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  • Mad Catz.

  • The brand unceremoniously thrust upon younger siblings

  • and Player Twos the world over.

  • Often derided for subpar controllers that felt just as cheap

  • as much as they looked absurd.

  • But before that, Mad Catz had a history

  • going back almost 30 years,

  • with them being responsible for all sorts of award-winning flight sticks,

  • steering wheels,

  • gaming mice,

  • instrument peripherals,

  • and even their own microconsole.

  • One quarter of the entire game console aftermarket

  • was claimed by Mad Catz alone in 2006.

  • And yet, it obviously didn't end well for them

  • since the company declared Chapter 7 bankruptcy on March 30, 2017.

  • What happened?

  • This is LGR Tech Tales,

  • where we take a look at noteworthy stories of technological inspiration,

  • failure and everything in between.

  • This episode tells the tale of Mad Catz:

  • the Prolific Purveyors of Plastic Peripherals.

  • The year is 1987

  • and the video game market is exploding!

  • Devices like Nintendo's Entertainment System

  • were leading the charge of the video game industry's

  • 40% annual growth rate that year,

  • and it showed no signs of slowing down.

  • This caught the attention of a small group of engineers in Hong Kong

  • who saw this rapid growth as a great investment opportunity.

  • Games were growing at such a rapid rate

  • that third-party manufacturers could easily swoop in and lay claim

  • to underserved gamers with niche product ideas.

  • So these engineers decided, hey,

  • why not latch on to some of that success

  • using their skills and connections in Hong Kong,

  • China, and the USA?

  • They spent the next two years laying the groundwork

  • for design, manufacturing, packaging and distribution

  • culminating in 1989 with the founding of Mad Catz, Inc.

  • There's seemingly no stated reason behind that name,

  • but their goal was to provide third-party products for video game consoles

  • at a low cost to both them and consumers,

  • and they accomplished this by outsourcing 60% of the work.

  • Manufacturing was handled by a firm in Shenzhen, China,

  • and the design and marketing was handled by a satellite office

  • in Southern California, near San Diego.

  • This not only ensured they could manufacture the required electronics for a crazy low price,

  • but the American side of the business ensured they had an ear to the ground

  • of their largest target markets,

  • the U.S. and Canada,

  • eventually leading to the company being headquartered in San Diego.

  • Mad Catz's first product is tough to pin down precisely,

  • but two of them were these turbo controllers

  • for the NES and Sega Genesis.

  • These were sold under the High Frequency label at first,

  • which was the in-house brand for the Toys "R" Us retail chain in North America.

  • The way this worked is that the product and marketing were conceived

  • by Mad Catz's office in California,

  • and the design was sent to their contracted facility in China

  • to be manufactured and shipped out

  • as an Original Equipment Manufacturer, or OEM, product.

  • This method meant that Mad Catz could develop their own designs in-house

  • and then sell it themselves under their own brand

  • or as a generic item to whoever paid to stick their own logo on it.

  • And while this didn't make them a fortune immediately,

  • it was enough to continue to grow the company throughout the 1990s.

  • They made game pads,

  • screen magnifiers,

  • steering wheels,

  • dust covers,

  • joypads,

  • power adapters,

  • flight sticks,

  • memory cards,

  • light guns,

  • carrying cases,

  • hardware abominations...

  • the list goes on and on.

  • Sure they were cheap, but they worked...

  • mostly.

  • And their product line was so pervasive

  • that it was hard to ignore them when you went to a game store

  • looking for a new accessory on a budget.

  • By the latter part of the '90s,

  • Mad Catz had grown to over 100 employees

  • while partnering with over 12,000 retailers worldwide.

  • And with the onslaught of new game consoles

  • set to release across the next few years on into the new millennium,

  • investors were eyeing Mad Catz with piles of cash in hand.

  • It was the Ontario, Canada-based GTR Group,

  • formerly known as Games Trader, Inc.,

  • who completed the acquisition of Mad Catz on August 31, 1999

  • for $33.3 million.

  • Mad Catz remained headquartered in San Diego, however,

  • and work quickly began on several new projects.

  • One of these was the BioForce,

  • a device that sent 16 milliamps of electric current

  • to shock and temporarily immobilize players' fingers

  • when they got hit in-game.

  • Apparently, the press members that got to try it

  • had fun with it at trade shows but suffice to say,

  • a device that electrocutes kids...

  • never made it to market.

  • A more successful new product for them was the MC2 and Mario Andretti racing wheels,

  • both of which earned several best-in-category awards

  • from industry magazines and websites.

  • Mad Catz also ended up releasing a dozen licensed controllers and peripherals

  • to coincide with the launch of the Sega Dreamcast in 2000,

  • which led to a perceived increase in the brand's value to consumers.

  • So GTR Group decided to rebrand themselves

  • as Mad Catz Interactive in 2001,

  • closing down the other parts of their business

  • to focus on new console launches in North America,

  • like the PlayStation 2,

  • the Gamecube

  • and the Xbox.

  • Another slew of new products came flooding in,

  • from wireless controllers

  • to third-party dance pads

  • to higher-capacity memory cards.

  • Then in 2003, Mad Catz paid $5 million to acquire GameShark,

  • a company that made plug-in devices and software

  • that allowed players to cheat their way through games.

  • In 2007, Joytech and Saitek

  • were two more major acquisitions at a combined $34 million,

  • with Joytech being the gaming accessories unit of Take-Two Interactive Software,

  • and Saitek being known mostly for their PC gaming peripherals,

  • especially flight sticks.

  • And somewhere in the midst of all this,

  • they found time to start publishing their own games,

  • such as Real World Golf.

  • Naturally, this was an excuse to sell more controllers

  • and with this one, it was the USB Gametrak golf club motion controller.

  • And while they dabbled with motion controls for a couple years

  • with the popularity of the Nintendo Wii,

  • starting in 2008, Mad Catz dove head first into a lucrative new activity:

  • license deals.

  • Not with console manufacturers

  • but with game properties themselves.

  • Partnering with Capcom,

  • Mad Catz released a bunch of Street Fighter IV controllers.

  • But the most notable of these was the Fightstick.

  • This arcade-style controller cost $70 for the standard model

  • and $150 for the Tournament Edition.

  • This was not only more costly than Mad Catz's usual fare but it was actually...

  • good!

  • The higher-end version used the exact same Sanwa joystick

  • and 30 mm buttons as the Street Fighter IV arcade machine,

  • leading to notoriety in the eSports world

  • and several eSports events and sponsorships

  • coming from Mad Catz over the following years.

  • The developer Harmonix was next on the agenda,

  • striking a deal with Mad Catz to release a bunch of officially-licensed instruments

  • for Rock Band in late 2008.

  • These were arguably an improvement over the originals,

  • with a microphone that included its own controller buttons,

  • a portable drum kit that was much more compact and easy to move around than the full thing,

  • and a bass guitar that looked a lot like an actual Fender Precision.

  • In 2010, Mad Catz then acquired gaming audio company Tritton,

  • giving them an instant foothold into the growing realm of microphones and headsets.

  • They continued to support personal computers as well

  • with the release of the Cyborg R.A.T. gaming mouse in 2010,

  • the Eclipse touch-sensitive keyboard and gesture-controlled mouse,

  • and acquired the V Max Simulation Corporation, a flight sim developer,

  • to help guide the development of future Saitek products.

  • Then in 2013, they decided to cash in on the microconsole boom inspired by the Ouya,

  • which was at the time the second-highest funded project on crowdfunding site Kickstarter.

  • Mad Catz's response was the Mojo,

  • an Android-based console that cost $250.

  • It saw some success among Android modding enthusiasts,

  • but projects like this and the Ouya quickly faded from the limelight,

  • even after hefty price drops.

  • Making matters worse, it was not going so well behind the scenes at Mad Catz.

  • They'd been in and out of debt since 2011,

  • and by June of 2015, they'd announced to investors

  • that they'd failed to meet their credit lender's monthly target

  • on a $20 million loan.

  • The bank decided to waive the violation, though,

  • since Mad Catz had what they thought was an ace up their sleeve:

  • Rock Band 4.

  • Set to release in October, Mad Catz was betting the farm on the game performing well,

  • not only manufacturing the instruments for the game

  • but going so far as to take care of the marketing

  • and distribution worldwide as well.

  • But it was not nearly enough to keep up with Mad Catz's mad credit problems.

  • Even with a 55 percent uptick in sales from the previous year,

  • they reported an $11.6 million loss.

  • This was largely due to the lower- than-forecast Rock Band 4 sales,

  • along with $8.3 million of unsold instrument inventory languishing in warehouses.

  • The writing was on the wall after Harmonix dropped Mad Catz as distributor

  • and partnered with Performance Digital Products instead.

  • Even with Mad Catz laying off 37% of their staff,

  • their CEO and chairman resigning,

  • and selling off the Saitek brand to Logitech,

  • their stock prices plummeted down to an abysmal 4 cents a share.

  • The New York Stock Exchange delisted them entirely on March 23, 2017,

  • and that... was that.

  • One week later, Mad Catz's board of directors voted to declare Chapter 7 bankruptcy,

  • meaning that everything they owned would be liquidated to pay off their debts.

  • And just like that, a company with an almost 30-year history vanished overnight.

  • Mad Catz was gone.

  • Will they be missed?

  • Probably not by very many.

  • While they did make a few excellent products over the years,

  • there's no shortage of other manufacturers

  • that continue to provide the same types of things

  • at a similar price point.

  • Mad Catz is more of a cautionary tale than anything else,

  • showing just what can happen to even the largest name in their category

  • when people lose sight of what made the company succeed in the first place

  • and fail to recognize the interests of a rapidly changing market.

  • And if you enjoyed this episode of LGR Tech Tales,

  • then awesome. I've got more for you.

  • And there's new videos coming every Monday and Friday here on this channel,

  • so stay tuned if you'd like.

  • And as always, thank you very much for watching.

Mad Catz.

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マッドキャッツの生と死【LGRテックテイルズ (The Life & Death of Mad Catz [LGR Tech Tales])

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    林宜悉 に公開 2021 年 01 月 14 日
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