
16:36
on the market, Sega ends
16:38
up discontinuing the Dreamcast,
16:41
announcing that they're getting out of the hardware
16:43
business entirely. They're
16:45
going to go to just being a video game developer
16:48
and publisher on other platforms,
16:51
on PlayStation, on the Xbox, et
16:53
cetera.
16:54
The company really just becomes a shadow of its
16:57
former self. It limps along. And
16:59
then finally, after a couple of
17:01
years from kind of 2001, 2002 into 2003 of Sega just
17:06
making games for other platforms,
17:09
the company gets sold off to another
17:12
Japanese public company, a company called
17:14
Sami that was a manufacturer of Pachinko
17:17
machines, which is kind of like the Japanese
17:19
equivalent of pinball machines.
17:21
This is sort of sad ending with a whimper
17:24
for this once legendary Sega
17:26
Scream company. Right.
17:29
You've got the exodus of all the talent.
17:31
You're sort of still scratching your head a little bit about
17:33
how it all fell apart so fast.
17:36
You know, I started digging into why
17:38
and how and what were the corporate
17:40
transactions that actually happened around here.
17:43
And David, I feel like there's more to this story because I
17:45
pulled up Pitchbook to look.
17:47
There are a lot more transactions around this company
17:49
than you've sort of mentioned so far. Oh,
17:52
are there? There are. Oh, if
17:54
only there were a podcast that went and did really
17:56
deep research on what actually happened here.
17:59
Well, while we're talking about PitchBook, this is
18:02
a great time to thank them as our sponsor
18:04
for this episode. And I'm going to keep this segment
18:06
very short and sweet this time because
18:08
you will be able to get a sense of all the great
18:10
info in PitchBook as a source
18:13
for this episode as we go through it
18:15
later on. And PitchBook is, of course,
18:18
the platform you can log into and get great access
18:20
to an insane amount of private and
18:23
public company data, like what companies
18:25
raised money and when, at what prices,
18:27
and number of employees in the board composition. Basically,
18:30
every VC and PE firm I know
18:33
has a PitchBook account, and it's essentially a
18:35
competitive disadvantage at this point if
18:37
you don't have one. If you want to sign up for PitchBook,
18:40
you can go to pitchbook.com slash acquired.
18:42
Just tell them that you heard about them from Ben
18:45
and David at Acquired. And our thanks to PitchBook
18:47
for powering many of the insights
18:50
and stats throughout this episode.
18:53
So David, feels like there's some big things
18:55
missing from the story here. Yeah, you like that little story that
18:57
I just told you, right? It almost
19:00
feels high gloss, apocryphal.
19:03
And if you really stare at it, you're like, I'm
19:05
not satisfied. That can't be right. This
19:08
is insufficient. Everything you say is exactly correct.
19:10
The funny thing is, though, that like listeners for you all
19:12
listening,
19:13
I bet most of you, if you knew
19:15
any version of the story of the
19:17
death of Sega,
19:19
what we just told was the version you probably know.
19:23
But while it's not wrong,
19:25
it's only one version of the story. And
19:28
the other version
19:29
is both way more charitable to Sega,
19:32
the parent company in Japan.
19:33
And also, I think way more interesting in terms of like lessons
19:36
we can take from it. So let's tell it.
19:39
If you go listen to our two
19:41
part Nintendo saga,
19:42
we talked
19:44
quite a bit about Sega along
19:46
the way. And especially in our first
19:48
Nintendo episode, when we talked about
19:50
Sega,
19:51
we talked about them as this arcade
19:54
company. And that's actually
19:57
what Sega was. The home
19:59
console.
19:59
console business, the Genesis,
20:02
the Master System before it.
20:05
These were like side project offshoots
20:08
from what
20:09
was otherwise an
20:11
enormous and very successful
20:14
arcade business based back in Japan.
20:16
Totally. It started as service
20:18
games back in the like 40s,
20:21
50s, this merger of arcade
20:24
game makers and arcade distributors.
20:26
You even had this story that you were telling. I
20:29
think we actually cut this from the Nintendo episode for Time.
20:31
But on Periscope, the Sega,
20:34
very innovative Sega game, they standardized
20:36
the unit of the quarter as what
20:38
you pay for an arcade video game
20:40
session.
20:41
Yeah, the arcade industry, it's lost
20:43
to history now because basically it doesn't exist
20:46
anymore. But it was bigger than
20:48
the home console industry and nobody
20:50
was bigger in the arcade industry
20:53
than Sega. They were the OGs. They
20:55
literally standardized the quarter, as you say. Now
20:58
that game, Periscope,
21:01
came out in the 60s. This is before video
21:03
games. This is what was called an electro-mechanical
21:05
game. So there were like mechanical
21:07
elements to this cabinet of
21:10
submarines and ships that moved around. They
21:12
were like plastic and cardboard. And then you fired
21:14
a gun that had like
21:16
torpedoes that traveled on a light bulb
21:18
path to hit the ships. I think it was pretty
21:21
cool. But it became so successful.
21:23
Sega actually gets
21:25
acquired in 1969.
21:28
Yeah, I was shocked to see this in Pitchbook. I scrolled
21:30
all the way down like I normally do when I'm looking at like private
21:32
companies who raise money to see who their seed investors
21:34
were. And the first transaction for
21:36
Sega is from 1969.
21:40
Yes. The company that acquires them is
21:42
Gulf and Western, which is a big oil company.
21:44
Oh, yeah. The U.S. So like, what the hell is going on here?
21:47
Well, turns out at the time Gulf
21:50
and Western also owned Paramount
21:53
Pictures, the movie studio. Oh,
21:56
I've always seen that at the little like,
21:58
I don't think you see it anymore.
21:59
the little title screen. Yeah, when
22:02
the movie's starting. Yup.
22:03
So they acquire Sega and
22:06
merge it into Paramount.
22:08
The operations stay separate and the like
22:11
boards of Sega and Paramount stay separate. But within
22:13
Gulf and Western, Sega is part of the Paramount
22:16
empire. So much so that
22:18
they take their two most talented
22:21
Paramount executives
22:23
and they put them on the internal
22:26
Sega board within
22:27
Gulf and Western. Do you know who those two people are? No.
22:29
Michael Eisner
22:32
and Barry Diller. What?
22:35
Right? I had no idea.
22:37
So Michael Eisner and Barry Diller are like
22:40
key parts of the Sega history. And
22:42
all of this, all we're talking about, this is before Atari, this
22:44
is before there is a home console business, this
22:47
is before there's a video game business, period.
22:50
This is how important Sega is in arcades. 20
22:52
years before Michael Eisner becomes the CEO
22:55
of Disney and long before Barry
22:57
Diller dreams up interactive Corp. Yep.
22:59
This is in the 1970s.
23:01
So we also talked on the Nintendo
23:03
series about how Atari got acquired
23:05
by Warner Brothers and this was crazy. Like Atari,
23:07
this video game company becomes part of this movie studio
23:10
and then it becomes the biggest part of this movie studio.
23:13
Warner Brothers was just copying Paramount
23:15
and what they did with Sega. Isn't
23:18
that so funny? Wild.
23:20
So part of the strategy that
23:22
Sega adopts during this time, they're
23:24
like a truly international company because the
23:26
arcade business was a truly international
23:28
business. They're thriving in the US, they're
23:31
thriving in Japan, they're thriving in Europe,
23:33
all over the world. They start not
23:35
only
23:36
building and creating these
23:38
games, these arcade cabinets,
23:40
they start building out their own arcade
23:43
centers that they operate. They're like, we're going to make
23:46
money every which way in this industry.
23:48
So they're called family fund centers in
23:50
Japan
23:51
and Sega centers in the US.
23:54
The Sega centers in the US
23:56
change hands a few times go on to get rebranded. Sega
23:58
always stays involved. These become
23:59
time out arcades, which is one of the
24:02
biggest chain of arcades in the US. Whoa,
24:04
okay. So Sega's got hundreds
24:07
of these arcades that they are just
24:08
printing cash out of, because they're
24:11
making money from selling the cabinets to their
24:13
own arcades and other arcades. And
24:15
then the arcades themselves are like hugely profitable
24:18
businesses. Yeah, I mean, there's a lot
24:20
of arcades that when you look at the side
24:22
of them have a gigantic Sega logo
24:24
plastered over it. I mean, clearly a company focused
24:27
not just on home consoles, but like making
24:30
games.
24:31
Yeah, when you say a company focused not just
24:33
on home consoles, from the parent
24:35
company's perspective, they'd rather not focus
24:37
on home consoles at all. So
24:39
now you can start to see
24:41
another perspective on things here.
24:44
In 1981, Sega publishes
24:47
the game Frogger that Konami had
24:49
made, but Sega published it. They made hundreds
24:51
of millions of dollars on that thing.
24:53
In 1983,
24:55
right before the home video game console crash,
24:58
led by Atari, they do 214 million
25:01
in revenue,
25:02
Sega does, as a division within
25:05
Paramount. Then when
25:07
the video game crash happens at the end of
25:09
that year,
25:10
Paramount, just like Warner Brothers and
25:12
Atari,
25:13
they want out of the business. So they want
25:15
to divest Sega.
25:17
And one of the original founders from
25:19
back in the day, a guy named David Rosen,
25:22
and a Japanese entrepreneur of a company Sega
25:24
had acquired named Hayao Nakayama. They
25:27
engineer a management buyout
25:29
of Sega
25:30
for the grand total price. I don't know if this
25:33
is in pitch book of $38 million. This
25:37
is the steel of the century. Yes,
25:39
actually. There's a transaction in 1984. Looks
25:42
like the investor name is CSK Holdings.
25:45
Yes, that's it. So CSK Holdings
25:47
was a public Japanese company that
25:50
Rosen and Nakayama knew the management
25:52
of. They financed this
25:54
buyout. They were like the PE shop. They
25:56
were the sponsor of this transaction. Oh,
25:59
interesting.
26:00
And this is how Sega becomes
26:02
an actual Japanese company, even
26:05
though they were started by Americans to serve
26:07
military bases back in the day.
26:09
Right. Okay, so wholly bought
26:11
out by Gulf and Western, then wholly
26:13
spun out. Yes, they bought the whole thing
26:15
for only $38 million. Like
26:17
this is ridiculous. This company, which
26:20
is legendary in the arcade industry,
26:22
did $214 million in the year ended six months before this. Why
26:27
did they
26:28
value it so little? This is the thing.
26:31
Because of the home video game crash
26:33
in America, video games
26:36
in general just became this toxic asset
26:38
that nobody wanted to own, especially
26:40
Paramount and Warner Brothers was divesting
26:43
Atari.
26:43
So the arcade business,
26:46
yeah, it got hit by the crash, but it actually
26:48
was fine. And so this was just an amazing
26:51
deal. Management bought the dip because
26:53
they knew that they weren't actually really affected
26:55
by this. Boy, did they ever.
26:58
So then I think that was in 1984, they
27:01
would go on to take it public, I think
27:03
in 1988 on the Tokyo
27:05
stock exchange. So now it's a publicly
27:07
traded company. Yep, that makes sense because
27:10
pretty quickly after the buyout, Sega
27:12
gets back to their old tricks and they're crushing
27:15
it. They're pumping out smash arcade hits
27:17
like Outrun, people might've heard of, very
27:19
famous racing game, Shinobi,
27:22
Afterburner,
27:23
Altered Beasts, which was a kind of beat
27:26
them up brawler that we talked about on the Nintendo
27:28
episodes. That was the original pack-in game
27:30
before Sonic with the Genesis.
27:32
So they're back to making hundreds
27:35
of millions of dollars in their arcade business,
27:38
both making the games and operating them in their
27:40
own arcade centers. Nakayama,
27:42
who was one of the two guys involved in the
27:45
buyout. And Nakayama and Rosen had to get
27:47
hugely wealthy from this because
27:49
of how unbelievably little they
27:52
paid for the equity that by the time they IPO'd
27:54
it would have been very valuable. Yes, I
27:56
don't know the details, but I'm sure they did.
27:59
Nakayama?
27:59
he starts pushing the company,
28:02
he gets worried about what Nintendo's doing
28:04
and what he sees with the NES. And he says, we
28:06
should also enter the home console business.
28:09
So it's like a diversification bet.
28:10
Exactly.
28:11
Rosen, CSK, the
28:14
rest of the board, they're not that supportive
28:16
because they're like, we're doing great in arcades. Like I
28:18
don't really care that much, but sure, if you care
28:20
about this, go do this. And that's
28:22
when Nakayama goes and he
28:24
recruits Tom Kalinsky to come in and
28:26
run North America. It's kind of
28:29
like a surprising success
28:31
to everyone, the Genesis in North America.
28:35
There's the scene that we talked about
28:37
in Nintendo part two where Tom comes
28:39
over and presents his four point plan for
28:41
dethroning
28:41
Nintendo to the board
28:44
in Japan. And the Japanese
28:46
board is like, I don't know, like I don't really like
28:48
this. Now it all makes sense. They're
28:50
not dumb.
28:51
They're just like, why would we risk
28:53
pouring all this capital into the home console
28:56
business
28:57
when we're killing it in the arcades? And
28:59
on the one hand, it's an innovator's dilemma. On
29:01
the other hand, I have to imagine arcade
29:03
stayed a very good cashflow business for
29:06
a long time. It's not like that was actually
29:08
going away. Well,
29:09
let's get into it. So Nintendo
29:13
and the NES and the Super NES
29:15
and the home console business turned
29:18
out was never really a threat to
29:20
the arcade business because the
29:22
way arcade technology
29:25
and hardware worked was very
29:28
different than the console cycle and the
29:30
types of games were different.
29:31
In the arcades, it was all iterative.
29:33
It was constant iteration. Every
29:36
game that came out was its own
29:39
proprietary hardware cabinet. And
29:41
they were based on designs. They're called boards,
29:43
they're arcade boards, but you could tweak it each
29:45
time.
29:46
You think about
29:47
what sake is pushing with all their add-ons to
29:49
the home console.
29:50
Of course that would make sense to them. That's the way their
29:52
R&D team worked. They'd have like a core
29:55
base, call it the system 16,
29:58
which was Sega's kind of.
29:59
base 16-bit arcade
30:02
platform that they based the Genesis on.
30:05
Yeah, all these games I was just talking about,
30:07
Shinobi, OutRun, et cetera, they ran on
30:09
that, but each new game, they
30:11
tweaked the hardware a little bit. It was iterative. So
30:14
they didn't actually have to think
30:16
about we need to create a standard platform
30:19
for developers to target for
30:21
the next five years, because
30:23
every cabinet was its own self-contained system.
30:25
So it's not really in their DNA to do
30:28
a once every five plus year,
30:29
this is the standard thing, and we promise not
30:32
to change it, and we will create a bedrock
30:34
platform for you developers. That's not really
30:36
a thing.
30:37
Yes. And so that means a couple
30:40
of things for the market that keep the arcade market,
30:43
not just viable, but thriving.
30:45
The arcades are where
30:47
the most technologically advanced
30:50
games are during this era, because
30:52
the hardware cycle is so iterative.
30:55
The home systems, even the NES, as
30:57
amazingly groundbreaking as it was,
31:00
because the console cycles have to be designed
31:02
to last so long,
31:04
that's not where the latest cutting edge stuff
31:06
is. And so those games,
31:09
the Nintendo games that they're making, the
31:11
way Sega counter positioned against them with the Genesis,
31:14
they're slow, they're not exciting,
31:17
but that's what home console games became.
31:19
They became these long adventures, these fantasy
31:22
lands, a very different thing than you would do in the arcades.
31:25
Makes sense. So coming
31:27
out of this era and then into the early and mid
31:30
90s, Sega's arcade unit
31:32
is just killing it. They'd had
31:34
those hits in the 80s, everybody
31:36
got super wealthy,
31:38
and then
31:39
they start really pushing the envelope on
31:41
technology. There was a ton of innovation
31:43
coming out of Sega. They developed
31:47
the first real modern, great
31:49
3D games. We
31:51
all think now of Super Mario 64 as
31:54
being the first 3D video
31:56
game that consumers used and loved.
31:59
Actually years. before,
32:01
Sega put out the Virtua
32:03
series in the arcades. So this was
32:05
Virtua Racing, Virtua Cop,
32:08
and most importantly, Virtua
32:11
Fighter. Now this game, Virtua Fighter,
32:13
which was a fighting game,
32:14
it used 3D polygonal
32:17
technology. If you think back to 16-bit
32:19
Super Nintendo games, they're flat, they're 2D. 3D
32:22
games like Think Mario 64, you're running
32:25
around in a 3D world, all
32:27
of the environments and characters
32:29
are built using
32:31
polygonal math. We talked about this a
32:33
lot on the Nvidia episode. Right, triangles.
32:35
Triangles, this is new. Sega
32:38
is the one that actually brought really
32:40
good games to market with this, and
32:42
it was all in the arcades.
32:44
So Virtua Fighter, when it comes out in 1993,
32:47
is so popular, Sega sells
32:50
over 40,000 Virtua Fighter cabinets
32:53
worldwide
32:54
at a price of like $10,000 plus per
32:58
cabinet. So that's half a billion dollars
33:00
in revenue on Virtua Fighter. Wow.
33:03
So it's a huge win financially for the company.
33:06
Even more so though, it's
33:08
so impactful on the video game industry.
33:10
Once Virtua Fighter comes out, everybody
33:13
realizes,
33:14
hey, 3D polygonal games
33:17
are the future. And what year was this? This
33:19
was 1993, right as Ken Kudoragi
33:24
and the team over at Sony
33:26
are working on
33:28
their standalone PlayStation.
33:30
They've broken up with Nintendo, they're
33:32
gonna come to market with their own console. And
33:35
this is pivotal. So
33:38
I wanna read now from the Wikipedia page
33:41
for the PlayStation 1 console.
33:43
After Sony witnessed the success
33:45
of Sega's Virtua Fighter in 1993 in Japanese
33:47
arcades,
33:50
the direction of the PlayStation became
33:52
quote, instantly clear and
33:55
3D polygon graphics became the console's
33:57
primary focus.
33:59
Sony Computer Entertainment.
33:59
president expressed gratitude
34:02
for Sega's timely release of Virtua
34:04
Fighter as it proved, quote,
34:06
just at the right time that making
34:09
games with 3D imagery was possible
34:11
and that this was the direction the
34:13
PlayStation should focus.
34:15
So the impact of
34:18
this is huge.
34:21
Arcades remained viable
34:23
through the 90s because they
34:25
had the technological edge.
34:29
But now Sony is going
34:31
to come enter the market and they don't care about arcades.
34:34
They're going to bring their technology and
34:36
financial firepower all
34:39
to the home market and their goal now
34:42
is to make a machine that can rival
34:45
the arcade technology in the home
34:47
market.
34:48
And they have the balance sheet to subsidize it
34:50
so they can take a strategy of
34:52
coming into the home with very, very
34:54
good technology at a price point that
34:56
consumers could afford.
34:58
Yep. So here we are now,
34:59
the end of 1993 into 1994. Sony has announced that they're coming
35:04
out with the PlayStation. They're all in on entering
35:06
the video game market.
35:08
They start going around and talking
35:10
to all of the non-Sega arcade
35:13
manufacturers. Namco,
35:16
Midway in the US, Konami,
35:18
and they start
35:19
convincing them to bring all of their new
35:22
arcade games directly to
35:25
the PlayStation. When it first
35:27
comes out in end of 1994 in Japan and then 1995
35:29
in the US, it's an arcade killer. That's what
35:32
it
35:35
is billed as. It becomes so
35:37
much more than that over time. It's Grand Theft
35:39
Auto, it's Final Fantasy, it's all that. But
35:41
in the beginning,
35:42
the vision for the PlayStation was we're
35:45
going to take the technological firepower
35:48
of the arcades and we are going to bring
35:50
that in a way that Nintendo can't and
35:53
Sega won't into
35:55
the home
35:56
market. And of course, all the other arcade
35:58
manufacturers love that. this strategy. Right.
36:01
We can benefit from writing the Sony platform
36:04
into the living room, but Sega is going
36:06
to get caught in the wind here. Because
36:09
they have a home console that's making
36:11
it so that they can't go align with another
36:13
home console. Namco doesn't have a home console.
36:15
Konami doesn't have a home console. Midway
36:18
doesn't have a home console.
36:19
So before the PlayStation
36:22
launched, the arcade industry
36:26
was back up to about seven billion
36:28
dollars a year globally, and a huge
36:30
portion of that was controlled by Sega.
36:33
After the PlayStation launches, by
36:36
the end of the decade, it's down to two billion
36:38
dollars. So it drops
36:40
by 60 percent in just
36:42
a few short years, and it's all due to the PlayStation.
36:45
So the PlayStation basically killed Sega's
36:48
arcade business and their
36:50
console business. Yep. That's
36:52
what happened. Wow. So now
36:54
let's go look at this kind of original
36:57
console wars book type narrative about what happened.
36:59
We have a whole different perspective now. All
37:02
this crazy hardware, schizophrenic
37:04
add ons.
37:05
These are like panicked responses to
37:08
the coming tsunami of
37:11
Sony. Not just worrying about the home
37:13
market, but worried about their arcade dominance
37:16
as well.
37:17
Huh.
37:17
And I have to imagine at some point,
37:20
Sega of Japan lost their
37:22
desire to make a great competitive
37:25
home console because that
37:27
was the thing that was preventing them from being able
37:30
to be in business with Sony.
37:31
Now, it doesn't mean that they're going to stop making
37:34
consoles right away, but it does sort of plant
37:36
this seed of, huh, we have a
37:38
little bit of a strategy conflict here where
37:41
we either have to be all in and
37:44
winning in consoles or we
37:46
just need to make games. Yes. But
37:48
we can't really be on a seesaw kind
37:50
of trying to do both and have a foot in both worlds.
37:53
So here's what happens in September,
37:57
1994, right before this crazy 32 X thing. comes
38:00
out, Sony and
38:02
Namco, when now Namco was
38:04
Sega's biggest rival in the arcade business,
38:07
they come out with a pretty huge industry
38:09
changing announcement. They're
38:12
gonna partner together to
38:14
release a, quote unquote, Virtua
38:16
Fighter Killer arcade game
38:19
called Tekken. Folks might recognize
38:21
the Tekken series.
38:23
Well, I had no idea. Tekken is so much more than
38:25
Tekken.
38:26
The game is gonna come to the PlayStation when
38:28
it launches. It's not out yet, but yeah, like great.
38:31
Okay, we all remember Tekken. You played on the PlayStation.
38:33
I think it was an exclusive, et cetera.
38:35
But it's also
38:37
coming out right now in
38:39
September 1994 in the arcades. And
38:42
in fact, it's gonna be running on
38:45
Namco's awesome new System 11
38:48
arcade board platform that
38:50
they have developed together with Sony.
38:54
And guess what? Further surprise,
38:56
this System 11 arcade board developed
38:58
with Sony
38:59
is the PlayStation.
39:02
Whoa. So this is just
39:04
the ultimate knife in Sega's
39:06
back. They're just basically shipping
39:08
PlayStations inside of these arcade cabinets?
39:11
Yeah, it was the PlayStation hardware. Like there was some buffs
39:13
to it and whatnot, but Namco
39:15
and now Freddy soon, all the other arcade guys,
39:18
they're gonna be like, oh great. We're moving all
39:20
of our development platform for the arcade
39:22
industry to the PlayStation
39:24
platform.
39:26
The technological bleeding edge is now gonna be,
39:29
yeah, also in the arcades, powered by the PlayStation, but
39:31
in the home,
39:32
powered by the PlayStation. Wow,
39:35
what a Trojan horse.
39:38
So now, Sega is like,
39:39
oh shoot. We
39:42
are screwed. We
39:45
need to scramble the jets and just do anything
39:47
we can
39:49
to try and stave off this apocalypse.
39:52
So
39:53
they launched the 32X. Seems
39:55
really dumb, but they gotta do something. Okay,
39:58
we need to get into market right now.
40:00
with a 32-bit system to just try
40:02
and preempt
40:04
Sony here and the PlayStation launch, then
40:06
they massively accelerate
40:09
the Saturn launch. Why did they do that? The
40:11
same thing. They're just trying to do anything they
40:13
can think of to steal some of Sony's
40:15
thunder here.
40:17
Yeah, makes sense. The Barbarian is
40:19
already through the gates on the arcade
40:21
side of the business because Namco's
40:23
shipping these System 11 arcade
40:25
cabinets today and it's
40:28
right at the gates coming next
40:30
year with the PlayStation. It's funny how
40:32
much in our Nintendo episode the
40:34
conflict was Sega versus Nintendo,
40:38
but
40:38
the death of Sega really is
40:40
against
40:40
Sony. Yes,
40:42
so that brings us
40:44
to the
40:45
very famous
40:47
E3 conference in May
40:49
of 1995. And this is maybe
40:52
the most incredible video
40:54
game industry event of all time. We
40:57
referenced it earlier in the show,
40:59
but we're heading into the conference.
41:00
Sony is expected to announce the
41:03
US release date and pricing of
41:05
the PlayStation at this conference.
41:07
People expect it's gonna be in the fall. You don't kind
41:09
of know what's gonna happen.
41:11
Sega, they need to do something.
41:13
And so this is when Sega of Japan tells
41:16
Kalinsky and Sega of America, do
41:18
the surprise launch. Get up there, announce
41:20
the Saturn. Just do it.
41:22
Even though the ecosystem isn't ready, the hardware
41:24
is ready, so we're shipping it. We're shipping it.
41:27
So Tom does that. As he dutifully goes
41:29
up, he announces, oh,
41:31
forget Saturn day, you can buy the console
41:33
now. It's in limited quantities
41:35
at select retailers for a price of 399.
41:39
And he's basically doing this because Japan has said,
41:41
either you are doing this or we will find a new CEO
41:44
for Sega of America who
41:46
can do this. Yes.
41:48
399, that is the Sega Saturn
41:50
price point. Available today, May
41:53
11th, 1995.
41:56
So Kalinsky finishes his speech.
41:59
He walks off stage.
41:59
They usher everybody out of the room.
42:02
They turn it over. They get ready for the next keynote
42:04
of the day, which is going to be Sony.
42:07
Sony keynote starts a couple hours later.
42:10
Olaf Olafsson, who's the president and
42:12
head of all of Sony America, so like not
42:14
just the PlayStation, all of Sony's businesses,
42:17
he gets on stage. He starts giving his presentation.
42:20
He says that the PlayStation will
42:22
release in the US on September
42:24
9th, 1995. So Sega's
42:27
like, whew, great. They're not moving it up. We're
42:29
going to beat them to the punch. We're live today.
42:32
We got a four month head start. Let's
42:34
go. And then Olaf
42:38
invites the new head
42:40
of Sony Computer Entertainment
42:42
America, one Steve Race,
42:45
formerly of Sega of America, up
42:48
to the podium to give a quote unquote,
42:51
brief presentation.
42:52
He walks slowly up to the podium.
42:55
He's got a large stack of notes. He
42:58
places them down on the lectern.
43:00
He shuffles them around. He waits
43:02
a beat. He's ready to give his big speech. He
43:05
looks up, he looks at the audience and
43:08
he says, $2.99.
43:10
And then
43:12
he picks up his notes and he walks off
43:14
stage. And
43:16
this is, I think most people in the industry, I
43:18
think would agree that this is the greatest
43:21
moment in all of video game industry
43:24
history. Right. Of industry announcement
43:26
type things. Yes.
43:28
All right. So that Sony PlayStation one to
43:30
ninety nine for by far the
43:32
most sophisticated system on the
43:34
market. We will link to the video of this
43:37
in the show notes. It's on YouTube. I mean,
43:39
people still watch this to this day. The
43:41
reaction is amazing. At first, there's
43:43
silence because people are like, what did he just say? What does this
43:45
mean? What's going on? And then the crowd
43:48
starts cheering.
43:49
And then you can hear after about like 20 seconds
43:51
or so when this really sinks in of what
43:53
this means,
43:55
people go nuts. There's like another wave
43:58
of cheering. It's unbelievable.
43:59
Unbelievable. It's like that last wave
44:02
is all the developers realizing. Oh my
44:04
god We are going to print money
44:06
because there's gonna be so many people buying this thing
44:08
this
44:09
exact moment
44:12
in the afternoon of May 11th 1995 is
44:14
the death of Sega Because
44:18
let's go back and think about the three
44:21
key constituencies in the video game
44:24
home console Business kind of flywheel
44:27
you've got the consumers
44:28
Why on earth would any
44:30
consumer go buy a Sega Saturn
44:33
today on May 11th on its launch
44:36
day?
44:36
That has no sonic game
44:38
has only six games total and it costs 399
44:42
When you now know that the PlayStation which
44:44
is far superior is gonna
44:46
come out
44:47
just four months later They're gonna have
44:50
perfect ports of all the
44:52
latest and greatest Arcade technology
44:55
video games and it's gonna cost
44:57
less Wow, you're not gonna buy a Saturn
45:00
So that's the consumers
45:02
then the retailers
45:03
The retailers are so mad
45:06
at Sega Sega just completely
45:09
ruined all of their holiday season planning
45:12
because for retailers Q4
45:15
is everything and why are these consoles
45:17
launching in the fall in the US so that it
45:19
can be ready for the holidays? Sega just screwed
45:21
all this up
45:23
and now more importantly They've
45:25
got units on trucks en route
45:27
to their stores that they know they're not gonna
45:29
be able to sell now So they are so
45:31
mad at Sega I think it was KB toys
45:34
which then was a big franchise in America.
45:37
They drop Sega entirely They're like we're not
45:39
carrying your stuff anymore. Goodbye. You're gone. And
45:41
then
45:42
you've got the most important piece
45:45
the developers All the third-party
45:47
developers who are sitting there at e3 watching
45:49
these keynotes They're like wow
45:51
We're gonna make a ton of money on Sony
45:53
and Saturn has no chance of
45:56
building a meaningful install base So
45:58
like if I was planning on
46:00
developing games for the Saturn, I am now canceling
46:03
those plans.
46:04
This is just the worst thing that could
46:06
possibly happen to Sega
46:08
and the Saturn and the arcade business.
46:11
Now, listeners, as you can imagine, there is a tough
46:13
path that they have to now traverse to
46:16
get to the 2023 Sega
46:18
that we're going to talk about and what they
46:20
look like as a games business today. David,
46:22
I have a couple of stories that I
46:24
don't think you know about
46:26
how they made that transition. I'm curious
46:29
to know if I will stump you with that or not.
46:31
But first, we want to thank our other
46:33
sponsor, this episode. It's our
46:35
good friends at Vouche, the
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insurance of tech.
46:40
Vouche, as you know from previous years, is the
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examples of startups buying insurance.
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Inspectify is digitizing the entire home
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inspection process. Traditional
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home inspections are old school, fragmented,
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it's phone calls, paper forms.
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It's a mess. Josh envisioned a world where
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customers could order an inspection on
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any property anywhere with a click of
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a button. Funny story that the Vouche folks
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don't know. I am an Inspectify
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customer myself. Oh, no way.
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That's awesome. I've actually used this service
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when I bought my house. So Inspectify went
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through YC in summer 2020. They quickly
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built the world's largest network of inspectors.
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They at this point realized we need business insurance
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to meet many of the requirements spelled out in the contracts
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they were signing. So they turned to Vouche,
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as many YC startups do because
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Vouche is a fellow YC company. So Inspectify
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went to vouch.us. They cruised
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through the application. They bought a Euro basic coverage.
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They did the lightning fast thing when you're trying
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to get a company off the ground. In 2021,
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as many of you know, in the real estate industry, things
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really took off. Inspectify achieved product
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market fit. with big institutional
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real estate buyers like REITs
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who need to run a ton of inspections.
48:06
And so as many of you running startups
48:08
know, when your vision expands and you're scaling
48:11
a company, a lot of the things that you started
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with aren't necessarily the way that you continue.
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Vouche is the complete opposite of this. They
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are awesome as you are scaling. They're
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cranking out certificates of insurance for
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InSpecify in 40 plus states to
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onboard all these inspectors. There's a great client
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services team who's anticipating
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risks and helping them put together a really robust
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program that will support them as
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they grow. So obviously, if you
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are looking for insurance today for your
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email josh at inspectify.com. If
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you are interested in InSpecify
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either as a real estate professional
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or as a potential employee
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or frankly, as a customer, I can vouch.
49:01
See what I did there, David? Haha,
49:03
there you go. That it was a great, great
49:05
experience. So our thanks to vouch.
49:07
Thank you, vouch.
49:08
Okay, so David, here are a few
49:11
things that I was curious if you knew about. So
49:13
I planted the seed earlier
49:15
with the idea that
49:16
some people personally accumulated
49:19
a lot of wealth through Sega.
49:20
One of these people was Aiseyo
49:23
Okawa.
49:24
Yes, the chairman of
49:26
CSK, right? Yes, exactly. And
49:28
then ultimately became the chairman of Sega.
49:31
So in 1999, he had loaned Sega $500 million. I
49:36
believe personally, in 2001, the writing
49:38
was on the wall, he was coming to the end
49:41
of his life. He actually forgave
49:44
Sega's debts to him ahead of
49:46
his death and returned $695
49:48
million worth of
49:51
Sega and CSK stock, which
49:54
basically was the bridge that Sega needed
49:56
to transition
49:58
a massive shift.
49:59
from the Sega that we've been talking about
50:02
this whole episode to just being
50:04
the game creator that they are today.
50:06
Yeah, because all
50:08
of this R&D that was required to
50:11
go into these new consoles, the Saturn,
50:13
and then we just talked about how the Saturn basically
50:16
got the floor wiped with it by Sony and the PlayStation 1,
50:19
Sega would then turn around and pour a bunch
50:21
of effort into the Dreamcast. The
50:24
same story would happen, but even
50:26
worse, the Dreamcast sold less than the Saturn
50:28
and the PS2 of course goes on to become
50:31
the best selling console of all time. It
50:33
takes hundreds of millions, if not billions of dollars in
50:35
R&D to create these consoles. Right, they're
50:37
just destroying their cash reserves. Yeah,
50:40
you would think
50:42
when the PlayStation comes out and
50:44
basically creates a giant sucking
50:46
sound that takes all of the business
50:49
and players in the arcade industry and brings
50:51
them into the home console with the PlayStation,
50:54
that
50:54
Sega would also get decimated in
50:57
the arcade side of their business, which was the Golden Goose.
51:00
They do,
51:01
but they kind of get a stay of execution for
51:03
a couple of years. Thanks to
51:06
this partnership that they do with the Japanese
51:09
developer Altus to launch Purikura
51:12
machines.
51:13
So yes, the core gaming experience
51:16
of the arcades does get totally
51:18
gutted and Sega along with it.
51:20
But almost like Nintendo and Pokemon, this
51:23
Purikura thing,
51:25
these are photo booth, like
51:27
selfie booths. Oh, I did
51:29
read about this. I just didn't know what it was called. Yeah,
51:32
this kind of becomes sort of the origin of the
51:34
selfie phenomenon that of course started
51:36
in Asia and then like moved to the rest of
51:38
the world. Sega was right there
51:40
at the beginning of this. So the
51:42
photo booths in the late 90s make
51:46
over a billion dollars in revenue that
51:48
Sega plugs into their quote
51:50
unquote arcade business division. Now this
51:52
is not the arcades by any stretch of the imagination.
51:55
It makes sense though. It's the same distribution
51:57
channel. It's kind of the same locations as arcades.
51:59
Exactly, but unlike
52:02
cutting-edge technology in
52:05
the arcade video game business, there
52:07
is nothing defensible about this. It's a one-time
52:09
cash grab. Exactly. So,
52:12
once both the fad subsides and
52:14
competition springs up,
52:16
by the end of the decade, Sega
52:19
no longer can continue in the
52:21
hardware business on any front. So
52:23
what do they become? Well, they
52:26
become a games publisher. You can
52:28
get Sonic on Nintendo platforms
52:30
and on the PlayStation and on Xbox,
52:32
and
52:33
that's great.
52:34
They make mobile games. I remember
52:36
in 2008, the very first iPhone game that I had was
52:38
Super Monkey Ball, which was a Sega
52:40
game. Yep, actually a really good game. Super
52:43
fun puzzle game. Yeah, and it was perfect for
52:46
the iPhone handheld device with accelerometers.
52:48
Like it was this natural fit on mobile as
52:50
people were trying to explore that form factor and figure
52:52
out what it should be. In fact, it was, I
52:55
believe, in one of the original Apple
52:58
iPhone OS app store keynotes
53:00
to show off what games you could
53:02
make, what types of experiences you could do on this device.
53:05
And so we keep talking about the Sami. What
53:07
was the Sami transaction and what was Sami before
53:10
Sega Sami?
53:11
Yeah, so Sami was and is a pachinko
53:14
machine manufacturer and operator in
53:16
Japan beyond the scope of this episode,
53:19
but pachinko is kind of like pinball
53:21
used to be in the US. It's like gambling meets
53:23
pinball and it's like much smaller
53:25
than pinball. It's like a small vertical type
53:28
thing.
53:28
Yeah, you know, on the one hand, it's sort of
53:30
gaming-esque. On the other hand,
53:33
it's also like a slot machine just like pinball
53:35
was back in the day in the US. So
53:37
that's what Sami was. They had made some
53:40
video games in the past. They had
53:42
a small video game division. And so they acquire Sega
53:44
and merge that into
53:46
their video game division.
53:48
And it's fine. It's still a public company. You
53:50
could say maybe at the bottom end of the majors or
53:52
the top end of this sort of like mid-level
53:55
game publishers out there. It's
53:58
fine. Yeah. And Pitchbook's got
54:00
this around 2003 for
54:02
the Sega and Sammy merger and they've
54:04
just been Sega Sammy publicly
54:06
traded ever since.
54:08
More stats from Pitchbook today, they're a $4.3
54:11
billion market cap company.
54:13
If you back out their cash, they have an enterprise
54:16
value of about 3.6 billion. Last
54:18
year they did 2.7 billion in revenue. So
54:22
clearly the market doesn't think much of them
54:24
with a revenue multiple of 1.3.
54:27
It's a little bit of like a zombie company.
54:30
Yeah. You know, this is a good spot
54:32
to transition to analysis here. I think there's
54:34
a couple of interesting things to talk about
54:37
in playbook. And then we have a fun sort
54:39
of way to end the episode.
54:40
One of the things I want to talk about is
54:43
despite all of these
54:46
machinations and mistakes, they
54:48
do have some pretty great IP in
54:51
the company.
54:52
The Sonic movie, it's no Mario movie,
54:54
but it did pretty well. People still
54:56
love Sonic the Hedgehog. The Acusa
54:58
franchise is strong. There's lots of other
55:00
franchises within Sega.
55:03
Is there almost, I'm wondering, like
55:05
a LVMH Bernard Arnaud style
55:08
take over opportunity here, like could you come
55:10
and acquire either the whole Sega
55:12
Sammy company or the Sega IP out
55:15
of it
55:15
and like do it right? You know, there's so
55:18
much more that could be done with this stuff. I don't
55:20
think so. I mean, my take on this whole thing
55:22
is that
55:23
Sonic was a one trick pony.
55:25
And that they never really found an
55:27
effective way to expand the franchise. They came
55:29
out with a bunch more stuff that had Sonic on
55:32
it, but I never wanted to play
55:34
3D Sonic the way that I wanted to play the original
55:37
Sonic the Hedgehog side scroller
55:39
game.
55:40
It feels to me like there's a
55:42
lot of nostalgia to play with,
55:44
but it didn't really create any durable,
55:47
extensible IP or a gameplay,
55:49
frankly.
55:50
Well, right back to the difference between Sega
55:52
and Nintendo and the games and
55:55
the difference between Miyamoto and Sonic
55:57
Team,
55:58
you know, Sega's DNA.
55:59
This is the whole point of this episode. It was the arcades.
56:02
The type of game you make for an arcade
56:05
is very different than the type of
56:07
game you make for a $60 packaged
56:10
good
56:10
home console. Sonic
56:13
was the perfect arcade style
56:15
game. That first level in the first
56:18
Sonic
56:18
was so good. And even the subsequent 3D stuff
56:20
like Sonic Adventure and beyond, the
56:23
first level of Sonic Adventure for the Dreamcast
56:26
is so good. It really is
56:28
like you play it and you're like, wow, this is
56:30
3D Sonic. This is everything I remember. The
56:33
first level is in like a island setting
56:35
and you're like chasing a whale, like running
56:37
around at Sonic speed and doing 3D loop-de-loops.
56:40
It's super fun.
56:41
But the problem with these games and with
56:43
Sonic is it's super fun
56:45
for five minutes. And then you're like,
56:48
okay. I'm done. Whereas Mario
56:50
and Zelda, it's not as fun
56:52
in the first five minutes, but you
56:54
can play it for 50 hours and
56:57
lose yourself in it.
56:58
Since we did most of the kind of analysis
57:00
commentary in the story, let's
57:02
just ask the question, what could have saved Sega?
57:05
And
57:06
this is where it's probably worth sharing
57:09
the Jim Clark story.
57:10
Yes.
57:11
So this is a great excerpt from Console
57:14
Wars and I
57:16
had no idea. I mean, we have
57:18
talked a few times about
57:20
Netscape and Jim Clark and SGI
57:22
and how the internet almost happened on N64s with
57:25
Mark Andreessen and Jim Clark together.
57:28
And you may know that the N64
57:30
was based
57:33
on SGI's architecture. You needed an expensive
57:35
SGI workstation to create
57:37
the amazing graphics games.
57:40
A big reason why the best N64
57:42
games were first party and there weren't a lot of third party
57:44
games. Right.
57:46
But the way that that came about
57:49
is crazy. It was actually
57:52
Tom Kalinsky,
57:54
the CEO of Sega America,
57:57
who wanted to do the partnership
57:59
with... SGI.
58:01
He saw the potential in the cutting
58:03
edge chips.
58:04
And after the potential
58:06
Sony partnership that we referenced earlier fell
58:09
apart between Sega and Sony,
58:11
he came back to Sega of Japan with
58:13
a pitch saying, I just met with Jim Clark.
58:16
I really think we should do something with
58:18
SGI. I think our next generation
58:21
console should be powered by SGI.
58:24
And Sega of Japan got back to
58:26
Kalinsky and said, no. And
58:28
when Kalinsky pressed them and said, why it's
58:30
a no brainer, they said, the chip is
58:33
too big.
58:34
And Kalinsky was like, what? This doesn't
58:36
make any sense. And they were like, that's our decision.
58:39
And so he had to have this really hard
58:41
phone call with Jim Clark saying,
58:43
I'm sorry, man, I actually don't have a deal
58:45
for you here. Japan is against
58:47
it.
58:48
And so Jim Clark goes, well, what am I supposed
58:50
to do now?
58:51
And Kalinsky in this incredible moment
58:53
of frustration where he seems half a foot
58:55
out the door,
58:57
looks in the phone book, looks
58:59
up Howard Lincoln's phone number and says,
59:01
you should call Nintendo of America, which
59:04
I can't believe that actually
59:06
happened. I know. It's so
59:08
crazy. But again, you
59:11
know, understanding what we know now
59:13
from the Sega story,
59:15
it's not just that
59:17
Sega of Japan was being really dumb
59:19
and arrogant here. Right. That was a reasonable
59:21
business decision.
59:23
Because at that very same time that Tom
59:25
was calling up Japan and being like, oh, we're
59:27
going to do this thing with SGI.
59:29
The Sony
59:30
apocalypse was coming in the arcade business
59:33
with the system 11 and Namco and the PlayStation.
59:36
And I can totally understand Sega of Japan being like,
59:39
look, doing this SGI thing. That's not
59:41
what we have time for right now. Yeah.
59:44
I also think there was probably some kind of like
59:46
not invented here sentiment where it
59:48
has to happen in Japan within
59:51
Sega's walls in order to be
59:53
a viable strategy. It
59:55
is a little weird. You know, it's not like
59:57
they already were thinking we should just be a software
59:59
business because they did. have the Dreamcast after
1:00:01
this, to me it feels more
1:00:04
like a lack of willing to
1:00:06
partner than it does
1:00:08
a sort of business model conflict. Had it happened a
1:00:10
couple years later, you would have been like, okay,
1:00:13
clearly you should get out of the console business and so
1:00:15
don't invest in new hardware partnerships. But
1:00:17
I think this is just a,
1:00:19
we don't know those guys, we don't trust those
1:00:21
guys, so we're not working with them thing.
1:00:24
Who knows if it could have saved Sega, but maybe.
1:00:27
That's probably the closest thing that
1:00:29
I can think of too. Like had that happened,
1:00:32
probably still wouldn't have saved Sega,
1:00:34
but at least the Dreamcast might have had more
1:00:36
of a chance of success. Maybe.
1:00:38
We'll never know.
1:00:40
Carve-outs. Carve-outs. Let's
1:00:42
do quick carve-outs. I have one funny story
1:00:44
before giving my carve-out.
1:00:46
This is a thing that also got cut from
1:00:48
both last episode and I'm not letting it get cut from
1:00:50
this episode. Sonic Origin's
1:00:52
story is hilarious. In an interview
1:00:55
years later, Naoto Oshima,
1:00:57
who is one of the creators, I think he was the designer
1:00:59
of Sonic, he was asked, how
1:01:02
did you come up with Sonic? This blue
1:01:04
hedgehog, why does he look like that?
1:01:06
And his answer, he just says, well,
1:01:08
I put Felix the cat on the body of Mickey
1:01:10
Mouse.
1:01:11
That's right. And I was reading
1:01:14
that, I couldn't believe it. And you look it up and
1:01:16
you're looking at Felix the cat and you're looking at his eyes and
1:01:18
his head shape. Like, oh my God, it's
1:01:20
Felix on Mickey dyed blue with
1:01:22
sneakers. It's ridiculous.
1:01:27
To your point about
1:01:28
Sonic while being beloved, isn't
1:01:30
really like the super deep IP. No.
1:01:34
Kalinsky and team gave it a good run,
1:01:36
but man, it was thin all the way around. It
1:01:39
was.
1:01:40
All right. What do you got on carve-outs?
1:01:42
My carve-out, I want to re-carve-out. I'm
1:01:44
going to re-carve-out from a couple episodes of Daryl
1:01:46
Morey on Invest Like the Best. I
1:01:49
listened to it after you recommended it. Daryl,
1:01:51
now the GM and president of basketball operations
1:01:54
at the Sixers, formerly the GM of the
1:01:56
Houston Rockets.
1:01:57
He's just brilliant and so fun to listen
1:01:59
to.
1:01:59
whether you care about basketball or sports at
1:02:02
all. I mean, he was a computer science major.
1:02:04
Like, he's very, very interesting.
1:02:06
And Patrick is just such a good interviewer.
1:02:09
It really is a masterclass in how
1:02:11
to conduct a truly
1:02:14
interesting explorative
1:02:16
discovery-based interview. And I
1:02:18
learned so much from it. I really enjoyed it. Yeah,
1:02:21
so good. Okay, I have three. They're gonna
1:02:23
be fast. One is, my God, if
1:02:26
you are not watching this season of Succession, it's the
1:02:28
best television I've ever seen. Just remarkable
1:02:30
storytelling.
1:02:31
Two, I'm
1:02:33
keeping a close eye, and I suspect many of
1:02:35
you are as well. In the next month, Starship
1:02:37
is scheduled to launch. And so,
1:02:41
SpaceX launches always sort of our, who
1:02:44
knows on the date and Elon things always
1:02:46
slip, but it is on the launch pad. They're
1:02:48
doing lots of pre-launch inspections
1:02:50
and tests, and it is gonna be so
1:02:52
freaking cool to watch that thing do its first launch.
1:02:55
And then three, I
1:02:56
said this to David. I don't know, David, have you watched
1:02:59
it yet? Six Days to Air? I
1:03:01
haven't yet. All right, if you like this
1:03:04
and you like South Park, you will
1:03:06
love that. If you like this and
1:03:09
you like watching creativity in
1:03:11
action, but you're not so sure
1:03:13
on South Park, you may still love it. It
1:03:15
is a documentary about the process
1:03:18
of conceiving of a South Park episode
1:03:20
idea on a Thursday and then having
1:03:23
it air the following Wednesday. And
1:03:25
the unbelievable six-day turnaround.
1:03:28
There's just nothing more special than watching creativity
1:03:30
in action. I think the documentary is like 10
1:03:32
years old at this point, but a pretty special view into their
1:03:34
process.
1:03:35
Nice. We could learn some stuff for Acquired.
1:03:38
A lot we can learn. All right, listeners, that's
1:03:40
it.
1:03:41
Thank you so much for joining. Our huge thanks to
1:03:43
Pitchbook and Vouch. You can click the
1:03:45
link in the show notes to learn
1:03:48
more.
1:03:48
You can become a deeper part of what we do here
1:03:50
at Acquired by becoming an LP. You
1:03:53
will gain access to our LP-only
1:03:56
Zoom calls every couple months or so, and
1:03:58
you will help us pick at... at least one episode
1:04:01
per season. Our next episode is
1:04:03
actually LP selected. So if
1:04:05
you join now, you will get in
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on the next one. You can join at acquired.fm
1:04:10
slash LP. Check out our interview
1:04:12
show ACQ2, available in
1:04:14
the podcast player of your choice, free
1:04:17
and public. Join the Slack. The
1:04:19
Slack has been a critical part of our
1:04:21
research recently, since many of you
1:04:23
are experts in the topics that we are covering. So
1:04:26
lots of great gaming discussion going on there. And
1:04:28
if we missed anything in this episode,
1:04:29
let us know acquired.fm
1:04:32
slash Slack. And with that
1:04:34
listeners, we will see you next time.
1:04:37
We'll see you next time.
1:04:38
Who got the truth? Is it you? Is
1:04:40
it you? Is it you? Who
1:04:42
got the truth?
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