Sunday, June 11, 2017

Youtube daily report Jun 11 2017

we all know gan the most innovative and expensive cube company today but for a cube that cost

$24 it has to be very good so here's my review of the gan air.

hey, guys, it's cubingonmymind and if this is your first time on my channel make sure

to subscribe if you want more content like this.

let's start with the basics it comes in black, white and primary, the price ranges are standard,

advanced, masters, grand masters, ultimate and the ultimate masters which is the first

mass-produced magnetic cube, and the price ranges from 24-$50.

they also come with the new GES springs by having the spring inside a nut it doesn't

rotate which means no noise which means no need to lube it.

now GES stands for Gans Elasticity System which works very well so far.

there are 7 different colored nuts each color ranges from loosest to tightest, starting

with purple, blue, green, yellow, clear, orange and red.

I personally like orange but I am reviewing the clear because they are all you get with

the standard and advanced.

so this cube has everything I would ever want in a 3x3 it can cut at any angle, is very

smooth and is so stable.

I lubed it with wt.5 from speedcubeshop, and it is buttery smooth with a light snappiest

to it yet still retaining the quietness that is so prominent on gan cubes.

the mechanism is almost the same as any other gan cube but is lacking some grooves on the

edges and has another torpedo and the corner has no groove except one.

so overall I believe it is one of the best on the market was was the first cube to beat

my gans 356s. it is my favorite cube ever and I'm not the

only one the world record time was broken on the ultimate masters.

pros: corner cutting is the best out there, stable, feels amazing and you have a lot of

nuts to choose from.

cons: the price that's about it.

so do you have the air if so let me know what you think in the comments and leave a like

if you want to see a comparison vs the valk, GTS v2, and air.

thanks so much to my friend Liam for making this video possible thanks for watching and

if this is your first time here make sure to subscribe and check out some other videos

and thanks for watching.

For more infomation >> Gan Air Review ☁ | SpeedCubeShop [4K] - Duration: 2:29.

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Q&A - Weapon Skills (Claws) - Duration: 28:39.

Hey again! The various donors who have the option to

offer up Q&A questions have each declined the option this month and so I'm basically

on it by myself. Yaaaay. ...Crap. Now I need something to talk about.

Uhm... hrm. Well... there are a few things to talk about!

First off, I'm in the process of rewriting everything that's been put down so far after

some pretty major and significant changes to quite a few core mechanics. Ideally...

I'd like to have the first alpha version ready for test play by the end of the month.

Yeah, I'm not going to hold myself to that though, setting arbitrary schedules tends to hamper

my workflow massively so it'll be done when it's done. That seems to make things go faster

anyway for whatever reason soooo whatevs. The important part is that Saorsa should actually

be able to be played sometime semi-soon, though good luck on determining what I mean by "soon"

because even I don't know so nyah. Second! Uhm, for a question... well, during

the rework I have my first fully fleshed out weapon skill, which is going to be used as

a rough outline for other weapon skills in the future, so let's take a little look at

that. Wait, I didn't say that in the form of a question, did I?

Sigh. Whelp, I just lost on jeapordy. Alright, what are weapon skills going to look

like for the alpha release version of Saorsa? See, question. Totally got one.

So yeah, there's a few things to keep in mind about weapon skills: first off, they come

in seven different ranks of how well trained a character is in their use. Second, each

weapon skill is comprised of seven abilities, one per rank, which are built in a set order

which gives the weapon in question a unique feel and style of play. Third, all weapon

types have an innate property which helps to make that weapon type especially good for

a particular kind of task. Fourth, skill mastery means each time a character gains an additional

rank in a given skill, all previous abilities they'd already learned gain an additional

advantage which alters how the ability works in some way, uh, if you have actually invested

in skill mastery for that given weapon skill. Soooo that sounds really confusing without

seeing an example, so let's take a look at the first weapon skill fully completed for

the game as of... a few minutes ago because I reworked it again while writing this script out.

Several times, actually. Yeah, this probably isn't going to be its final form, either,

I'm probably going to be making tweaks to this for ages, especially once it gets into

play testing and checking how effective it actually is, but anyway, let's get to the good stuff!

And that weapon skill is... claw class weapons!

Like big, sharp, metal claws you strap onto your hands to deal rapid blows of piercing

damage. These claws revolve around speed, bleed effects, and to a lesser extent, critical hits.

For an innate property, every time claw class

weapons inflict a segment of damage, they apply a stack of bleeding to the target. Bleeding

stacks up on a target and deals 1 damage per stack at the start of the target's turn normally,

or when the bleed effect is triggered. Each time the bleed effect deals damage, one of

the bleed stacks disappears, so you won't bleed forever and they keep having to be maintained

over time. This also means if you trigger bleed damage repeatedly via abilities, that

an enemy will eventually take little to no damage from such, so you need to keep those

stacks fresh! Note there is no limit to bleed stacks, as they're specifically meant to be

ideal for applying lots of them over and over to a very large enemy like a boss, and less

so for smaller enemies. In addition to such, the severity of the bleed

can alter the damage output of bleed effects. Namely, the most basic bleeding is just a

slight bleed effect, which does the default 1 damage per stack when it's triggered.

A moderate bleed effect deals 2 damage per stack, heavy bleeding is 3 per stack, and severe

bleeding is 4 damage per stack. So if you have 10 stacks of severe bleeding, you take

40 damage each time it's triggered and it goes down by one stack.

Uhm... claws really like working with bleed effects, as you'll soon see. In Saorsa, you're

also not really limited to using a single weapon type, and are in fact encouraged to

bring generally 2 to 4 different weapons for various different situations. You'll probably

have a primary, favourite weapon to use most often, but it's pretty common to have a few

options handy. Now, when you first pick up a claw weapon,

you can kinda sorta use it with some degree of competency. This is your "rank 0" skill

with claw weapons. You've kinda got a vague idea how to use them, you're not really professionally

trained in their use, but you can at least swing a sword about in a meanacing enough

manner that you could potentially do some harm if anyone gets into range with you. Or,

well, claws instead of a sword in this case. So the rank 0 claw class weapon attack is

called Maul and only costs 4 action points, henceforth called AP, just to make it easier on me,

and uh... this will hit the target twice. Combined with the innate effect of

claws, this applies up to 2 bleed stacks on a given target if both attacks land.

As a mastery effect, for each additional rank the character learns in claw class weapons,

the damage of each hit is increased by +2, so at the max rank of 6, that'd be up to a

+24 damage bonus spread across the two hits. So what this means overall, is that using

Maul on a target is good for applying stacks of bleeding, and a pretty good chunk of damage.

It's on par with the standard autoattack you get in most games, but it's the most simple

form of attack in Saorsa and later abilities will take advantage of this ability.

Now anyone who picks up a claw weapon can use Maul. It's just your basic standard effect

ability, though someone with greater skill in using claws will be able to get a little

bit more out of it than someone who's untrained thanks to the skill mastery bonus.

Oh and note that Maul counts as a combo attack due to its application of bleed stacks, which

will become important later on. Now, if you were to train in using claw classed

weapons, available at character level 1 in the game, you could learn this next ability:

Go For The Throat. Claw weapons are piercing damage, and therefore

they don't really do a lot of damage by default, but rather rely on status effects and critical

hits to do their real damage, and that's what Go For The Throat is - a critical hit.

Unlike most other tabletop RPGs, Saorsa's critical hits aren't random at all, but instead

are more like called shots, where you aim for a critical location and take a bit of

time to line up an ideal hit. These tend to be of greater accuracy, but are a lot slower.

In Go For The Throat's case, this's an 8AP attack which deals only a single hit for 2x

to 4x the normal damage. The more clean the hit, the stronger the damage multiplier.

Now if you're reasonably good with math, you may be going waaaait a second, that's 4AP

to do 2 times the base damage, or 8AP to do 4 times the base damage... or possibly less!

So what gives? Well, here's the thing - piercing attacks

in Saorsa don't really scale like normal attack damage does. Your standard hits with Maul

are going to consistently do about the same amount of damage all game, only really increasing

with the damage bonus from the skill mastery, and from the quality of your weapons. It's

meant to be a quick way to pile on stacks of a bleed on a target, and throw in some

reasonable damage while you're at it. Piercing damage gets stronger off of your

agility vital statistic by increasing the damage multiplier of your critical hits.

These are where you do big, nasty piles of damage, so that 4x multiplier might wind up being

an awful lot higher late game, more like 10x the damage. Yeah, it can sting quite a lot.

To go with this though, Go For The Throat is also a combo attack, because it also applies

a bleed effect. Better yet, the Skill Mastery for Go For The Throat is that it adds +3 to

any opposed roll for each extra rank of skill you have, assuming you have Skill Mastery

in claw weapons. What this means is that, by the time you're

at max level, you can have a +15 bonus to hit on 1d20. Yeah, that's a pretty big increase,

which means there's a much higher chance that you're going to land a clean hit even if someone

does try to block, dodge, parry, or otherwise try to avoid getting your claws in their face.

Or throat. I mean, that is the name of the skill, after all.

Now, where this really comes into play is with our next skill learned at rank 2, which

normally becomes unlocked at level 5, and after the first stride on the Path to Redemption

as part of the game's core mechanics. You can learn this at level 1, however, and before

that stride, by purchasing Skill Mastery, which basically makes you better at using

that one skill to an exceptional degree. You'd unlock your skill mastery bonuses and count

as 1 rank higher than normal. So what is this next skill? In this case,

it's called Serration, and it's a combo finisher with claw class weapons.

Now what combo finishers are is... uhm, kinda self explanatory to a degree. They... uh...

they finish combos. Yeah. So the point is that combo finishers will drain every last

ounce of action points you have left, but they tend to do something really big and nasty

with all those combo moves you'd just applied to a target.

In Serration's case, this means you lose all your AP and instantly trigger the bleed effect

on your target, since normally it wouldn't actually hurt them until the target's turn.

If you've been piling on those bleed stacks, that can be pretty nasty.

To make matters more interesting, as a combo finisher, Serration deals an additional +1 damage

for each AP spent by Serration for each time you applied a stack of bleeding

to the target this turn. So those nice, quick little applications of bleed stacks with Maul

suddenly become worth a lot more, and the more AP you had left over when you used Serration,

the stronger it becomes. But wait, there's more! Order Skill Mastery

now and get a +1 additional stack of bleeding from all critical hits for each extra rank!

Yes, that's right, you heard me. ALL critical hits. Even from other weapons. Meaning if

you master claw weapons, you can also start applying those bleed stacks with bows, daggers,

and other implements of piercing destruction. Smexy, innit?

That also means each time you land a shot of Go For The Throat at max level, you're

pounding on 5 stacks of bleed to go with it. Not too shabby!

And we're not even halfway done yet. Yeah, things are going to get more awesome as we

go along. At skill rank 3, claw users learn the Expunge

charge abililty. I've mentioned charge abilities before in other videos, but for a quick recap,

each turn you gain +1 charge, and these charges can be expended for very potent effects. If

a fight starts to drag on a little too long, you can unload these very potent abilities

to turn the tide quickly. Expunge, in this case, costs 2 charges to

use and removes all stacks of bleeding from a target of your choice in melee range, dealing

triple the bleed damage which normally would've been dealt. So yeah, you remove all your stacks

but... you do a looooot of bleed damage all at once, which makes it good for finishing

people off, because well... maybe you don't want to wait for the uh, bleed stacks to bleed

them out, you want them dead NOW. Now... what could make that better? Oh yeah...

skill mastery again. What happens with Expunge? Oh, for each rank of skill mastery, it retains

up to 1 additional severity of bleeding. If they were only slightly bleeding there's no

benefit, but if you had a target severely bleeding, like it was just gushing out of

them, and you used Expunge, any new stacks you apply would be applied at the highest

severity of bleeding again without having to start entirely all over again.

But... but we haven't seen anything yet which allows for you to increase a target's severity

of bleeding yet! Well, yeah, we haven't. That mastery doesn't

take place until the next rank after the ability's learned though, meaning the soonest you could

learn it is level 10. Which just happens to be when you'd learn your rank 4 claw class ability...

Eviscerate. Now Eviscerate's pretty nasty. It costs 6AP

to use and deals 1 segment of damage, but it also increases bleed severity by 1 stage.

This means it deals half the damage of a Maul attack, but it would also mean if your bleed

damage was only 1 per stack, it'd double it up to 2 per stack. Then to 3 per stack, then

4 per stack. Pretty nasty stuff given there's some ways in there to trigger bleed effects

early! Can that get better? Why yes, yes it can.

You'll see why at the end, but for now, not only is Eviscerate a combo ability, but the

skill mastery of Eviscerate is that it applies up to an extra stage of bleed severity. Since

this's the rank 4 ability, at rank 6, the cap, that would mean you only need to use

Eviscerate a single time to take a wound from slight bleeding to severe bleeding all over

the place, letting you really value that visceral Evisceration. Yes, I just went there. And

now I go away from there. NEEEEEXT ABILITY! Our rank 5 claw ability, which you would get

at level 20 normally, and near the final stride of your Path to Redemption, or level 15 with

Skill Mastery, is a nasty one. Ravage is an ability that modifies other abilities.

Any time you're using another ability, you can also Ravage the target, increasing the

cost of the base ability by +2, but converts any piercing or normal damage to rending damage,

and also applies +1 additional stack of bleeding any time bleeding stacks are applied.

Now... rending damage is pretty rare in Saorsa, because there aren't too many weapons that

were ever designed to cause it. The ones that do... are pretty horrific things. Like a rapier

might be piercing damage in that it pokes a hole clean through you, but its total area

it hits is pretty small, so you have to hit vital points for it to do much of anything.

Normal damage is like the slashing cut of a sword, where it leaves a rather large, but

fairly nice and clean cut. Rending damage is like ripping someone's arm

off, or attacking someone with a rusty chainsaw that doesn't so much cut as it does just dig

in and make an absolute mess. So yeah. By converting your attacks over to rending

damage, it automatically applies a stack of bleeding on every hit, and deals 'normal'

damage in terms of scaling. That means your claws now scale for damage as though they were swords...

okay that's scary. But what's more scary is that it means the claw weapon

applies its bleed stack... then the rending damage applies its bleed stack... and you

get the +1 additional stack of bleeding from Ravage... and you can hit twice with Maul...

which now does normal damage scaling... Oh. Oh that's... that's not okay.

There's nothing okay about that. Six stacks of bleeding at a time, for 6AP? That's kinda terrifying.

Oh, yeah, that's something I forgot to mention... (ACTUALLY I DIDN'T - Don't ask how this got added in here, I blame working too much today.) Ravage also happens to uh increase the cost

of using another ability with it by +2AP, so it slows down your attack because you're

basically not just jabbing into them, you're like twisting the claws around and kind of

taking your time to explore their anatomy in a rather... intimate way.

Oh and uh, one more thing... is that this doesn't just apply to claw class weapons,

it also applies to daggers or bows or any other piercing weapon. Soooo basically you

can just upgrade a different weapon as you learn how to do this kind of thing with claws.

It's not going to be quite as effective as if you were using the claws, but you get a

secondary benefit when you're using it with other weapons so it's kinda handy just in general.

But yeah, it gets worse.

Rending damage uses the base 2 weapon damage same as most piercing weapons, but it uses

the damage scaling of normal damage. For Skill Mastery for Ravage, it increases that base

damage by +1, up to 3 base weapon damage. Meaning your claws now do 50% more raw damage

AND they scale as normal weapon damage, on top of now applying a ton of stacks of bleeding

on every hit. Yay blood showers! It's going to look like

that one scene from The Shining by the time we're done...

But... that's a LOT of blood. What do you do with so much blood?

And that's where the "ultimate" ability of claw weapons comes in, our rank 6 ability: Bloodthirster.

All of the final abilities for each weapon

skill is a single, unique charge ability which acts as the ultimate attack meant to basically

turn combat around when utilized. They're large, flashy, and uhm... interesting.

Activating Bloodthirster is pretty noticible. If the glowing red eyes and the way your claw

weapons become part of your hands, growing out as long claws from your fingertips in

place of even any natural claws your species may normally possess, making it impossible

to be disarmed... yeah, if those tiiiiny details didn't give it away, the other effects might.

Once Bloodthirster is activated, any bleed damage dealt by the Bloodthirster heals the

Bloodthirster for an equal amount. Oh and it reduces any claw abilities by -2AP to a

minimum of 3AP in total. To make this even more terrifying, any critical hits you deal

also trigger bleed damage on the target, but don't reduce the stacks, meaning you can

Go For The Throat over and over again. As a final nail in the coffin, as it were...

sorry, that was awful of me. Wait, no, I'm not sorry. DEAL WIF IT! Anyway, the last thing

Bloodthirster does is that the Bloodthirster ignores all stealth, invisibility, or other

effects which would hide a target's location from them, so long as the target is bleeding.

It won't help you any against targets that are unharmed or just hurt, but once you've

drawn blood, they won't be escaping your claws. And therein we have a series of abilities

that play off one another, giving several different distinctive play styles for claw

weapons with how they interact. Claws simply just won't feel the same as a dagger, despite

being both fairly fast, melee ranged piercing weapons. When you dedicate yourself to using

a particular weapon in Saorsa, it flat out feels different from other weapons. Heck,

the combat style you employ will also change things up significantly, which we haven't

covered here today, uhm... at least not so far - these combat styles emphasize things

like being highly mobile on the battlefield, excessively hard to hit, able to brace against

heavy blows, to unleash rapid flurries of attacks, or nail precision strikes against

opponents and so on, further specializing how your character fights.

Toss in some more generalized skillsets, such as finesse-specific maneuvers and such, and

utilizing magic and your class skills to further augment your choices, and you'll gradually

build up a character who plays exactly the way you think they should, in ways that make

you just WANT to go into detail of exactly how they're tearing into their enemies on

the battlefield. So yeah, that's part of what I've been working

on just for today. There's all sorts of neat stuff like this under production right now.

I hope you enjoyed the first true look at just what kind of stuff you'll be able to

do in combat for Saorsa. We'll just pretend that someone else asked me the question is all, hehe.

So uh yeah, if you played like the DOOM 2016

version, it's kinda like that when it comes to claws.

Rip and tear until the job is done...!

Anyway, with that, I'm out. I'll see you next time!

Rip and tear your guts!

You are huge!

That means you have huge guts!

RIP AND TEAR!

As quoted by CPL Fly Taggart - Doom (The comic)

For more infomation >> Q&A - Weapon Skills (Claws) - Duration: 28:39.

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Thor (2011) CLIP | Loki Becomes The King Of Asgard (Scene) | HD - Duration: 2:19.

Allfather, we must speak with you urgently.

My friends.

Where's Odin?

Father has fallen into the Odinsleep.

Mother fears he may never awaken again.

We would speak with her.

She has refused to leave my father's bedside.

You can bring your urgent matter to me.

Your king.

My King, we would ask that you end Thor's banishment.

My first command cannot be to undo the Allfather's last.

We're on the brink of war with Jotunheim.

Our people need a sense of continuity,

in order to feel safe in these difficult times.

All of us must stand together

for the good ofAsgard.

Yes, of course.

- Good. Then you will wait for my word. - lf I may

beg the indulgence of Your Majesty to perhaps reconsider...

We're done!.(CoolestClips4K)

For more infomation >> Thor (2011) CLIP | Loki Becomes The King Of Asgard (Scene) | HD - Duration: 2:19.

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Thor (2011) CLIP | Thor 'I Need A Horse' Pet Shop Scene | HD - Duration: 3:28.

I need a horse!

We don't have horses. Just dogs, cats, birds...

Then give me one of those large enough to ride.

Hey, you still need a lift?

I've never done anything like this before.

Have you ever done anything like this before?

Many times.

But you're brave to do it.

Well, they just stole my entire life's work.

I don't really have much left to lose.

Yeah, but you're clever.

Far more clever than anyone else in this realm.

"Realm"? "Realm"?

- You think me strange. - Yeah, I do.

Good strange or bad strange?

I'm not quite sure yet.

I'm sorry.

But who are you?

Really?

You'll see soon enough.

You promised me answers.

What you seek, it's a bridge.

Like an Einstein-Rosen Bridge?

More like a Rainbow Bridge.

God, I hope you're not crazy.

I never get used to seeing him like this.

He's put it off for so long now, that I fear...

How long will it last?

I don't know. This time it's different. We were unprepared.

So why did he lie?

He kept the truth from you so that you would never feel different.

You are our son, Loki,

and we, your family.

We mustn't lose hope that your father will return to us.

And your brother.

What hope is there for Thor?

There's always a purpose to everything your father does.(CoolestClips4K)

For more infomation >> Thor (2011) CLIP | Thor 'I Need A Horse' Pet Shop Scene | HD - Duration: 3:28.

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Why Beta Failed--and failed hard (Part 1) - Duration: 16:29.

Say it's 1979 and you've just decided to blow two whole paychecks on one of these

new fangled video cassette recorders. Congratulations on your life-changing decision! But now comes

the time to ask yourself, which one should you buy??? Two systems are vying for your

money, each packing their own set of unique features. A format war's a brewin, how do

you know which choice is the right one??? Since a startlingly large percentage of viewers

may have never used or even seen a videocassette recorder, let's just throw it in your face

and make clear that we're talking about the format war between VHS, the winner which

was released in 1976 and stayed relevant until around 2003, and Betamax, the loser which

actually predated VHS by a year but became the butt of jokes by the late 1980's. The

format war between Beta and VHS is widely studied even today in business classes the

world over. In this video, we'll explore the history of the format war, and I'll

be comparing two machines which were both on sale in 1979, and I think by the end you'll

be able to see why VHS left Beta in the dust

Quick side notes--this video discusses the format war as it took place in the United

States. As such, Philip's excellent and revolutionary Video 2000 format, which never

made it to the US, is not being discussed. Beta was not the first consumer videocassette

format--that title goes to Philips' VCR format unless you count the professional U-Matic,

but Phillips was ultimately unsuccessful. Betamax is regarded as the first consumer

format to achieve any sort of widespread success.

Here we are. The pinnacle of modern engineering.

You can even smell it. Trust me, these machines smell….groovy. On the left, we have an RCA

VDT-600, a fully-featured VHS model built in Japan by the Matsushita corporation (the

parent of Panasonic) under license from the Japan Victor Company, or JVC, the inventors

of VHS, and branded and sold by the Radio Corporation of America, or RCA. Pay attention

to that jumbled mess of a who-built-it, because it will be important later. On our right,

we have a Sony SL-5400, a high-end Betamax model (which came to be known simply as Beta)

made in Japan by Sony, for Sony, and sold as a Sony. Glad we got that out of the way.

So let's start with a physical overview of these two machines. In the looks department,

I'd say this is kind of a tie. The Sony doesn't exactly look sleek, in fact it looks

kind of like a giant brick. Very sharp edges, and very straight lines. But, it's fit-and-finish

is excellent, and the non-nonsense style almost makes it handsome. The clock is very clear

and attractive, with a charming programming display, and the buttons are labeled on both

the top and the edge. The RCA, on the other hand, looks a fair bit bulkier, but you could

say more interesting. It's sloping front allows the clock-timer to be seen from a top-down

view, and helps to minimise its bulky appearance. But the buttons are far clunkier, with weird

color choices for their tops. RCAs decision to use mixed-case font for labeling makes

the machine appear perhaps a little less professional, but sort of gives it some modern-day charm.

Tuning channels is accomplished on the RCA behind this front panel, where you'll also

find the tracking knob. Channel tuning on the Sony is done up top. See in these days,

electronic tuners were hella expensive. So instead, VCR's had either big-'ol knobs

like this, or they'd have a series of tiny mechanical tuners each tied to a button. You'd

pick which 14 or so channels you'd want to be able to record, and set them with these

little switches and thumbwheels. Then you'd simply select between them with the buttons,

with each button corresponding to one of these doohickeys. Often the VCR would come with

replacement inserts to label these with the actual channel numbers.

Sony gives you camera inputs on the front of the machine, but the audio input is strangely

a ⅛ inch audio jack rather than a standard plug. RCA gives you standard connections,

but they are in back. Interestingly, the Sony machine has hardly any LEDs used in its design.

Apart from the timer programming display for tape length and this one little indicator,

all of the lights are either small incandescent bulbs, or in the case of the channel indicators,

tiny green fluorescent lamps, similar to the ordinary orange neon lamp you find in a power

strip, but with a green phosphor coating the inside of the glass envelope. The RCA model,

on the other hand, makes extensive use of LEDs, the only incandescent bulb being located

inside the cassette mechanism, working as part of the end-of-tape sensor.

Let's get all touchy-feely. When using these machines, there's a clear winner in the

ergonomics department. The Sony was obviously designed to make the operational experience

a pleasant one. The power switch moves silently--no click here--but decisively with clear physical

indentations between its positions. Each of the piano-key buttons is easy to press. And

when you press eject to raise the cassette tray, the machine seems to greet you with

a fine, may I have your cassette, sir? When you lower the cassette into the machine, it

immediately makes the most anti-climactic sound in the history of ever, the sound coming

from the action of threading the tape. See, Beta machines usually kept the tape threaded

at all times, even during fast forwarding or rewinding, but there are exceptions, notably

Sanyo built machines. Again, pressing play takes little force, and as the tape is already

threaded, you get a picture pretty quickly.

Now here's where the RCA machine starts to look bad. The power switch isn't quite

so nice, no it's not a bad switch, but not a satisfying one. It's just a switch. The

red LED lights up, and for those wondering why there's an indicator for Dew, that's

because these early VCRs were often lugged around with a camera to record life's precious

moments, and RCA, I mean Matsushita, added a dew sensor to prevent operation of the machine

if a cold VCR was brought into a warm, humid room, causing condensation to form on mechanical

components. Pretty thoughtful, actually. Anyway, back to business. Pressing the eject button

on this machine requires smashing your finger into the button like you smash X when playing

Gran Turismo 3. Once you've hurt your finger enough to actually release the tray, the machine

says GIMME A TAPE! No money spent on dampers here, no sir. Lowering the

tape into the machine does, well, nothing. This machine won't do a thing until you

press a button. Get ready, cause that play button isn't any easier to press. Once you've

jammed it in there, the machine then lazily threads the tape around the head drum, and

eventually, you get a picture.

BUT, we can overlook minor inconveniences if it's a more capable machine, right? Well,

here's where things start to get interesting. Sony was already forced to play catch-up in

1979, and a lot of that had to do with the cassette itself. Speaking of, let's have

a look at those.

A VHS cassette is still a somewhat common sight, and you probably know what it looks like.

Usually black,

but not always!,

the cassette measures 187 mm wide, 103 mm deep,

and 25 mm thick. Two windows allow you to see the internal reels so you can see how

much tape is on each reel, and thus you can tell roughly where you are along the length

of the of tape. A very utilitarian design, the cassette just is. Nothing fancy here.

The Beta cassette is a good deal smaller than the VHS cassette, with dimensions of 156 mm

wide, 96 mm deep, and 25 mm thick. This would prove a fatal mistake, as you'll soon see.

The identical thickness isn't much of a surprise as both Beta and VHS used half inch

wide magnetic tape.

Design wise, the Beta cassette is more visually interesting. Most Beta cassettes only had

a window on the left-hand reel, allowing you to see how much tape was remaining, but not

how much was used. I suppose Sony thought knowing how much tape was left was most important,

but it was also annoying as hell. Case in point: particularly with prerecorded tapes,

you can't tell if a tape is rewound all the way! I know just by looking at this VHS

tape that it's not quite at the beginning. But for Beta, the asymmetrical artsiness of

the cassette means that you really don't know with certainty if that tape is completely

rewound. But it wasn't just that annoying little quirk, in fact most of Beta's problems

come directly from this cassette design. Let's take a step back in time and go over a few

things.

When developing the format, Sony took the old adage of "size matters" the wrong

way. See, Betamax was pretty much just a shrunken down version of U-Matic, Sony's earlier

¾ inch cassette format used in broadcasting. U-Matic had a recording time of 1 hour, which

was fine for television studios, as there would usually be multiple machines handling

multiple tapes for things like commercial breaks, and there was always a broadcast technician

able to switch between them and load up new tapes. Sony rather naively assumed that 1

hour was therefore a fine benchmark for a consumer format, and kept that their goal

for the Betamax machine. This went hand in hand with Sony's desire to keep the cassette

on the smaller side--they used their company handbook as a template for a "Convenient

size". Trouble is, worrying about that was the wrong thing to do. Sony released the Betamax

system in 1975 with L-500 tapes, the standard length that ran for 1 hour. L-750 tapes were

also available which could run for an hour and a half, but that was it.

So, in comes the revolutionary VCR, and early adopters were quickly annoyed with that 90

minute--at best--recording time. See, the whole point of a VCR is to allow you to record

shows while you're not home, preventing you from missing a show you really wanted

to watch. A 90 minute recording time meant a lot of programs couldn't be recorded.

For example, movies would routinely take up at least a 2 hour broadcast, with commercial

breaks built in. But this is America, dammit, and the most important thing we need to record

is a football game. That ain't gonna work with Beta.

(Meanwhile), JVC is busy developing their soon-to-be unveiled VHS format. Fun fact,

VHS stands for Video Home System. You know, cause that's definitely the order those

three words belong in. Anyway, JVC's system used a larger cassette which--guess what--HAS

MORE TAPE IN IT! This meant that right out of the gate, the VHS system had Sony beat

with a 2 hour recording time on a standard T-120 cassette.

Let's take these cassettes apart and compare what's on the inside. Obviously these internal

tape reels are way smaller on the Beta tape, so to have the same length of tape as this

cassette, the tape would need to be impractically thin. To be clear, the signals recorded on

the tape aren't compatible in any way. The machines record onto the tape in very different

fashions with incompatible signals, but as it's otherwise identical tape, the speed

the tape runs through each format is pretty close so the overall length of tape was most

important (still, VHS did run a little bit slower). Here are two blank tapes, one Beta,

one VHS. You'll see that the L-750 cassette contains 222 meters of tape (the 750 means

750 feet of tape). Remember, the L-750 is the "long" version with thinner than normal

tape. But this T-120, the standard VHS length, has 24 more meters of tape. A T-160, the most

common "long" VHS cassette, has 327 meters of tape, almost 50% more than the L-750. Sony

did release the ultra-thin (and somewhat rare) L-830, but this wasn't a huge deal as it

only squeezed an extra 10 minutes of recording time on early machines. Just by the look of

these tapes, Sony seemed to be at a huge disadvantage here.

(Meanwhile), The American company RCA had a rather large part in ensuring VHS would

end up winning the format war. See, before Beta was even released, RCA was interested

in building a videotape recorder of their own. But they heard about Sony's work on

Betamax, and decided that maybe they'd be better of to just license the technology and

ask Sony to build machines for them. But there were 2 problems. First was that Sony wasn't

all that excited to build machines for other people, let alone let others build copies.

And second was their stubbornness on recording time. RCA reps reportedly asked the Sony guys

if a longer recording time was possible, and sony said "Maybe someday". Pft. PFT. Don't

bother with them!

So RCA found out about what JVC was doing. Already they were more excited about JVC's

product, because if could record 2 hours. RCA asked if a longer recording time was possible,

and JVC gave a long answer about reduced image quality and maybe it's not such a good idea

but I guess yes it would be technically possible so long as you kept that reduced picture quality

in mind to which RCA said OK! Sound great! Keep in touch!

Unlike the controlling Sony, JVC was totally cool with licensing the VHS patents to other

companies, and shortly dozens of names would appear on VHS machines. Like this machine,

Matsushita made RCA's first Selectavision VCR, and although JVC still warned them about

doing so, RCA had Matsushita produce the recorders with an LP, or Long Play, recording mode,

which cut the tape speed in half and thus doubled the recording time. RCA thought this

was imperative to having a successful product, as 4 hours was a pretty average length for

a broadcast football game. And guess what? They were right on the money.

As soon as RCA went public in 1977 about their upcoming VCR with this amazing 4 hour recording

capability, Sony executives gave a collective AHH! And scrambled to come up with a solution.

So what did they do? Well, they just ripped off RCA's technique and introduced a new

recorder with the X-2 (later called Beta 2) recording speed. Now, an L-500 tape could

hold 2 hours of video, and an L-750 could hold 3. Yay. But that's still not as good

as RCA's machine. And now is where things start to get interesting.

These two machines reveal the tit-for-tat, look-what-I-can-do nature of the format war

in its early stages. RCA kept pushing the importance of recording time, and this machine

has the brand new, whiz-bang SLP speed, which allows a whopping 6 hours of recording time

on a T-120 tape, 8 hours on the slightly thinner T-160. Sony wouldn't leave this unanswered

and released the Beta 3 recording speed, which pushed the L-750 tape to 4.5 hours recording

time. Still not that great. So, what did they do? Well, this machine marks the beginning

of Sony's desperate attempts to find a way to wow buyers with new exciting features that

might let people overlook the shorter recording time. You'll notice this machine proudly

proclaims BETASCAN! What does that mean? Well, all video recorders before this very model

had to blank the screen when fast-forwarding or rewinding. On this VHS machine, you have

to press STOP, wait for the tape to unthread, and then you can fast forward or rewind. And

then you press STOP, then PLAY, and hope you're in the right place.

But BETASCAN lets you

see on the screen a fast-motion image, showing you exactly where you are on the tape! Revolutionary!

While this feature would eventually become a staple of the VCR from both Beta machines

and VHS models (once VHS manufacturers figured out how to copy Sony's work, which didn't

take long), it was at the time kind of a grasping-at-straws gesture. Again, you've got to put yourself

in the mindset of consumers at the time. These machines are here to save you from the deep

dark despair that consumes you when you've missed your television show! Betascan was

more of a "neat trick" at this point. What's most important is the machine's

flexibility at recording shows. And here's where the Sony machine falls flat on its face.

OK, we're gonna have to pause here. There's a lot to digest in this format war, so I'm

going to split it here into two videos. In the next video, we'll be discussing how

Sony seemed to think they could decide what their customers wanted. This led them to a

position where they were always a step ahead of VHS in terms of technical feats, but often

a step behind when it came to everyday features that people really needed. Thanks for watching!

Don't forget to hit that like button and subscribe! As you know, I'm doing my best

to keep videos like this headed your way. See you next time!

For more infomation >> Why Beta Failed--and failed hard (Part 1) - Duration: 16:29.

-------------------------------------------

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For more infomation >> Interested in CyberPunk Sci-Fi? Watch These 8 Movies - Duration: 7:16.

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THE BIGGEST SCAM SITE ON THE NET! - Duration: 11:34.

hello

For more infomation >> THE BIGGEST SCAM SITE ON THE NET! - Duration: 11:34.

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JAKE PAUL - I LOVE YOU BRO (SONG) feat. Logan Paul (Official Music Video) Reaction - Duration: 3:35.

made this in one day

For more infomation >> JAKE PAUL - I LOVE YOU BRO (SONG) feat. Logan Paul (Official Music Video) Reaction - Duration: 3:35.

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Kia pro_cee'd 120PK 1.0 T-GDi GT-Line - Duration: 0:54.

For more infomation >> Kia pro_cee'd 120PK 1.0 T-GDi GT-Line - Duration: 0:54.

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Origami Paper Plane - Incredibly Simple Glider Paper Airplane fast and easy - Duration: 2:36.

Fold sides in to meet centre crease as shown.

Fold nose in so that corners C and D meet edges E and F

Mountain fold the glider in half.

Fold down the wings in roughly the same position as shown

Your Incredibly Simple Glider is now ready to throw

For more infomation >> Origami Paper Plane - Incredibly Simple Glider Paper Airplane fast and easy - Duration: 2:36.

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Lexus IS F 5.0 V8 Automaat - Duration: 1:01.

For more infomation >> Lexus IS F 5.0 V8 Automaat - Duration: 1:01.

-------------------------------------------

Why Beta Failed--and failed hard (Part 1) - Duration: 16:29.

Say it's 1979 and you've just decided to blow two whole paychecks on one of these

new fangled video cassette recorders. Congratulations on your life-changing decision! But now comes

the time to ask yourself, which one should you buy??? Two systems are vying for your

money, each packing their own set of unique features. A format war's a brewin, how do

you know which choice is the right one??? Since a startlingly large percentage of viewers

may have never used or even seen a videocassette recorder, let's just throw it in your face

and make clear that we're talking about the format war between VHS, the winner which

was released in 1976 and stayed relevant until around 2003, and Betamax, the loser which

actually predated VHS by a year but became the butt of jokes by the late 1980's. The

format war between Beta and VHS is widely studied even today in business classes the

world over. In this video, we'll explore the history of the format war, and I'll

be comparing two machines which were both on sale in 1979, and I think by the end you'll

be able to see why VHS left Beta in the dust

Quick side notes--this video discusses the format war as it took place in the United

States. As such, Philip's excellent and revolutionary Video 2000 format, which never

made it to the US, is not being discussed. Beta was not the first consumer videocassette

format--that title goes to Philips' VCR format unless you count the professional U-Matic,

but Phillips was ultimately unsuccessful. Betamax is regarded as the first consumer

format to achieve any sort of widespread success.

Here we are. The pinnacle of modern engineering.

You can even smell it. Trust me, these machines smell….groovy. On the left, we have an RCA

VDT-600, a fully-featured VHS model built in Japan by the Matsushita corporation (the

parent of Panasonic) under license from the Japan Victor Company, or JVC, the inventors

of VHS, and branded and sold by the Radio Corporation of America, or RCA. Pay attention

to that jumbled mess of a who-built-it, because it will be important later. On our right,

we have a Sony SL-5400, a high-end Betamax model (which came to be known simply as Beta)

made in Japan by Sony, for Sony, and sold as a Sony. Glad we got that out of the way.

So let's start with a physical overview of these two machines. In the looks department,

I'd say this is kind of a tie. The Sony doesn't exactly look sleek, in fact it looks

kind of like a giant brick. Very sharp edges, and very straight lines. But, it's fit-and-finish

is excellent, and the non-nonsense style almost makes it handsome. The clock is very clear

and attractive, with a charming programming display, and the buttons are labeled on both

the top and the edge. The RCA, on the other hand, looks a fair bit bulkier, but you could

say more interesting. It's sloping front allows the clock-timer to be seen from a top-down

view, and helps to minimise its bulky appearance. But the buttons are far clunkier, with weird

color choices for their tops. RCAs decision to use mixed-case font for labeling makes

the machine appear perhaps a little less professional, but sort of gives it some modern-day charm.

Tuning channels is accomplished on the RCA behind this front panel, where you'll also

find the tracking knob. Channel tuning on the Sony is done up top. See in these days,

electronic tuners were hella expensive. So instead, VCR's had either big-'ol knobs

like this, or they'd have a series of tiny mechanical tuners each tied to a button. You'd

pick which 14 or so channels you'd want to be able to record, and set them with these

little switches and thumbwheels. Then you'd simply select between them with the buttons,

with each button corresponding to one of these doohickeys. Often the VCR would come with

replacement inserts to label these with the actual channel numbers.

Sony gives you camera inputs on the front of the machine, but the audio input is strangely

a ⅛ inch audio jack rather than a standard plug. RCA gives you standard connections,

but they are in back. Interestingly, the Sony machine has hardly any LEDs used in its design.

Apart from the timer programming display for tape length and this one little indicator,

all of the lights are either small incandescent bulbs, or in the case of the channel indicators,

tiny green fluorescent lamps, similar to the ordinary orange neon lamp you find in a power

strip, but with a green phosphor coating the inside of the glass envelope. The RCA model,

on the other hand, makes extensive use of LEDs, the only incandescent bulb being located

inside the cassette mechanism, working as part of the end-of-tape sensor.

Let's get all touchy-feely. When using these machines, there's a clear winner in the

ergonomics department. The Sony was obviously designed to make the operational experience

a pleasant one. The power switch moves silently--no click here--but decisively with clear physical

indentations between its positions. Each of the piano-key buttons is easy to press. And

when you press eject to raise the cassette tray, the machine seems to greet you with

a fine, may I have your cassette, sir? When you lower the cassette into the machine, it

immediately makes the most anti-climactic sound in the history of ever, the sound coming

from the action of threading the tape. See, Beta machines usually kept the tape threaded

at all times, even during fast forwarding or rewinding, but there are exceptions, notably

Sanyo built machines. Again, pressing play takes little force, and as the tape is already

threaded, you get a picture pretty quickly.

Now here's where the RCA machine starts to look bad. The power switch isn't quite

so nice, no it's not a bad switch, but not a satisfying one. It's just a switch. The

red LED lights up, and for those wondering why there's an indicator for Dew, that's

because these early VCRs were often lugged around with a camera to record life's precious

moments, and RCA, I mean Matsushita, added a dew sensor to prevent operation of the machine

if a cold VCR was brought into a warm, humid room, causing condensation to form on mechanical

components. Pretty thoughtful, actually. Anyway, back to business. Pressing the eject button

on this machine requires smashing your finger into the button like you smash X when playing

Gran Turismo 3. Once you've hurt your finger enough to actually release the tray, the machine

says GIMME A TAPE! No money spent on dampers here, no sir. Lowering the

tape into the machine does, well, nothing. This machine won't do a thing until you

press a button. Get ready, cause that play button isn't any easier to press. Once you've

jammed it in there, the machine then lazily threads the tape around the head drum, and

eventually, you get a picture.

BUT, we can overlook minor inconveniences if it's a more capable machine, right? Well,

here's where things start to get interesting. Sony was already forced to play catch-up in

1979, and a lot of that had to do with the cassette itself. Speaking of, let's have

a look at those.

A VHS cassette is still a somewhat common sight, and you probably know what it looks like.

Usually black,

but not always!,

the cassette measures 187 mm wide, 103 mm deep,

and 25 mm thick. Two windows allow you to see the internal reels so you can see how

much tape is on each reel, and thus you can tell roughly where you are along the length

of the of tape. A very utilitarian design, the cassette just is. Nothing fancy here.

The Beta cassette is a good deal smaller than the VHS cassette, with dimensions of 156 mm

wide, 96 mm deep, and 25 mm thick. This would prove a fatal mistake, as you'll soon see.

The identical thickness isn't much of a surprise as both Beta and VHS used half inch

wide magnetic tape.

Design wise, the Beta cassette is more visually interesting. Most Beta cassettes only had

a window on the left-hand reel, allowing you to see how much tape was remaining, but not

how much was used. I suppose Sony thought knowing how much tape was left was most important,

but it was also annoying as hell. Case in point: particularly with prerecorded tapes,

you can't tell if a tape is rewound all the way! I know just by looking at this VHS

tape that it's not quite at the beginning. But for Beta, the asymmetrical artsiness of

the cassette means that you really don't know with certainty if that tape is completely

rewound. But it wasn't just that annoying little quirk, in fact most of Beta's problems

come directly from this cassette design. Let's take a step back in time and go over a few

things.

When developing the format, Sony took the old adage of "size matters" the wrong

way. See, Betamax was pretty much just a shrunken down version of U-Matic, Sony's earlier

¾ inch cassette format used in broadcasting. U-Matic had a recording time of 1 hour, which

was fine for television studios, as there would usually be multiple machines handling

multiple tapes for things like commercial breaks, and there was always a broadcast technician

able to switch between them and load up new tapes. Sony rather naively assumed that 1

hour was therefore a fine benchmark for a consumer format, and kept that their goal

for the Betamax machine. This went hand in hand with Sony's desire to keep the cassette

on the smaller side--they used their company handbook as a template for a "Convenient

size". Trouble is, worrying about that was the wrong thing to do. Sony released the Betamax

system in 1975 with L-500 tapes, the standard length that ran for 1 hour. L-750 tapes were

also available which could run for an hour and a half, but that was it.

So, in comes the revolutionary VCR, and early adopters were quickly annoyed with that 90

minute--at best--recording time. See, the whole point of a VCR is to allow you to record

shows while you're not home, preventing you from missing a show you really wanted

to watch. A 90 minute recording time meant a lot of programs couldn't be recorded.

For example, movies would routinely take up at least a 2 hour broadcast, with commercial

breaks built in. But this is America, dammit, and the most important thing we need to record

is a football game. That ain't gonna work with Beta.

(Meanwhile), JVC is busy developing their soon-to-be unveiled VHS format. Fun fact,

VHS stands for Video Home System. You know, cause that's definitely the order those

three words belong in. Anyway, JVC's system used a larger cassette which--guess what--HAS

MORE TAPE IN IT! This meant that right out of the gate, the VHS system had Sony beat

with a 2 hour recording time on a standard T-120 cassette.

Let's take these cassettes apart and compare what's on the inside. Obviously these internal

tape reels are way smaller on the Beta tape, so to have the same length of tape as this

cassette, the tape would need to be impractically thin. To be clear, the signals recorded on

the tape aren't compatible in any way. The machines record onto the tape in very different

fashions with incompatible signals, but as it's otherwise identical tape, the speed

the tape runs through each format is pretty close so the overall length of tape was most

important (still, VHS did run a little bit slower). Here are two blank tapes, one Beta,

one VHS. You'll see that the L-750 cassette contains 222 meters of tape (the 750 means

750 feet of tape). Remember, the L-750 is the "long" version with thinner than normal

tape. But this T-120, the standard VHS length, has 24 more meters of tape. A T-160, the most

common "long" VHS cassette, has 327 meters of tape, almost 50% more than the L-750. Sony

did release the ultra-thin (and somewhat rare) L-830, but this wasn't a huge deal as it

only squeezed an extra 10 minutes of recording time on early machines. Just by the look of

these tapes, Sony seemed to be at a huge disadvantage here.

(Meanwhile), The American company RCA had a rather large part in ensuring VHS would

end up winning the format war. See, before Beta was even released, RCA was interested

in building a videotape recorder of their own. But they heard about Sony's work on

Betamax, and decided that maybe they'd be better of to just license the technology and

ask Sony to build machines for them. But there were 2 problems. First was that Sony wasn't

all that excited to build machines for other people, let alone let others build copies.

And second was their stubbornness on recording time. RCA reps reportedly asked the Sony guys

if a longer recording time was possible, and sony said "Maybe someday". Pft. PFT. Don't

bother with them!

So RCA found out about what JVC was doing. Already they were more excited about JVC's

product, because if could record 2 hours. RCA asked if a longer recording time was possible,

and JVC gave a long answer about reduced image quality and maybe it's not such a good idea

but I guess yes it would be technically possible so long as you kept that reduced picture quality

in mind to which RCA said OK! Sound great! Keep in touch!

Unlike the controlling Sony, JVC was totally cool with licensing the VHS patents to other

companies, and shortly dozens of names would appear on VHS machines. Like this machine,

Matsushita made RCA's first Selectavision VCR, and although JVC still warned them about

doing so, RCA had Matsushita produce the recorders with an LP, or Long Play, recording mode,

which cut the tape speed in half and thus doubled the recording time. RCA thought this

was imperative to having a successful product, as 4 hours was a pretty average length for

a broadcast football game. And guess what? They were right on the money.

As soon as RCA went public in 1977 about their upcoming VCR with this amazing 4 hour recording

capability, Sony executives gave a collective AHH! And scrambled to come up with a solution.

So what did they do? Well, they just ripped off RCA's technique and introduced a new

recorder with the X-2 (later called Beta 2) recording speed. Now, an L-500 tape could

hold 2 hours of video, and an L-750 could hold 3. Yay. But that's still not as good

as RCA's machine. And now is where things start to get interesting.

These two machines reveal the tit-for-tat, look-what-I-can-do nature of the format war

in its early stages. RCA kept pushing the importance of recording time, and this machine

has the brand new, whiz-bang SLP speed, which allows a whopping 6 hours of recording time

on a T-120 tape, 8 hours on the slightly thinner T-160. Sony wouldn't leave this unanswered

and released the Beta 3 recording speed, which pushed the L-750 tape to 4.5 hours recording

time. Still not that great. So, what did they do? Well, this machine marks the beginning

of Sony's desperate attempts to find a way to wow buyers with new exciting features that

might let people overlook the shorter recording time. You'll notice this machine proudly

proclaims BETASCAN! What does that mean? Well, all video recorders before this very model

had to blank the screen when fast-forwarding or rewinding. On this VHS machine, you have

to press STOP, wait for the tape to unthread, and then you can fast forward or rewind. And

then you press STOP, then PLAY, and hope you're in the right place.

But BETASCAN lets you

see on the screen a fast-motion image, showing you exactly where you are on the tape! Revolutionary!

While this feature would eventually become a staple of the VCR from both Beta machines

and VHS models (once VHS manufacturers figured out how to copy Sony's work, which didn't

take long), it was at the time kind of a grasping-at-straws gesture. Again, you've got to put yourself

in the mindset of consumers at the time. These machines are here to save you from the deep

dark despair that consumes you when you've missed your television show! Betascan was

more of a "neat trick" at this point. What's most important is the machine's

flexibility at recording shows. And here's where the Sony machine falls flat on its face.

OK, we're gonna have to pause here. There's a lot to digest in this format war, so I'm

going to split it here into two videos. In the next video, we'll be discussing how

Sony seemed to think they could decide what their customers wanted. This led them to a

position where they were always a step ahead of VHS in terms of technical feats, but often

a step behind when it came to everyday features that people really needed. Thanks for watching!

Don't forget to hit that like button and subscribe! As you know, I'm doing my best

to keep videos like this headed your way. See you next time!

For more infomation >> Why Beta Failed--and failed hard (Part 1) - Duration: 16:29.

-------------------------------------------

Origami Paper Plane - Incredibly Simple Glider Paper Airplane fast and easy - Duration: 2:36.

Fold sides in to meet centre crease as shown.

Fold nose in so that corners C and D meet edges E and F

Mountain fold the glider in half.

Fold down the wings in roughly the same position as shown

Your Incredibly Simple Glider is now ready to throw

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