7 bizarrely good startups that the internet has not caught up to yet
By My First Million
Key Concepts
- Good Crazy vs. Bad Crazy: The distinction between startup ideas that are counter-intuitive but potentially revolutionary versus those that are simply nonsensical.
- "NQR" (Not Quite Right): A term used to describe products or ideas that feel slightly off or culturally misaligned, often signaling a unique or foreign origin.
- State Management: The practice of using physical stimuli (hot/cold, breathwork, music) to alter one's mental and emotional state.
- The "Who Knows" Factor: A characteristic of successful niche businesses (like pet supplements) where the efficacy is difficult to verify, allowing for high margins and customer loyalty.
- Digital Minimalism/Anti-Addiction: A growing market trend focused on "undoing" the overstimulation caused by smartphones through hardware solutions (dumb phones, physical alarm clocks).
- Democratization of Expertise: Using technology (VR, prediction markets) to lower barriers to entry for specialized fields.
1. Startup Ideas: Analysis of "Good Crazy" vs. "Bad Crazy"
The hosts evaluate several business concepts, arguing that if an idea is too "normal," it likely lacks the disruption potential to succeed.
- Pet Chat (AI Dog Translator): A Chinese startup claiming 95% accuracy in translating barks.
- Verdict: Bad Crazy. While intriguing, the lack of verifiable metrics and the fact that most owners already intuitively understand their pets' barks makes it a gimmick.
- Superbrain (Digital Memorialization): A platform to upload audio/video of deceased loved ones to "chat" with them.
- Verdict: Good Crazy. Despite the emotional weight, it represents a powerful application of AI for human connection.
- Hyperbaric Chambers (At-Home): Positioning these as the next "wellness flex" similar to home saunas or cold plunges.
- Verdict: Good Crazy (with caveats). The challenge lies in the "medical device" classification and the difficulty of making pressurized oxygen "sexy" compared to a simple tub of water.
- VR Trade Training (Metaquest): Using VR to train HVAC, welding, and electrical technicians.
- Verdict: Good Crazy. With a shortage of 500,000 skilled trade jobs in the US, gamified, risk-free training is a high-utility, scalable solution.
- Endpoint Arena (Prediction Markets for Clinical Trials): Betting on the success or failure of pharmaceutical trials.
- Verdict: Bad Crazy. While the "wisdom of the crowds" theory is sound, the hosts find the execution and the "gambling" aspect less compelling than the scientific claims suggest.
- The Schvitz (Cleveland Bathhouse/Steakhouse): A 98-year-old venue combining steam, cold plunges, and fine dining.
- Verdict: Spectacular. It succeeds by creating a "third space" that replaces bars and nightclubs, tapping into the trend of communal wellness.
- The Funday Press: A physical newspaper containing only games and comics, no news.
- Verdict: Good Crazy. It capitalizes on the "return to the physical" and the desire for low-stakes, stress-free entertainment.
2. The "Return to the Real" and Anti-Addiction Hardware
A significant portion of the discussion focuses on the "gargantuan" problem of smartphone addiction. The hosts highlight a shift toward hardware that limits digital consumption:
- Dumb Phones (dum.co): A $25 flip phone that acts as a call/text forwarder, allowing users to "brick" their smartphones.
- Flow Alarm Clock: A physical device that forces users to get out of bed and physically interact with it to stop the alarm, preventing morning "doom scrolling."
- The Moat is the Brand: The hosts argue that for these products, the technology is secondary. The "moat" is the brand identity—positioning the product as a lifestyle choice that helps users "return to the real."
3. Methodologies and Frameworks
- The "AAA Locksmith" Strategy: A marketing tactic where a company names itself (or positions itself) to be the first, most obvious choice in a search result or physical location (e.g., OnlyFans creators sitting behind the coach at NBA games to maximize camera time).
- State Management Framework: The belief that the body can "drag the mind." Instead of trying to think one's way into a better mood, one should use physical inputs (temperature, breath, environment) to force a change in state.
- The "Who Knows" Rule: In pet or wellness businesses, if the benefit is subjective (e.g., "is my dog happier?"), the business can thrive because the customer's belief is the primary driver of value.
4. Notable Quotes
- "If your idea is too normal, too understandable, too expected, you actually have no shot." — Sam
- "The body can drag the mind." — Sam, regarding the efficacy of breathwork and cold plunges.
- "The moat is not the technology... the moat is the brand." — Discussion on the success of anti-addiction hardware.
5. Synthesis
The overarching theme of the discussion is that the most successful modern businesses are those that either solve a massive, visceral problem (like digital addiction) or create a unique, communal experience (like the Cleveland Schvitz). The hosts emphasize that "crazy" ideas are often necessary for innovation, provided they are backed by strong branding and a clear understanding of human psychology—specifically the desire to disconnect from the digital world and reconnect with physical, tangible experiences.
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