Philips Magnavox Videogames and the Entertainment Revolution Trigger Happy User Manual

Page 14

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Trigger Happy

16

Already by this stage a great number of teenagers

were more interested in videogames than in pop music.
And Nintendo and Sega inspired fanatical loyalty. They
were the Beatles and Stones of the late 1980s and early
1990s. Nintendo was the Beatles: wholesome fun for all
the family, with superior artistry but a slightly “safe”
image; Sega, on the other hand, were the snarling,
street-smart gang, roughing it up for the hardcore
videogame fans.

As videogaming culture grew and the games

became ever more complex and adventurous (with ever
larger profits to be made), the hardware companies
realized that technology had to keep pace with the
designers’ ambitions. The seemingly unassailable
Nintendo, having seen enormous success with the 1989
launch of the handheld Game Boy, decided to soup up
the SNES by adding a CD-ROM drive. CD-ROMs hold
a lot more information than cartridges, so the games
could be even bigger in scope. But Nintendo had no
expertise in that area of hardware, so they hooked up
with the Japanese audio giant Sony, manufacturer of hi-
fi and inventors of the Walkman. It seemed like a
marriage made in heaven.

But after various behind-the-scenes shenanigans,

Nintendo pulled out of the deal. It was to lose them

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