Its a lesser-known fact, however, that Taito was once on the cusp of releasing its own console.

In the early 1990s, the Japanese company was working on a system called the Wowow.

Unfortunately, the Wowow was ultimately abandoned, as Sambe explains.

Data transferring speed was not enough and many error correction packets eat up these precious data speed.

User should wait more than several minutes to download one small game.

And if we venture to broadcast several games at the same time, the download time needs more time.

But the Wowow story provides a fascinating insight into a gaming industry on the cusp of change.

you’re able to read the full interview with Yukiharu Samber atUnseen64.