WEBVTT - TechStuff Classic: The Rise and Fall of Atari - Part One

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<v Speaker 1>Welcome to Tech Stuff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Johnathan Strickland. I'm an executive producer with I Heart Radio

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<v Speaker 1>and I love all things tech and we are about

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<v Speaker 1>to launch into a series of three classic episodes. So

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<v Speaker 1>for the next couple of weeks, we're gonna have these

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<v Speaker 1>classics play out. These were episodes that I recorded and

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<v Speaker 1>published the week of March second, two thousand fifteen, so

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<v Speaker 1>quite some time ago. Ties into some stuff that I've

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<v Speaker 1>touched on in some other episodes recently, Like I talked

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<v Speaker 1>about the video game crash in Ree, We're gonna talk

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<v Speaker 1>about the Rise and Fall of Atari. Now, this was

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<v Speaker 1>a three part series that I did have a special

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<v Speaker 1>guest on these shows, so I hope you enjoy that.

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<v Speaker 1>But let's listen to the Rise and Fall of Atari,

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<v Speaker 1>Part one, which published March second, two thousand fifteen. Enjoy. Hi, Jonathan,

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<v Speaker 1>since you asked, I do have a suggestion for a

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<v Speaker 1>topic to cover that I don't think you have yet.

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<v Speaker 1>Could you do an episode or two if needed to

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<v Speaker 1>cover the rise and fall of Atari. Actually worked in

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<v Speaker 1>the store that sold only Atari home computers and game

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<v Speaker 1>systems in the early nineties. Uh Atari's products are at

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<v Speaker 1>the time were as good or better than what was

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<v Speaker 1>being put out by their competitors, and yet they failed

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<v Speaker 1>big time. Thank you for the entertaining and educational show.

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<v Speaker 1>I enjoyed part one of the two thousand fourteen review

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<v Speaker 1>this morning. So clearly this request came in some time ago,

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<v Speaker 1>I guess so. But yeah, this was one that when

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<v Speaker 1>I brought it up to you, you said, absolutely we

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<v Speaker 1>should do an episode about Atari. Well, you and I

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<v Speaker 1>are the same age roughly, and we are children of

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<v Speaker 1>Atari every way, you know, we grew up in the

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<v Speaker 1>seventies and eighties during the Atari's heyday. Yeah, and it

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<v Speaker 1>was huge, huge in my life. And uh my brother

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<v Speaker 1>actually uh has set his up recently and I was

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<v Speaker 1>just playing uh Combat last week. That Combat and we'll

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<v Speaker 1>get to this obviously was the game that shipped with

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<v Speaker 1>and it kind of holds up. You know what it

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<v Speaker 1>really does. I it's it's an incredibly simple game and

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<v Speaker 1>has incredibly simple graphics, but it's the playability comes in

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<v Speaker 1>the fact that it's a two player game and uh,

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<v Speaker 1>trash talking galore can happen. We had a blast. It

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<v Speaker 1>really was a lot of fun, and not just for nostalgia.

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<v Speaker 1>The gameplay, like you said, still holds up to a

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<v Speaker 1>certain degree. I think, yeah, yeah. I mean it's obviously

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<v Speaker 1>for someone who's like, no, I need to have you know,

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<v Speaker 1>the fourteen different controls mapped out on my keyboard and

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<v Speaker 1>my my gaming mouse and everything, it's not gonna appeal

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<v Speaker 1>to you. But but it's still a compelling experience. So

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<v Speaker 1>we wanted to go through the rise and fall of Atari,

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<v Speaker 1>and it is an epic story. I mean, it has

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<v Speaker 1>so many different elements to it, and it's at least

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<v Speaker 1>gonna be two episodes. We're gonna see how how far

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<v Speaker 1>we can go before we have to take a break

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<v Speaker 1>and replenish our our, our vital bodily fluids before we

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<v Speaker 1>break out. Exactly. Good good reference there, Mr Chuck. So,

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<v Speaker 1>starting off a little little information before we get into

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<v Speaker 1>the actual Attari days. Computer games have been around pretty

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<v Speaker 1>much since the days that computers were first built. You know,

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<v Speaker 1>you you have computer programmers who often had these analytical

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<v Speaker 1>minds that were also fond of things like puzzles and games,

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<v Speaker 1>and so naturally, when those early computer programs were being designed,

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<v Speaker 1>programmers were thinking, huh, I wonder if I could actually

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<v Speaker 1>make this machine do something fun, not just something functional. Yeah,

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<v Speaker 1>I think that's one of the things you probably heard

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<v Speaker 1>a lot in the early days. But well, maybe they'd

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<v Speaker 1>be fun if dot dot dot and before you know what,

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<v Speaker 1>they were playing some you know, to us an archaic

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<v Speaker 1>form of a video Yeah, maybe like a game version

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<v Speaker 1>of like Tic Tac toe, you know, but instead of

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<v Speaker 1>it having a video screen, because video screens were late

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<v Speaker 1>in the game in the computer days, they would print

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<v Speaker 1>this stuff out like you would have maybe a tape printer,

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<v Speaker 1>and it would print each move, so every time something changed,

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<v Speaker 1>it had to print a new piece of paper to

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<v Speaker 1>look at or a new strip of tape. Really, because

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<v Speaker 1>a friend of mine, his name's Richard Garriot, and he's

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<v Speaker 1>a big game developer. He created one of the big

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<v Speaker 1>computer game successes and then in the eighties and nineties

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<v Speaker 1>called Ultima, and he talks about in his days when

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<v Speaker 1>he was in computer programming classes in high school, it

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<v Speaker 1>was all printed to tape and it was like a

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<v Speaker 1>little adventure game and we'll talk about adventure in a

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<v Speaker 1>bit too, where it would print out the room and

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<v Speaker 1>your little position, like you'd be a little X in

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<v Speaker 1>the room and you'd say, go left. It would to

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<v Speaker 1>print a new version of it where the X was

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<v Speaker 1>just slightly to the left. In the pre eco friendly

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<v Speaker 1>days as well, these days such a game would probably

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<v Speaker 1>be frowned upon. So uh, but you know, it sets

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<v Speaker 1>the stage to show that that people realize there was

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<v Speaker 1>potential or electronics in the game world. And that gets

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<v Speaker 1>us up to ninety eight when a man named William

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<v Speaker 1>Higginbotham of Brookhaven National Laboratory developed an electronic game called

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<v Speaker 1>Tennis for two on a Donner Model thirty analog computer.

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<v Speaker 1>And uh, it would simulate table tennis, and it simulated

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<v Speaker 1>velocity and changes in direction, all this kind of stuff. Um, yeah,

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<v Speaker 1>I looked it up just to see what it looked like.

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<v Speaker 1>It looked like sort of like a like a ship's

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<v Speaker 1>sonar or something. Yeah, exactly. It was taking an oscill lator,

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<v Speaker 1>I mean, the same sort of thing that you might

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<v Speaker 1>see as like a heart monitor in hospital, kind of

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<v Speaker 1>kind of like that. And by you change by fiddling

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<v Speaker 1>with the voltage, essentially he could change the different images

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<v Speaker 1>so that you would have essentially to paddle like things

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<v Speaker 1>and the ball like thing and play a very basic game.

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<v Speaker 1>And he said that he had made it because people

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<v Speaker 1>would come to visit the lab and there wasn't a

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<v Speaker 1>whole lot of stuff that was actually interesting to look

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<v Speaker 1>at the bar, and so this was the way to

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<v Speaker 1>entertain them. That's pretty funny to like to impress people.

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<v Speaker 1>He had stuff that was far more advanced, but he's like, oh,

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<v Speaker 1>but look at this tennis for two and people probably, oh, yeah,

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<v Speaker 1>exactly like hisn't cutting edge. So have you ever seen

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<v Speaker 1>the mel Brooks films Silent Movie? All right? In Silent Movie,

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<v Speaker 1>there's actually a scene where Sid caesar Is is in

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<v Speaker 1>the hospital and his character is in the hospital and

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<v Speaker 1>to uh, Dom Deloise and Marty Feldman who walk up

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<v Speaker 1>to his heart monitor and turn it into this game

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<v Speaker 1>and they play a game of Pong on his heart monitor,

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<v Speaker 1>which totally forgot about causes him to totally freak out. Yeah,

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<v Speaker 1>but it's this game which is interesting because the original

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<v Speaker 1>well we'll get into pong, but the original pongs were silent. Yes, yeah,

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<v Speaker 1>that's actually true. And in nineteen sixty two, that's when

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<v Speaker 1>we get up to the time when m i T.

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<v Speaker 1>Professor Steve Russell developed a game called Space War, which

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<v Speaker 1>is one of the earliest video games. He did this

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<v Speaker 1>with two of his students, and they built it for

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<v Speaker 1>a big mainframe computer. Yeah. It was the only way

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<v Speaker 1>they could really at the time exactly. So if you

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<v Speaker 1>wanted to play a computer game, you had to go

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<v Speaker 1>someplace where essentially a room is dedicated to that computer. Yeah.

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<v Speaker 1>They were largely still using vacuum tubes for a lot

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<v Speaker 1>of this technology. I mean, transistors had had started to

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<v Speaker 1>come out, but they hadn't been integrated into computers deeply

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<v Speaker 1>at this point. Uh. And that's when around this times

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<v Speaker 1>when an electrical engineering student named Nolan Bushnell, the probably

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<v Speaker 1>the most important person in this story, that's when he

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<v Speaker 1>discovered space war because the computer lab at the university

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<v Speaker 1>was going to the University of Utah College of Engineering,

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<v Speaker 1>had Space War on one of its computers. Yeah, he was.

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<v Speaker 1>I saw an interview with him earlier today on YouTube

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<v Speaker 1>where he was talking about at the time. He said

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<v Speaker 1>there were only like four universities in the entire country

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<v Speaker 1>that had graphical displays period, and University of Utah just

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<v Speaker 1>happened to be one of them. And it seemed like

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<v Speaker 1>when you start hearing about the story and how it

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<v Speaker 1>all just fell into place, it's I don't know if

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<v Speaker 1>I'm a believer in fate, but all these little puzzle

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<v Speaker 1>pieces came together in just the right way to get

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<v Speaker 1>his motor running. Basically, if if they hadn't, if any

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<v Speaker 1>of the elements that took place, then the whole arcade

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<v Speaker 1>industry could have been delayed by several years if he

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<v Speaker 1>had just gone to a different university that didn't have

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<v Speaker 1>computer screens. Right, Yeah, because the University of Utah was

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<v Speaker 1>a pioneer in that space, and so he really got

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<v Speaker 1>his introduction to it. Uh. Another interesting thing about him

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<v Speaker 1>is that he would work in his off time, like

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<v Speaker 1>when whenever school was out at the Lagoon Amusement Park. Yeah,

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<v Speaker 1>that was a huge deal because that inspired the thought of,

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<v Speaker 1>you know what, people are shoving quarters in the ski

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<v Speaker 1>ball games and pinball and you know all manner of

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<v Speaker 1>sort of boardwalk arcade games. And he obviously had some

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<v Speaker 1>sort of business sense to him because he thought, why

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<v Speaker 1>not try and do this really fun thing that I've

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<v Speaker 1>been sneaking into the lab and doing every night and

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<v Speaker 1>charge people money for it? Right? What if we were

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<v Speaker 1>to create an experience using an electronic game where on

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<v Speaker 1>a per coin basis you would get either an allotted

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<v Speaker 1>amount of time to play or some other metric like

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<v Speaker 1>in pong. It might be the number of lives. In

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<v Speaker 1>most video games as number of lives, but in a

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<v Speaker 1>few it's time. Um. And that that would determine how

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<v Speaker 1>much of that experience you could have before you had

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<v Speaker 1>to plunk in another quarter. And if I find it

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<v Speaker 1>so compelling that I'll sneak into the to the lab,

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<v Speaker 1>people be willing to pay a quarter for it. Yeah,

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<v Speaker 1>it was a stroke of genius. It was absolutely, I

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<v Speaker 1>mean you. There are a lot of criticisms that are

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<v Speaker 1>leveled against Bushnell and Cord, including people who used to

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<v Speaker 1>work with him. Um. And a lot of people claim, well,

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<v Speaker 1>he never invented anything. I have to object to that

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<v Speaker 1>because he took two separate ideas and turned them into

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<v Speaker 1>something that spawned an entire industry. And if that's not invention,

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<v Speaker 1>I don't know what is. Yeah. And whether or not

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<v Speaker 1>he was um, I guess it wasn't coding, but whether

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<v Speaker 1>or not he was soldering the games and inventing the

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<v Speaker 1>games themselves. Those games are worthless unless someone comes along

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<v Speaker 1>and says, you know what, I know how to package

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<v Speaker 1>this right and take it to the public for them

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<v Speaker 1>to enjoy, right, And so I mean so without this

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<v Speaker 1>this vision again, I'm sure we would have eventually come

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<v Speaker 1>around to the arcade industry. Anyway, someone would have come

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<v Speaker 1>up with that idea, but it would have been later

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<v Speaker 1>and the story might have been much different. So Bushnell

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<v Speaker 1>graduates from college and goes to work for a company

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<v Speaker 1>called Ampex. This is around nineteen sixty nine. Ampex is

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<v Speaker 1>an electronics company, and I got a little bit of

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<v Speaker 1>trivia something I thought you would appreciate, Chuck, you're a musician.

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<v Speaker 1>So Ampex developed a tape recorder that less Paul used

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<v Speaker 1>to pioneer the sound on sound technique. Yeah. Less Paul

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<v Speaker 1>used an Ampex tape recorder which was designed to have

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<v Speaker 1>a secondary writing head that would allow him to record

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<v Speaker 1>a track and then play along with that recorded track

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<v Speaker 1>to create a new mixed track of both of them together.

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<v Speaker 1>So this would allow one musician to essentially back him

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<v Speaker 1>or herself up. However, what it did do also is

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<v Speaker 1>destroy the original track, the original recording, because it records

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<v Speaker 1>over it, so you no longer have that, so you

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<v Speaker 1>have plus yes, and that's the new base. Yeah, which

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<v Speaker 1>is kind of cool. I thought that you would appreciate that.

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<v Speaker 1>So I am tex. Ampex has had a real important

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<v Speaker 1>part in the electronics industry in general. But it also

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<v Speaker 1>plays host to the meeting of the two people who

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<v Speaker 1>would really push Atari in the early days. That's uh

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<v Speaker 1>Nolan Bushnell and Ted Dabney. Yeah, and Dabney they met

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<v Speaker 1>in nineteen nine and like you said, both employees of

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<v Speaker 1>Ampex and both um very much interested in uh pioneering

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<v Speaker 1>Space War as the very first video game. Yeah, they

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<v Speaker 1>were looking at Space War and they thought, how can

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<v Speaker 1>we make this as a coin operated game. Now, clearly

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<v Speaker 1>we can't do the same thing that Space War is

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<v Speaker 1>doing because having a mainframe computer not something you can

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<v Speaker 1>install in your local bar. Yea. So we have to

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<v Speaker 1>figure out how to take this same concept but do

0:12:33.160 --> 0:12:35.200
<v Speaker 1>it in a much smaller form factor that could be

0:12:35.240 --> 0:12:37.680
<v Speaker 1>a coin operated game. Yeah, And that turned out to

0:12:37.720 --> 0:12:41.640
<v Speaker 1>be sort of a recurring UM thing in Bushnell's career

0:12:41.840 --> 0:12:45.360
<v Speaker 1>was this guy did something really neat. Let me sort

0:12:45.400 --> 0:12:48.920
<v Speaker 1>of make a very similar version, but in a much

0:12:48.960 --> 0:12:53.400
<v Speaker 1>like sleeker package that's consumer oriented. Yeah. I read a

0:12:53.480 --> 0:12:57.199
<v Speaker 1>transcript of an interview that UM that Ted Dabney did.

0:12:57.440 --> 0:12:59.920
<v Speaker 1>I read a lot of that actually Yeah, it's fascinating.

0:12:59.640 --> 0:13:02.200
<v Speaker 1>I mean there's clearly some bad blood between the two

0:13:02.280 --> 0:13:06.040
<v Speaker 1>of them. But Dabney talked about how what would happen

0:13:06.080 --> 0:13:08.480
<v Speaker 1>is Bushnell would come up to him and say, I

0:13:08.520 --> 0:13:11.560
<v Speaker 1>want to do this. How is that possible? Dabney would

0:13:11.600 --> 0:13:13.800
<v Speaker 1>figure it out, tell him, and then Bushnell would go

0:13:13.800 --> 0:13:17.760
<v Speaker 1>off and do it. So Bushnell had skills, but Dabney

0:13:17.920 --> 0:13:20.640
<v Speaker 1>always dismissed it as saying he wasn't an engineer. He

0:13:20.679 --> 0:13:22.920
<v Speaker 1>could do something if you told him how to do it,

0:13:22.960 --> 0:13:26.600
<v Speaker 1>but he couldn't engineer it himself. Yeah, he he was.

0:13:27.760 --> 0:13:30.200
<v Speaker 1>He's sort of like a producer almost, Yeah, and really

0:13:30.200 --> 0:13:34.319
<v Speaker 1>get at getting super talented people together to create a vision. Yeah,

0:13:34.440 --> 0:13:36.800
<v Speaker 1>sort of like you could think of other pairings that

0:13:36.920 --> 0:13:40.480
<v Speaker 1>this this applies to, like Steve Jobs and Steve Wozniak,

0:13:40.600 --> 0:13:43.760
<v Speaker 1>who will come up later, or Paul Allen and Bill Gates.

0:13:43.800 --> 0:13:46.640
<v Speaker 1>I mean, there are a lot of Ben and Jerry,

0:13:46.960 --> 0:13:50.000
<v Speaker 1>uh Itchy and Scratchy. We can just keep throwing out

0:13:50.040 --> 0:13:52.520
<v Speaker 1>pair of names out there. Uh So, yeah, it was

0:13:53.280 --> 0:13:57.160
<v Speaker 1>it wasn't. It was the beginning of a partnership that

0:13:57.200 --> 0:14:02.520
<v Speaker 1>would end up launching this arc caid industry idea. Yeah,

0:14:02.760 --> 0:14:05.600
<v Speaker 1>so they got together and they they said, well, let's

0:14:05.720 --> 0:14:08.880
<v Speaker 1>sort of copy that game in a in a cabinet version.

0:14:10.160 --> 0:14:11.720
<v Speaker 1>But we don't really have the money to fund this,

0:14:11.760 --> 0:14:13.960
<v Speaker 1>so they took it to a few different people. Finally

0:14:14.040 --> 0:14:17.480
<v Speaker 1>landed at a place called Nutting Associates, who agreed to

0:14:17.559 --> 0:14:22.480
<v Speaker 1>finance a game, which was really the very first arcade

0:14:22.520 --> 0:14:26.000
<v Speaker 1>game called Computer Space. Yep, yep. They got a programmer

0:14:26.000 --> 0:14:28.160
<v Speaker 1>by the name of Larry Brian to come on board.

0:14:28.280 --> 0:14:31.600
<v Speaker 1>Larry Brian had also worked at Ampex. Uh. They formed

0:14:31.680 --> 0:14:35.800
<v Speaker 1>a company that they originally called Scissor G. Yeah. They

0:14:35.840 --> 0:14:38.200
<v Speaker 1>just said the name kind of sounded and look cool. Yeah, which,

0:14:38.240 --> 0:14:40.120
<v Speaker 1>by the way, if you if you don't know how

0:14:40.120 --> 0:14:42.880
<v Speaker 1>to spell it, it's it's of course one of those

0:14:43.080 --> 0:14:45.360
<v Speaker 1>uh spelling B words. It's s y z y g

0:14:45.680 --> 0:14:50.000
<v Speaker 1>y and it refers to the planetary alignment and things

0:14:50.000 --> 0:14:52.240
<v Speaker 1>come into alignment there in sissy G. I didn't even

0:14:52.280 --> 0:14:53.760
<v Speaker 1>know that. Oh yeah, that real meaning. It was one

0:14:53.760 --> 0:14:56.560
<v Speaker 1>of my my father's one of my father's favorite words,

0:14:56.600 --> 0:14:59.360
<v Speaker 1>no joke. Uh, so I was instilled in my brain

0:14:59.400 --> 0:15:01.960
<v Speaker 1>at an early age. Uh. They come up with this name,

0:15:02.000 --> 0:15:05.200
<v Speaker 1>which they wouldn't stick with for reasons. We'll get to Uh.

0:15:05.240 --> 0:15:07.760
<v Speaker 1>They thought about using a computer called the Data General

0:15:07.800 --> 0:15:11.080
<v Speaker 1>Nova eight hundred, but it's pretty expensive and it still

0:15:11.200 --> 0:15:14.880
<v Speaker 1>wasn't really going to fit their needs, so they weren't

0:15:14.880 --> 0:15:17.720
<v Speaker 1>really sure how they were going to do this. Originally,

0:15:18.120 --> 0:15:20.880
<v Speaker 1>the idea was that all three of the initial founding

0:15:20.920 --> 0:15:24.400
<v Speaker 1>members Dabney, Bushnell, and Brian were going to contribute a

0:15:24.480 --> 0:15:28.280
<v Speaker 1>hundred dollars into a group fund to be like the

0:15:28.320 --> 0:15:33.600
<v Speaker 1>owner operating capital. Only Dabney and Bushnell did. Brian never did.

0:15:33.680 --> 0:15:35.720
<v Speaker 1>So do you know why did he? Was it because

0:15:35.720 --> 0:15:38.600
<v Speaker 1>he didn't want to throw I don't know, I I

0:15:38.760 --> 0:15:40.680
<v Speaker 1>never came across. It was just a lot of matter

0:15:40.720 --> 0:15:44.680
<v Speaker 1>of fact of Brian never put his under. It's just

0:15:44.800 --> 0:15:50.600
<v Speaker 1>never an explanation. Yeah, And so eventually both Bushnell and

0:15:50.600 --> 0:15:52.680
<v Speaker 1>and uh Damney would put in an extra two hundred

0:15:52.680 --> 0:15:54.520
<v Speaker 1>and fiftyes, so that brought the owner's equity up to

0:15:54.560 --> 0:15:59.960
<v Speaker 1>a incredible seven hundred dollars princely some for this company. Uh,

0:16:00.120 --> 0:16:04.320
<v Speaker 1>like you were saying, Chuck. They went to Nutting to say, like, uh,

0:16:04.360 --> 0:16:07.680
<v Speaker 1>maybe you can help us by manufacturing this thing. We'll

0:16:07.720 --> 0:16:10.600
<v Speaker 1>retain the rights to the game, you'll be able to

0:16:10.640 --> 0:16:13.560
<v Speaker 1>manufacture it and sell it, but we get royalties for

0:16:13.640 --> 0:16:16.240
<v Speaker 1>it as well, and it's the next big thing. Yeah,

0:16:16.280 --> 0:16:19.200
<v Speaker 1>they convinced Nutting that it's the next big thing. So

0:16:19.280 --> 0:16:23.120
<v Speaker 1>Nutting Associates has no clue about this stuff. They essentially

0:16:23.160 --> 0:16:26.000
<v Speaker 1>give them the space to do whatever they want to do,

0:16:26.720 --> 0:16:29.520
<v Speaker 1>thinking like, all right, well we we can't do this ourselves.

0:16:29.560 --> 0:16:31.600
<v Speaker 1>We're gonna let this group do this. And if it

0:16:31.640 --> 0:16:34.280
<v Speaker 1>pays off, it's huge. We'll be making lots of money.

0:16:34.280 --> 0:16:37.040
<v Speaker 1>And if it doesn't, well it will just call it

0:16:37.080 --> 0:16:40.840
<v Speaker 1>a loss. So the agreement included a five percent royalty

0:16:40.840 --> 0:16:43.840
<v Speaker 1>on unit sales, so that's what the group would get

0:16:44.360 --> 0:16:48.880
<v Speaker 1>um and the units were relatively inexpensive. They were like

0:16:48.920 --> 0:16:52.240
<v Speaker 1>a thousand dollars, which in today's money is about six

0:16:52.320 --> 0:16:55.920
<v Speaker 1>grand a piece. But it was it was not for

0:16:55.960 --> 0:16:59.440
<v Speaker 1>the home consumer. It was this, yeah exactly. This would

0:16:59.440 --> 0:17:02.640
<v Speaker 1>be like a restaurant, you know that's or maybe a

0:17:02.720 --> 0:17:06.320
<v Speaker 1>bowling alley something like that. Uh. But remember there's no

0:17:06.480 --> 0:17:08.800
<v Speaker 1>market for these yet. Yeah, no one knows because they

0:17:08.800 --> 0:17:11.840
<v Speaker 1>didn't exist. It's just crazy to think about. No one

0:17:11.920 --> 0:17:13.720
<v Speaker 1>knew if it was going to work at all, and

0:17:13.760 --> 0:17:15.679
<v Speaker 1>it sort of didn't sort of didn't It wasn't a

0:17:15.720 --> 0:17:17.919
<v Speaker 1>big success for them at all, right, Right, And the

0:17:18.040 --> 0:17:21.280
<v Speaker 1>one of the problems was that this game that was

0:17:21.320 --> 0:17:24.520
<v Speaker 1>based off Space War, just like Space War, was kind

0:17:24.560 --> 0:17:29.520
<v Speaker 1>of complicated. It was a game built by engineers for engineers.

0:17:30.640 --> 0:17:32.600
<v Speaker 1>So you see like all these buttons and dials and stuff,

0:17:32.600 --> 0:17:35.280
<v Speaker 1>and you think, all right, uh, this does not appear

0:17:35.320 --> 0:17:38.000
<v Speaker 1>to be intuitive in any way. No one really understood

0:17:38.040 --> 0:17:41.280
<v Speaker 1>how to play it. It looked a little like Asteroids. Yeah, um,

0:17:41.320 --> 0:17:43.520
<v Speaker 1>as far as just the look of the game, yeah,

0:17:43.640 --> 0:17:45.600
<v Speaker 1>And it's one of those that when you look at

0:17:45.720 --> 0:17:48.240
<v Speaker 1>you think, uh, you know, I I don't even know

0:17:48.359 --> 0:17:51.439
<v Speaker 1>what it is, like how I control the things, nor

0:17:51.520 --> 0:17:53.960
<v Speaker 1>do I know what I'm supposed to do. So it

0:17:54.040 --> 0:17:57.960
<v Speaker 1>had some limited success, but it wasn't a runaway hit.

0:17:58.040 --> 0:18:02.879
<v Speaker 1>It just wasn't that simplistic experience that the average person

0:18:02.960 --> 0:18:06.440
<v Speaker 1>could immediately identify. Well yeah, plus it was I mean,

0:18:07.119 --> 0:18:09.480
<v Speaker 1>I mean people are used to seeing a pinball machine, maybe,

0:18:09.840 --> 0:18:12.560
<v Speaker 1>but if you look up this thing online, there's all

0:18:12.560 --> 0:18:15.440
<v Speaker 1>of a sudden it seems there. You know, arcade games

0:18:15.440 --> 0:18:19.760
<v Speaker 1>to us, now there were so ubiquitous, the game cabinet itself,

0:18:19.760 --> 0:18:21.400
<v Speaker 1>but when you look at this thing at the time,

0:18:21.440 --> 0:18:23.320
<v Speaker 1>no one knew what the heck it was. Right, there

0:18:23.359 --> 0:18:28.679
<v Speaker 1>was this weird looking yellow pod with a TV screen

0:18:28.680 --> 0:18:31.119
<v Speaker 1>in it in the corner, and I have no idea

0:18:31.240 --> 0:18:33.320
<v Speaker 1>with all the this little game pad on the front

0:18:33.320 --> 0:18:35.119
<v Speaker 1>of it, and what am I even supposed to do

0:18:35.119 --> 0:18:36.840
<v Speaker 1>with that on my way to the bathroom. I mean,

0:18:36.840 --> 0:18:40.280
<v Speaker 1>the whole thing wouldn't have even been possible except for

0:18:40.320 --> 0:18:42.840
<v Speaker 1>the fact that Dabney made a breakthrough while he was

0:18:42.920 --> 0:18:46.280
<v Speaker 1>he was tooling around in his home. According to the

0:18:46.320 --> 0:18:49.720
<v Speaker 1>interviews I've seen, in his daughter's bedroom, he used that

0:18:49.760 --> 0:18:52.760
<v Speaker 1>as his work space. He moved one of his daughters

0:18:52.760 --> 0:18:54.879
<v Speaker 1>in with the other. He had two daughters. He's like,

0:18:55.080 --> 0:18:57.960
<v Speaker 1>I need your room. This is going to be my lab.

0:18:58.800 --> 0:19:01.840
<v Speaker 1>And uh. He started playing with cathode ray to video

0:19:01.920 --> 0:19:06.120
<v Speaker 1>screens without the use of a computer as as an input,

0:19:06.640 --> 0:19:10.960
<v Speaker 1>and he used counters and gates basic electronic components to

0:19:11.080 --> 0:19:14.639
<v Speaker 1>manipulate that CRT display to create the images on a

0:19:14.680 --> 0:19:19.520
<v Speaker 1>screen that you can control by changing the values directly. So, uh,

0:19:19.720 --> 0:19:23.720
<v Speaker 1>think of you know, you remember the tracking on a

0:19:23.760 --> 0:19:25.720
<v Speaker 1>TV when the screen would be rolling and you have

0:19:25.760 --> 0:19:28.840
<v Speaker 1>to adjust the tracking snature. Because we're old, we remember

0:19:28.920 --> 0:19:32.000
<v Speaker 1>this stuff. That was the basis of him being able

0:19:32.000 --> 0:19:35.520
<v Speaker 1>to control vertical movement on the screen. He just essentially

0:19:35.840 --> 0:19:38.680
<v Speaker 1>he manufactured a way of doing that where by using

0:19:38.680 --> 0:19:42.520
<v Speaker 1>a control you could change the the input into the

0:19:42.560 --> 0:19:46.240
<v Speaker 1>television and make that vertical movement possible. For horizontal, we

0:19:46.240 --> 0:19:49.600
<v Speaker 1>had to change voltages in a really interesting way so

0:19:49.640 --> 0:19:51.719
<v Speaker 1>that you could get horizontal movement. Otherwise you would only

0:19:51.720 --> 0:19:53.399
<v Speaker 1>be able to move up and down. Now, was that

0:19:53.440 --> 0:19:56.439
<v Speaker 1>the spot in motion circuit? Yes, okay, and that changed

0:19:56.520 --> 0:20:00.600
<v Speaker 1>everything because this meant for the first time that well,

0:20:00.680 --> 0:20:04.080
<v Speaker 1>not I, he could create a game that didn't need

0:20:04.200 --> 0:20:07.320
<v Speaker 1>a computer attached to it, right, you could do a

0:20:07.400 --> 0:20:10.359
<v Speaker 1>home version of this game, yes, exactly, and then everything

0:20:10.400 --> 0:20:12.240
<v Speaker 1>that you would need for the game you could build

0:20:12.280 --> 0:20:15.399
<v Speaker 1>onto the circuit. And that meant that every circuit for

0:20:15.480 --> 0:20:19.080
<v Speaker 1>every game was unique, right, Like like one, if you

0:20:19.080 --> 0:20:23.480
<v Speaker 1>look at two different arcade games from this era, the

0:20:23.520 --> 0:20:26.840
<v Speaker 1>game is all hardwired on the circuit try and those

0:20:26.880 --> 0:20:30.080
<v Speaker 1>circuit boards are going to look different because it's those

0:20:30.119 --> 0:20:34.800
<v Speaker 1>physical components that create the assets of each game. Which

0:20:34.840 --> 0:20:36.680
<v Speaker 1>is kind of cool to think about because these days

0:20:37.000 --> 0:20:39.680
<v Speaker 1>we're used to the general purpose machine, right, the computer,

0:20:40.240 --> 0:20:43.000
<v Speaker 1>and then everything else is controlled on the software. Side.

0:20:43.640 --> 0:20:47.120
<v Speaker 1>But this was all hardware, which you know for such

0:20:47.160 --> 0:20:50.120
<v Speaker 1>in every game was a little different from the next two. Yeah. Yeah,

0:20:50.200 --> 0:20:52.200
<v Speaker 1>and you look at it you think like, well, you know,

0:20:52.280 --> 0:20:55.960
<v Speaker 1>there could even be production errors and that that could

0:20:55.960 --> 0:20:59.479
<v Speaker 1>create weird glitches that are only for that unit of

0:20:59.480 --> 0:21:02.400
<v Speaker 1>the game. It's not like a game shipped with glitches

0:21:02.440 --> 0:21:06.080
<v Speaker 1>would be that many. Maybe some solder wasn't complete and

0:21:06.119 --> 0:21:09.119
<v Speaker 1>so something in the game's not working properly. So it

0:21:09.200 --> 0:21:12.800
<v Speaker 1>made it more like those early Arcaden machines were really

0:21:12.880 --> 0:21:16.760
<v Speaker 1>more like pinball games than they were like the modern games.

0:21:17.320 --> 0:21:19.440
<v Speaker 1>We'll be back with more of the rise and fall

0:21:19.440 --> 0:21:30.240
<v Speaker 1>of Atari. After these messages, we get to August of

0:21:30.320 --> 0:21:32.879
<v Speaker 1>nineteen seventy one. That's when the team had produced the

0:21:32.920 --> 0:21:35.480
<v Speaker 1>test unit of their game, which was, as you were saying,

0:21:35.520 --> 0:21:38.680
<v Speaker 1>called computer Space, and they set it up in a

0:21:38.400 --> 0:21:44.400
<v Speaker 1>in a restaurant and bar called Dutch Goose in Palo Alto, California.

0:21:45.280 --> 0:21:48.560
<v Speaker 1>What they officially debut the game at the nineteen seventy

0:21:48.560 --> 0:21:52.639
<v Speaker 1>one Music and Amusement Machines Exposition in Chicago, and by

0:21:52.640 --> 0:21:55.040
<v Speaker 1>the end of nineteen seventy one they begin to ship

0:21:55.080 --> 0:21:56.800
<v Speaker 1>the game. So that first game was just sort of

0:21:56.840 --> 0:21:59.119
<v Speaker 1>a test run to see if they could get it

0:21:59.200 --> 0:22:01.560
<v Speaker 1>to to look it doesn't do great business because it

0:22:01.720 --> 0:22:06.639
<v Speaker 1>was units total sold um, but it was enough money

0:22:07.240 --> 0:22:11.400
<v Speaker 1>um for for Dabney and Bushnell to sort of continue

0:22:11.400 --> 0:22:14.440
<v Speaker 1>to fund their company. Right. They decided at that point

0:22:14.520 --> 0:22:18.800
<v Speaker 1>that they wanted to incorporate Sissy g And then they

0:22:18.880 --> 0:22:21.920
<v Speaker 1>had a speed bump because they realized I found out

0:22:21.920 --> 0:22:25.240
<v Speaker 1>there was already another company using the name sissy Gy. Yeah.

0:22:25.240 --> 0:22:28.719
<v Speaker 1>Apparently it was a little candle company in Mendocino, California,

0:22:28.760 --> 0:22:33.080
<v Speaker 1>like some hippies, So that that put their plans on

0:22:33.160 --> 0:22:36.280
<v Speaker 1>pause as they had to rethink the name. And also

0:22:36.400 --> 0:22:39.320
<v Speaker 1>at that time, in nineteen seventy two, Bushnell would attend

0:22:39.320 --> 0:22:43.080
<v Speaker 1>a meeting that would later come back to haunt him. Yeah,

0:22:43.520 --> 0:22:46.720
<v Speaker 1>he attended a meeting that had a presentation of the

0:22:46.800 --> 0:22:50.640
<v Speaker 1>Magna Vox Odyssey, which is a home video game console

0:22:51.040 --> 0:22:54.800
<v Speaker 1>that featured very several silent games, the most notable one

0:22:54.880 --> 0:22:59.240
<v Speaker 1>being a table tennis game. Yeah, and who was it was?

0:22:59.280 --> 0:23:02.040
<v Speaker 1>It was a man same bear was the head of

0:23:02.160 --> 0:23:04.480
<v Speaker 1>Magna Box at the time. He advented I think called

0:23:04.480 --> 0:23:07.960
<v Speaker 1>the Brown Box, which was later changed to the Magnavox Odyssey.

0:23:08.080 --> 0:23:10.840
<v Speaker 1>And like you said, I think a lesson to be

0:23:10.920 --> 0:23:13.600
<v Speaker 1>learned here has never signed the guest book, right, because

0:23:13.880 --> 0:23:17.359
<v Speaker 1>Bushnell um signed the guest book as an attendee. And

0:23:17.440 --> 0:23:20.920
<v Speaker 1>these before they took the Odyssey to market, they had

0:23:20.960 --> 0:23:27.920
<v Speaker 1>these very special small batch screenings for invitees only, and

0:23:28.240 --> 0:23:31.080
<v Speaker 1>which wasn't the smartest thing in the world to do either. Yeah,

0:23:31.119 --> 0:23:33.080
<v Speaker 1>because they did have a patent on it, it would

0:23:33.080 --> 0:23:35.399
<v Speaker 1>allow people that chance to maybe we could beat them

0:23:35.440 --> 0:23:38.399
<v Speaker 1>to market by creating exactly similar and that's exactly what

0:23:38.440 --> 0:23:41.080
<v Speaker 1>happened in the case of Bushnell. Yeah, so this was

0:23:41.920 --> 0:23:44.760
<v Speaker 1>like this would come back to haunt him later. And yeah,

0:23:44.880 --> 0:23:46.879
<v Speaker 1>if you are going to go to one of these meetings,

0:23:46.960 --> 0:23:50.920
<v Speaker 1>don't leave a paper trail. That's the lesson there. So

0:23:51.119 --> 0:23:55.680
<v Speaker 1>by June, Bushnell and Damney incorporate as a Tory Incorporated. Yes,

0:23:56.040 --> 0:23:59.280
<v Speaker 1>which the name got came from a Japanese game board

0:23:59.320 --> 0:24:02.720
<v Speaker 1>game called go Ye, which Pushnell was just crazy for.

0:24:03.400 --> 0:24:06.720
<v Speaker 1>And apparently the meaning of it is basically the equivalent

0:24:06.760 --> 0:24:08.920
<v Speaker 1>to I've got you in check. I'm about to take

0:24:08.960 --> 0:24:11.240
<v Speaker 1>all your stones, is what he said, right right, And

0:24:11.240 --> 0:24:15.400
<v Speaker 1>and I think the root word was a taru, which

0:24:15.480 --> 0:24:18.640
<v Speaker 1>means to hit a target and uh, just a cool

0:24:18.640 --> 0:24:21.359
<v Speaker 1>sounding name, like it jumped out at him at the time.

0:24:21.359 --> 0:24:25.600
<v Speaker 1>It's like, I like it, right, And they they create

0:24:25.800 --> 0:24:29.800
<v Speaker 1>some common stock, which collectively would value the company at

0:24:29.800 --> 0:24:33.520
<v Speaker 1>about seventy five thousand dollars, big jump from the seven

0:24:33.760 --> 0:24:37.119
<v Speaker 1>D dollars that they had to the bank at the time. Uh.

0:24:37.160 --> 0:24:39.359
<v Speaker 1>And the famous Attari logo. I didn't put this in

0:24:39.400 --> 0:24:41.120
<v Speaker 1>the notes, but it was designed by a gay named

0:24:41.160 --> 0:24:45.159
<v Speaker 1>George Opperman. Now, according to Auberman, the two side pieces,

0:24:45.240 --> 0:24:47.200
<v Speaker 1>like if you look at the Atari logo, it's it's

0:24:47.560 --> 0:24:50.520
<v Speaker 1>got three kind of columns, the two on either side

0:24:50.520 --> 0:24:53.040
<v Speaker 1>sort of slope away. I've always wonder what that was.

0:24:53.720 --> 0:24:57.280
<v Speaker 1>It's a stylized A. So that's one thing. Some people

0:24:57.320 --> 0:25:00.280
<v Speaker 1>call it the Mount Fuji logo because I think looks

0:25:00.280 --> 0:25:04.400
<v Speaker 1>like Mount Fuji. Opperman says. The two side pieces represented

0:25:04.440 --> 0:25:08.000
<v Speaker 1>opposing players in the middle straight section represented the center

0:25:08.119 --> 0:25:11.720
<v Speaker 1>line in pong, which is kind of cool. The whole

0:25:11.720 --> 0:25:14.480
<v Speaker 1>logo was that stylized day and Apperman was the in

0:25:14.560 --> 0:25:16.600
<v Speaker 1>house artist for Atari and created a lot of the

0:25:16.720 --> 0:25:20.960
<v Speaker 1>art that the arcade cabinets were you were sporting. Well,

0:25:21.000 --> 0:25:23.800
<v Speaker 1>it's certainly iconic now, you know, Yeah, you see that

0:25:23.840 --> 0:25:25.919
<v Speaker 1>logo and it just for guy's our age, that just

0:25:25.960 --> 0:25:27.920
<v Speaker 1>really conjures up a lot. Well. Yeah, and he and

0:25:27.960 --> 0:25:31.919
<v Speaker 1>he had a big influence on that early artwork of Atari,

0:25:32.000 --> 0:25:34.679
<v Speaker 1>especially in the arcade world. He would sadly pass away

0:25:34.760 --> 0:25:40.160
<v Speaker 1>in nineteen Yeah, only fifty years old, I think. Um.

0:25:40.200 --> 0:25:44.160
<v Speaker 1>But also in June of that year, Al Alcorn, who

0:25:44.160 --> 0:25:48.520
<v Speaker 1>had worked at Ampex, he joins Atari and he begins

0:25:48.560 --> 0:25:52.440
<v Speaker 1>working on one of Atari's biggest hits, Pong, which is

0:25:52.520 --> 0:25:55.639
<v Speaker 1>odd in a way. It's odd for a couple of reasons,

0:25:55.720 --> 0:25:59.000
<v Speaker 1>the biggest one being no one ever intended Pong to

0:25:59.080 --> 0:26:01.720
<v Speaker 1>be a hit. Yeah. Bushnell at the time was working

0:26:01.720 --> 0:26:05.720
<v Speaker 1>on a driving game. He said that was really hard. Uh,

0:26:05.840 --> 0:26:07.720
<v Speaker 1>driving games still are, I think one of the tougher

0:26:07.760 --> 0:26:10.439
<v Speaker 1>ones to get right to really nail. Yeah, And he

0:26:10.520 --> 0:26:13.200
<v Speaker 1>said he hired Alcorn and was like, well, I just

0:26:13.240 --> 0:26:15.320
<v Speaker 1>wanted to give him a little test to see how

0:26:15.359 --> 0:26:17.600
<v Speaker 1>good he was, because I wasn't gonna throw him on

0:26:17.640 --> 0:26:20.399
<v Speaker 1>this driving game right away up for failure. Can you

0:26:20.480 --> 0:26:24.760
<v Speaker 1>program using this circuit that damn produced, right, And because

0:26:24.760 --> 0:26:26.960
<v Speaker 1>this is this is a whole new thing, like the

0:26:27.240 --> 0:26:31.800
<v Speaker 1>designing games using this circuit that had been pioneered for

0:26:32.240 --> 0:26:37.520
<v Speaker 1>the computer space games. So uh, you know, Alcorn takes

0:26:37.560 --> 0:26:41.240
<v Speaker 1>this concept and he works on on pawing and unlike

0:26:41.240 --> 0:26:44.720
<v Speaker 1>the earlier table tennis electronic games, this one had sound.

0:26:45.720 --> 0:26:48.680
<v Speaker 1>It sounds so silly, but it was a huge difference

0:26:49.200 --> 0:26:53.560
<v Speaker 1>to actually hear that little boom and uh, it had

0:26:53.600 --> 0:26:57.560
<v Speaker 1>a few other noteworthy characteristics to differentiate it that also

0:26:57.680 --> 0:27:00.200
<v Speaker 1>sound a little bit like of course, but it really

0:27:00.200 --> 0:27:02.800
<v Speaker 1>made a big difference. The ball sped up as you

0:27:02.840 --> 0:27:06.920
<v Speaker 1>played the game, which was a huge, huge difference. Um.

0:27:07.000 --> 0:27:10.000
<v Speaker 1>And then you talked about some of these sort of

0:27:10.040 --> 0:27:13.359
<v Speaker 1>happy accidents. One of them occurred with Pong. There was

0:27:13.400 --> 0:27:15.520
<v Speaker 1>that little space at the very top and the bottom

0:27:15.520 --> 0:27:19.400
<v Speaker 1>of the screen where you couldn't block and in other words,

0:27:19.400 --> 0:27:21.280
<v Speaker 1>a game couldn't go on forever. At some point you

0:27:21.320 --> 0:27:23.000
<v Speaker 1>were going to lose it to that corner, right, so

0:27:23.280 --> 0:27:26.159
<v Speaker 1>some at some bounce, it's going to hit that trajectory

0:27:26.240 --> 0:27:29.080
<v Speaker 1>where no matter what, you can't block it. And it

0:27:29.160 --> 0:27:30.600
<v Speaker 1>just it made it more fun. And it was a

0:27:30.600 --> 0:27:33.600
<v Speaker 1>two player games, so again it'll it pitched people against

0:27:33.640 --> 0:27:35.800
<v Speaker 1>each other, just like we were talking about with combat.

0:27:35.920 --> 0:27:40.080
<v Speaker 1>That creates an experience that just invites that kind of

0:27:40.119 --> 0:27:43.960
<v Speaker 1>fun sort of you know, one upsmanship, trash talking sort

0:27:44.000 --> 0:27:48.359
<v Speaker 1>of stuff. Nothing. I don't think anyone was making, you know,

0:27:48.520 --> 0:27:52.119
<v Speaker 1>horrible uh statements like you hear on something like Xbox

0:27:52.160 --> 0:27:55.440
<v Speaker 1>Live because you're in person, next to the next to whomever.

0:27:56.160 --> 0:28:00.000
<v Speaker 1>But it also was a much simpler game. It was

0:28:00.240 --> 0:28:04.120
<v Speaker 1>easy to grasp, the controls were simple. Everyone who saw

0:28:04.160 --> 0:28:08.720
<v Speaker 1>it knew exactly what the gameplay went, so it had

0:28:09.320 --> 0:28:12.280
<v Speaker 1>far greater appeal than something that was much more dense

0:28:12.359 --> 0:28:15.359
<v Speaker 1>like computer space. Yeah. And the name obviously comes from

0:28:15.560 --> 0:28:17.960
<v Speaker 1>Ping pong, but they couldn't call it ping pong, and

0:28:17.960 --> 0:28:20.679
<v Speaker 1>they couldn't call it ping because of the golf clubs,

0:28:21.280 --> 0:28:24.200
<v Speaker 1>and so Pong was just sort of the no brainer. Yeah.

0:28:24.600 --> 0:28:29.960
<v Speaker 1>So the first Pong game was installed in a tavern,

0:28:30.280 --> 0:28:32.960
<v Speaker 1>Andy Taps tavern. Yeah. I look that up to see

0:28:33.000 --> 0:28:35.440
<v Speaker 1>if it's still existed, and I don't think it does. Sad.

0:28:36.160 --> 0:28:38.640
<v Speaker 1>Uh So the original Pong was black and white, had

0:28:38.640 --> 0:28:41.400
<v Speaker 1>a black and white television for a screen, and people

0:28:41.440 --> 0:28:43.840
<v Speaker 1>would come in and play even if they weren't planning

0:28:43.920 --> 0:28:47.480
<v Speaker 1>on buying anything to eat or drink. It became a

0:28:47.560 --> 0:28:52.800
<v Speaker 1>destination game. Yeah, to the point where I read that

0:28:53.760 --> 0:28:57.360
<v Speaker 1>early in the game's life, they got a call saying, hey,

0:28:57.480 --> 0:28:59.040
<v Speaker 1>the game's not working. You need to come out here

0:28:59.040 --> 0:29:01.120
<v Speaker 1>in service its like amount to find out what was wrong.

0:29:01.160 --> 0:29:03.320
<v Speaker 1>And what was wrong was that they were using an

0:29:03.360 --> 0:29:07.240
<v Speaker 1>old milk jug to catch the coins inside the cabinet,

0:29:07.520 --> 0:29:10.120
<v Speaker 1>and the milk jug had filled to overflowing and no

0:29:10.200 --> 0:29:12.560
<v Speaker 1>more coins could come in, so the game was malfunctioned.

0:29:12.640 --> 0:29:15.959
<v Speaker 1>Great story. We had to empty the coins from the

0:29:16.000 --> 0:29:18.800
<v Speaker 1>things that they could play it. Uh and uh. It

0:29:18.880 --> 0:29:21.240
<v Speaker 1>was kind of interesting like this we'll talk more about

0:29:21.240 --> 0:29:24.520
<v Speaker 1>in the second. But the the plan was that in

0:29:24.600 --> 0:29:29.040
<v Speaker 1>order to give an incentive to businesses to buy into

0:29:29.120 --> 0:29:32.200
<v Speaker 1>the arcade games, they said, all right, well we will

0:29:32.240 --> 0:29:36.200
<v Speaker 1>split revenue down the middle, goes to you, comes to us,

0:29:36.880 --> 0:29:39.720
<v Speaker 1>which literally we will count out the quarters and we

0:29:39.720 --> 0:29:42.480
<v Speaker 1>will get half of them. And they literally went from

0:29:42.600 --> 0:29:45.960
<v Speaker 1>place to place employees of Atari picking up sack fulls

0:29:45.960 --> 0:29:48.880
<v Speaker 1>of quarters at the end of every year, possibly suffering

0:29:49.000 --> 0:29:52.920
<v Speaker 1>enormous back pain, one of whom apparently carried a roofing

0:29:52.960 --> 0:29:56.720
<v Speaker 1>hatchet for protection. Um but they were bringing in They

0:29:56.760 --> 0:29:59.440
<v Speaker 1>said a single unit typically would earn about forty dollars

0:29:59.480 --> 0:30:04.160
<v Speaker 1>a day, which is over two hundred and twenty dollars today, um,

0:30:04.160 --> 0:30:07.880
<v Speaker 1>which is that's fantastic for the first thing of its kind.

0:30:08.600 --> 0:30:13.400
<v Speaker 1>And um it said that they believe machines were ordered

0:30:13.440 --> 0:30:16.640
<v Speaker 1>by the end of nineteen seventy three. By nineteen seventy four,

0:30:16.720 --> 0:30:19.640
<v Speaker 1>over eight thousand of these were all over the country

0:30:19.720 --> 0:30:22.000
<v Speaker 1>now and abroad, I think at this point, yeah, and

0:30:22.160 --> 0:30:26.120
<v Speaker 1>keep in mind these are like, you know, a grand apiece,

0:30:26.600 --> 0:30:30.600
<v Speaker 1>and they're getting there, getting this this all of the

0:30:30.600 --> 0:30:33.719
<v Speaker 1>money at this point because originally they went to uh

0:30:33.840 --> 0:30:35.640
<v Speaker 1>Nutting and said do you want to do this? And

0:30:35.680 --> 0:30:37.200
<v Speaker 1>they thought, well, no, we don't really want to work

0:30:37.240 --> 0:30:38.920
<v Speaker 1>with Nutting anymore. We want to be able to do

0:30:38.960 --> 0:30:41.400
<v Speaker 1>this with someone else. They they started shopping around to

0:30:41.400 --> 0:30:44.400
<v Speaker 1>see if they could work with a different distributor of

0:30:44.400 --> 0:30:46.840
<v Speaker 1>of games, like like the kind of games you would

0:30:46.880 --> 0:30:49.400
<v Speaker 1>find at an amusement park. So they look at Bally

0:30:49.440 --> 0:30:52.640
<v Speaker 1>because Bally of course was famous for their pinball as

0:30:52.640 --> 0:30:54.320
<v Speaker 1>well as there are other there are other games that

0:30:54.360 --> 0:30:59.800
<v Speaker 1>they were pioneering in, but Bally wasn't wasn't sold on

0:30:59.840 --> 0:31:04.960
<v Speaker 1>the idea pong. They wanted Atari to make a game

0:31:05.040 --> 0:31:06.600
<v Speaker 1>for them. In fact, a couple of games one would

0:31:06.600 --> 0:31:08.400
<v Speaker 1>be a pinball game and one would be a video game,

0:31:08.960 --> 0:31:12.640
<v Speaker 1>but they weren't interested in Pong, and ultimately the guys

0:31:12.640 --> 0:31:15.880
<v Speaker 1>that Attari decided, you know what, we're gonna do this ourselves.

0:31:16.000 --> 0:31:19.760
<v Speaker 1>But it was a huge, huge jump for them, you know,

0:31:19.800 --> 0:31:22.480
<v Speaker 1>they didn't have the background of manufacturing. No, it turned

0:31:22.520 --> 0:31:24.320
<v Speaker 1>out to be a great move though. Yeah, no, it's

0:31:24.360 --> 0:31:28.320
<v Speaker 1>absolutely it. It really set them for success for at

0:31:28.360 --> 0:31:32.920
<v Speaker 1>least the next couple of years. So some interesting things

0:31:32.920 --> 0:31:35.200
<v Speaker 1>happened in nineteen seventy three. At the tail end of

0:31:35.240 --> 0:31:38.240
<v Speaker 1>seventy two, Atari would file a patent for Pong. Now

0:31:38.360 --> 0:31:40.640
<v Speaker 1>keep in mind that when you file a patent it

0:31:40.680 --> 0:31:43.960
<v Speaker 1>can take years before you get you know that approved

0:31:44.040 --> 0:31:46.120
<v Speaker 1>or declined. And it was already released at this point

0:31:46.200 --> 0:31:49.280
<v Speaker 1>when they filed. Yes, they didn't pre file, right, so

0:31:49.440 --> 0:31:52.800
<v Speaker 1>they file after the games already released. Uh. In nineteen

0:31:52.880 --> 0:31:55.160
<v Speaker 1>seventy three, they do something that at first I was

0:31:55.200 --> 0:31:57.920
<v Speaker 1>confused about until I read more details, which is that

0:31:58.640 --> 0:32:03.840
<v Speaker 1>they established a second company called Key Games k E. Yeah,

0:32:03.880 --> 0:32:07.160
<v Speaker 1>I didn't quite understand this all right, So they set

0:32:07.200 --> 0:32:10.600
<v Speaker 1>up a second company that's essentially appears to be a

0:32:10.640 --> 0:32:13.280
<v Speaker 1>competitor to Atari, not just a competitor, but they are

0:32:13.320 --> 0:32:19.960
<v Speaker 1>producing knockoffs of Atari games. And here's the reason why.

0:32:21.600 --> 0:32:24.920
<v Speaker 1>There are rules for certain types of companies where they

0:32:24.920 --> 0:32:28.720
<v Speaker 1>can only work with a single distributor. So if they

0:32:28.720 --> 0:32:32.360
<v Speaker 1>create a title and and enter an agreement with that distributor,

0:32:33.160 --> 0:32:35.200
<v Speaker 1>all of their titles have to go through that distributor.

0:32:35.840 --> 0:32:40.160
<v Speaker 1>So it limits the options of the company producing the games.

0:32:40.760 --> 0:32:43.920
<v Speaker 1>By creating this second company, they could produce the exact

0:32:43.920 --> 0:32:48.479
<v Speaker 1>same games with a different name under the name of

0:32:48.520 --> 0:32:52.080
<v Speaker 1>this other dummy corporation. Practically it's a little more than

0:32:52.120 --> 0:32:55.320
<v Speaker 1>a dummy corporation, but not much more, and then offer

0:32:55.400 --> 0:32:58.640
<v Speaker 1>that to different distributors. Makes sense, So it opens up

0:32:58.680 --> 0:33:01.040
<v Speaker 1>a lot of options. So a little bit of yeah,

0:33:01.080 --> 0:33:03.840
<v Speaker 1>a little little little uh spoken mirrors a little bit

0:33:03.840 --> 0:33:07.240
<v Speaker 1>of guests, which cut the ball is under some stuff,

0:33:07.800 --> 0:33:11.280
<v Speaker 1>and so you know, it was the way of getting

0:33:11.280 --> 0:33:14.720
<v Speaker 1>around that. Bushnell, by the way, clearly very savvy when

0:33:14.720 --> 0:33:21.760
<v Speaker 1>it comes to working. Meanwhile, Long is going crazy. Yeah,

0:33:21.800 --> 0:33:24.640
<v Speaker 1>it's going crazy for for many reasons that we already

0:33:24.640 --> 0:33:27.600
<v Speaker 1>talked about. But um, another big reason I saw the

0:33:27.720 --> 0:33:30.840
<v Speaker 1>interview with Bushnell said is that women were very good

0:33:30.880 --> 0:33:34.760
<v Speaker 1>at it for some reason, and it appealed to women,

0:33:35.360 --> 0:33:38.320
<v Speaker 1>and it was the first UM I guess sort of

0:33:38.320 --> 0:33:40.920
<v Speaker 1>the first time he said that women felt comfortable going

0:33:41.040 --> 0:33:42.880
<v Speaker 1>up to a man in a bar and say, hey,

0:33:42.960 --> 0:33:44.560
<v Speaker 1>you know, do you want to play this game with me?

0:33:45.240 --> 0:33:47.320
<v Speaker 1>And he said that made a big difference. It appealed

0:33:47.320 --> 0:33:50.800
<v Speaker 1>to both sexes and um and it also brought it

0:33:50.840 --> 0:33:53.320
<v Speaker 1>down as the this great I g N article says

0:33:53.360 --> 0:33:56.680
<v Speaker 1>to you know, where real people congregated. It brought it

0:33:56.720 --> 0:34:00.200
<v Speaker 1>into the bars, into the bowling alleys. And it wasn't

0:34:00.280 --> 0:34:03.240
<v Speaker 1>like you know, engineering students exactly. It wasn't. It wasn't

0:34:03.360 --> 0:34:06.560
<v Speaker 1>some computer lab where you had to have uh, you know,

0:34:06.760 --> 0:34:09.919
<v Speaker 1>student access to get there. We've got more to say

0:34:09.920 --> 0:34:12.000
<v Speaker 1>about Atari in just a moment, but we're going to

0:34:12.040 --> 0:34:23.279
<v Speaker 1>take a quick break. Another interesting thing that happened in

0:34:23.360 --> 0:34:28.360
<v Speaker 1>nine was that they got a new space for putting

0:34:28.360 --> 0:34:30.880
<v Speaker 1>together their pong machines. Did you hear about this? The

0:34:30.960 --> 0:34:34.840
<v Speaker 1>ten thousand square foot space they got. So there was

0:34:34.880 --> 0:34:39.240
<v Speaker 1>one story that Dabney told about how originally the little

0:34:39.280 --> 0:34:42.080
<v Speaker 1>space they were in they found out that their neighbor

0:34:42.520 --> 0:34:46.399
<v Speaker 1>had stopped paying rent and essentially scaddled. So they cut

0:34:46.440 --> 0:34:49.920
<v Speaker 1>a hole in the wall and used the next door space,

0:34:50.120 --> 0:34:52.640
<v Speaker 1>but even that wasn't big enough because then they were like, well,

0:34:52.640 --> 0:34:54.360
<v Speaker 1>what happens when we get caught as well, we'll just

0:34:54.400 --> 0:34:56.759
<v Speaker 1>ask how much we owe them, like when they when

0:34:56.760 --> 0:34:58.800
<v Speaker 1>we get caught, we'll we'll pay for it, but until

0:34:58.880 --> 0:35:01.719
<v Speaker 1>then we won't. Um. But then they decided that they

0:35:01.719 --> 0:35:07.400
<v Speaker 1>would lease a space and they found an a business

0:35:07.400 --> 0:35:09.400
<v Speaker 1>that was no longer doing this. It was ten thousand

0:35:09.480 --> 0:35:13.000
<v Speaker 1>square foot roller rink and they turned it into their

0:35:13.040 --> 0:35:19.360
<v Speaker 1>manufacturing center for pong. Yeah, and then there's the story

0:35:19.440 --> 0:35:24.640
<v Speaker 1>about how that that that signed guest thing comes back

0:35:24.640 --> 0:35:28.560
<v Speaker 1>to Hank and see Magnavox a patent, yes, for electronic

0:35:28.600 --> 0:35:31.640
<v Speaker 1>table tennis, so Atari did not have a patent for pong.

0:35:31.920 --> 0:35:36.040
<v Speaker 1>Magnavox had a patent for electronic table tennis. And this

0:35:36.120 --> 0:35:40.160
<v Speaker 1>starts to raise some important conversations between the two where

0:35:40.200 --> 0:35:44.000
<v Speaker 1>Magnavox is looking at pong and saying, that's our game,

0:35:44.520 --> 0:35:48.520
<v Speaker 1>so we're going to go after these guys. Meanwhile, Bushnell

0:35:48.680 --> 0:35:51.879
<v Speaker 1>buys out Ted Dabney from the company. Depending upon whom

0:35:51.880 --> 0:35:54.000
<v Speaker 1>you asked, Abney sometimes just says no, I was just

0:35:54.080 --> 0:35:57.240
<v Speaker 1>kind of canned. Yeah. He says that he was forced

0:35:57.239 --> 0:35:59.880
<v Speaker 1>out basically that his old friend came up to him

0:36:00.080 --> 0:36:04.120
<v Speaker 1>basically said, um, if you don't accept this buy out,

0:36:04.280 --> 0:36:07.960
<v Speaker 1>then I'm going to take all the assets over to

0:36:07.960 --> 0:36:11.359
<v Speaker 1>a different company and you're you'll be left with nothing. Right,

0:36:11.440 --> 0:36:13.680
<v Speaker 1>So he took the opportunity to get bought out. I

0:36:13.680 --> 0:36:16.319
<v Speaker 1>didn't see numbers. Yeah, I didn't either. I don't think

0:36:16.360 --> 0:36:19.319
<v Speaker 1>anyone has ever about it. It It sounds like, yeah, the

0:36:19.320 --> 0:36:24.080
<v Speaker 1>the interview, definitely he portrays Bushnell as misrepresenting the truth.

0:36:24.200 --> 0:36:26.880
<v Speaker 1>Let's say, that's a very kind way of putting it.

0:36:26.920 --> 0:36:28.799
<v Speaker 1>And I haven't heard Bushnell talk much about it. He

0:36:28.840 --> 0:36:32.520
<v Speaker 1>seems to, I don't know, gloss over that or least

0:36:32.560 --> 0:36:36.080
<v Speaker 1>not even address it's from what I've seen. Well. Uh.

0:36:36.520 --> 0:36:38.759
<v Speaker 1>Nineteen seventy three was also when Atari got a new

0:36:38.840 --> 0:36:41.520
<v Speaker 1>hire in the electrical engineering department. You may have heard

0:36:41.560 --> 0:36:44.640
<v Speaker 1>of him. His name is Steve Jobs. So Steve Jobs

0:36:44.719 --> 0:36:47.279
<v Speaker 1>joins Atari in nineteen seventy three, and by the end

0:36:47.320 --> 0:36:51.200
<v Speaker 1>of the year, Key Games in Atari, which remember are

0:36:51.280 --> 0:36:55.160
<v Speaker 1>really being operated simultaneously by the same heads of people,

0:36:55.680 --> 0:36:58.959
<v Speaker 1>into a licensing agreement for ATRII to produce a version

0:36:58.960 --> 0:37:04.920
<v Speaker 1>of the game Emanation, which was key games first first title. Yeah,

0:37:05.080 --> 0:37:07.640
<v Speaker 1>and by the way, can you guess do you want

0:37:07.640 --> 0:37:10.640
<v Speaker 1>to guess what the game elimination was? The title makes

0:37:10.640 --> 0:37:15.759
<v Speaker 1>it sound like it's something terrible. It was not. It

0:37:15.800 --> 0:37:18.479
<v Speaker 1>was not. It was a four player version of Pong,

0:37:19.440 --> 0:37:23.120
<v Speaker 1>and so uh, the Atari version would become known as Quadrupong.

0:37:24.080 --> 0:37:26.840
<v Speaker 1>So it's funny that Atari is licensing a game that

0:37:27.080 --> 0:37:31.440
<v Speaker 1>essentially the same folks had developed, right Like, it's all again,

0:37:31.440 --> 0:37:34.200
<v Speaker 1>it's all this sort of shell game going on. So

0:37:34.280 --> 0:37:36.200
<v Speaker 1>moving up to nineteen seventy four, this is where we

0:37:36.200 --> 0:37:39.560
<v Speaker 1>start seeing the Magnavox thing come to a head. The

0:37:39.600 --> 0:37:43.880
<v Speaker 1>inventor Ralph Bayer convinces Magnavox to sue Atari, claiming that

0:37:43.920 --> 0:37:47.600
<v Speaker 1>the company copied the electronic table tennis game from the Odyssey,

0:37:47.719 --> 0:37:52.160
<v Speaker 1>which they did, Yeah, pretty much, and Bushnell basically comes up.

0:37:52.719 --> 0:37:54.520
<v Speaker 1>The guy makes all the right moves, it seems like

0:37:54.920 --> 0:37:58.200
<v Speaker 1>for a while. Yeah. Um. He basically says, you know what,

0:37:58.520 --> 0:38:02.760
<v Speaker 1>we'll settle for some money and will become a licensee

0:38:03.280 --> 0:38:05.440
<v Speaker 1>so you don't have to worry about us. You go

0:38:05.480 --> 0:38:08.640
<v Speaker 1>and sue everybody else because Paul was getting knocked off

0:38:08.680 --> 0:38:11.200
<v Speaker 1>all over the place and you spend all your time

0:38:11.280 --> 0:38:12.920
<v Speaker 1>doing that. We'll settle for some money. We'll be a

0:38:12.920 --> 0:38:17.160
<v Speaker 1>licensee and we'll make that and some other Magnavox some

0:38:17.239 --> 0:38:20.799
<v Speaker 1>titles and just don't worry about us anymore. And Magnavox

0:38:20.840 --> 0:38:23.560
<v Speaker 1>is like, all right, yeah, it was good to me, brilliant.

0:38:23.600 --> 0:38:26.680
<v Speaker 1>I mean, they no longer a Torii, no longer has

0:38:26.719 --> 0:38:29.279
<v Speaker 1>to go after these copycats because Magnavox is going to

0:38:29.360 --> 0:38:32.239
<v Speaker 1>do it on their behalf and they're not being uh

0:38:32.360 --> 0:38:36.000
<v Speaker 1>come after for Magna. Yeah. So the settlement shield basically

0:38:36.000 --> 0:38:39.399
<v Speaker 1>exactly a settlement amount. We don't it's not publicized, but

0:38:39.640 --> 0:38:41.879
<v Speaker 1>according to different accounts, it could be anywhere between four

0:38:42.239 --> 0:38:45.600
<v Speaker 1>thousand dollars and a million bucks. So not change. Yeah,

0:38:46.160 --> 0:38:49.080
<v Speaker 1>but still when you when you know now you've got

0:38:49.160 --> 0:38:51.759
<v Speaker 1>like your big brother looking out for you, you don't know,

0:38:52.239 --> 0:38:54.640
<v Speaker 1>they can just make money now exactly. It freed them

0:38:54.680 --> 0:38:57.799
<v Speaker 1>up to be super creative. Uh, And that's what they

0:38:57.840 --> 0:39:01.160
<v Speaker 1>started doing right away pretty much. And this is also

0:39:01.200 --> 0:39:03.719
<v Speaker 1>the year Dabney, who had who had left buys the

0:39:03.840 --> 0:39:07.680
<v Speaker 1>name the rights to the name scissor Gy Game Company

0:39:07.840 --> 0:39:11.120
<v Speaker 1>from Atari. Uh. And then he also would leave the

0:39:11.160 --> 0:39:14.080
<v Speaker 1>board of directors in nineteen seventy four, which was his

0:39:14.200 --> 0:39:17.440
<v Speaker 1>last connection to the company that by that time, Dabney's

0:39:17.480 --> 0:39:22.120
<v Speaker 1>connections are now severed. Uh. And then meanwhile, Key Games

0:39:22.160 --> 0:39:26.480
<v Speaker 1>releases its first original game called Tank, which ends up

0:39:26.520 --> 0:39:31.120
<v Speaker 1>being a massive hit. Uh. And then so such a

0:39:31.120 --> 0:39:35.759
<v Speaker 1>big hit, keep in my nineteen Tank comes out. The

0:39:35.800 --> 0:39:38.520
<v Speaker 1>demand is so high they go ahead and develop and

0:39:38.560 --> 0:39:41.520
<v Speaker 1>produced Tank two in that same year. Like you think

0:39:41.560 --> 0:39:44.160
<v Speaker 1>about how video games are produced, and now, granted it's

0:39:44.160 --> 0:39:46.239
<v Speaker 1>a totally different ball game these days, but the way

0:39:46.320 --> 0:39:48.400
<v Speaker 1>video games are produced these days, they go in for

0:39:48.640 --> 0:39:51.080
<v Speaker 1>years of development. If you get a game, and you

0:39:51.120 --> 0:39:54.680
<v Speaker 1>won't expect a sequel for several years to come, unless

0:39:54.920 --> 0:39:57.520
<v Speaker 1>with a few exceptions like the Assassin's Creed series appears

0:39:57.560 --> 0:39:59.840
<v Speaker 1>to have a sequel come out every few months. U

0:40:00.040 --> 0:40:02.560
<v Speaker 1>certain sports franchise games obviously those are gonna come out

0:40:02.560 --> 0:40:07.520
<v Speaker 1>each year to reflect the change. Yeah, but most most games,

0:40:07.520 --> 0:40:10.160
<v Speaker 1>you know, you end up waiting years between sequels. But

0:40:10.400 --> 0:40:13.560
<v Speaker 1>this is where things are just moving at a furious pace.

0:40:13.800 --> 0:40:15.960
<v Speaker 1>Now that we have the home version of Pong yet

0:40:16.520 --> 0:40:19.880
<v Speaker 1>not well, there were some early home versions. There was

0:40:19.920 --> 0:40:23.360
<v Speaker 1>one that was being developed at this time and actually

0:40:23.360 --> 0:40:25.880
<v Speaker 1>did come out. Yeah, so there were actually two different

0:40:25.960 --> 0:40:29.680
<v Speaker 1>versions of that, right, Sears licensed it. I had that one,

0:40:29.800 --> 0:40:32.719
<v Speaker 1>So you had the Sears version of Pons Yeah, and

0:40:32.719 --> 0:40:35.040
<v Speaker 1>then there was a second one that was marketed under

0:40:35.080 --> 0:40:37.319
<v Speaker 1>the Atari name. So again it was weird because it

0:40:37.320 --> 0:40:40.160
<v Speaker 1>almost felt like Atari was competing against itself and had

0:40:40.200 --> 0:40:42.759
<v Speaker 1>two different versions of the same thing on the market. Yeah. Well,

0:40:42.800 --> 0:40:44.600
<v Speaker 1>because they didn't have that patent yet, I think, so

0:40:44.680 --> 0:40:48.160
<v Speaker 1>Sears was the distributor and they had their own version. Yeah,

0:40:48.360 --> 0:40:50.880
<v Speaker 1>and I think that I think the other versions outsold

0:40:50.960 --> 0:40:53.080
<v Speaker 1>the official Pong version. Oh yeah, the Atari. I think

0:40:53.080 --> 0:40:56.560
<v Speaker 1>Atari had like fifty thousand of them on the market

0:40:56.600 --> 0:40:58.920
<v Speaker 1>and Sears had a hundred and fifty thousand of them.

0:40:58.920 --> 0:41:02.920
<v Speaker 1>Those you know, easily eclipsing it. But yeah, that ended

0:41:03.000 --> 0:41:06.000
<v Speaker 1>up being a big hit that would come out in nineteen.

0:41:07.400 --> 0:41:10.400
<v Speaker 1>It was limited to only playing the Pong games there was.

0:41:10.800 --> 0:41:14.440
<v Speaker 1>This was not a cartridge. Yeah, so it's all again

0:41:14.480 --> 0:41:20.600
<v Speaker 1>it's hard coded into the console, right. Yeah. I I

0:41:20.680 --> 0:41:24.080
<v Speaker 1>had UM. I don't I had I had one that

0:41:24.239 --> 0:41:26.520
<v Speaker 1>was I don't think it was Pong UM and I

0:41:26.560 --> 0:41:28.959
<v Speaker 1>don't think it was. It wasn't the Magnavox Odyssey because

0:41:28.960 --> 0:41:31.880
<v Speaker 1>I seemed to remember there were sound effects. But I

0:41:31.920 --> 0:41:36.840
<v Speaker 1>did have one that was the collection of essentially variations

0:41:36.960 --> 0:41:39.640
<v Speaker 1>on pong. Pong was one, but you also had racquetball,

0:41:39.680 --> 0:41:43.600
<v Speaker 1>which was pong but way faster. Um. Then there was

0:41:43.920 --> 0:41:46.120
<v Speaker 1>one that was basketball that was essentially pong, but it

0:41:46.160 --> 0:41:49.840
<v Speaker 1>was turned so that both paddles were maybe two inches

0:41:49.880 --> 0:41:52.880
<v Speaker 1>above the bottom line, and then you had like little

0:41:53.040 --> 0:41:57.719
<v Speaker 1>lines that represented goals. Yeah, like there was there's a

0:41:57.760 --> 0:42:00.880
<v Speaker 1>whole selection of these style games. They're all variations on

0:42:02.000 --> 0:42:04.640
<v Speaker 1>around exactly. So I had one of those. I don't

0:42:04.640 --> 0:42:07.160
<v Speaker 1>know if hey, listeners, if you know what I'm talking

0:42:07.200 --> 0:42:09.959
<v Speaker 1>about and you think, oh, that sounds like the blah

0:42:10.040 --> 0:42:13.600
<v Speaker 1>blah blah, yeah, you just let me know. Um. But

0:42:15.200 --> 0:42:17.960
<v Speaker 1>this is also around the time when Atari would announce

0:42:18.000 --> 0:42:22.759
<v Speaker 1>the acquisition of Key Games. How did that work out?

0:42:22.880 --> 0:42:27.759
<v Speaker 1>Tory buys its own company for Joe Keenan became Joe Keenan,

0:42:27.800 --> 0:42:30.160
<v Speaker 1>who remember was the head of Key Games. He's also

0:42:30.360 --> 0:42:34.560
<v Speaker 1>Bushnell's neighbor. Yeah. According to the story, Dabney Tody says, yeah.

0:42:34.560 --> 0:42:38.319
<v Speaker 1>Bushnell says he walked up to Joe one day when

0:42:38.360 --> 0:42:40.080
<v Speaker 1>Joe was mowing his lawn, said, Hey, would you like

0:42:40.120 --> 0:42:42.960
<v Speaker 1>to run a company that looks like it's competing against me,

0:42:43.120 --> 0:42:47.319
<v Speaker 1>I basically need a shell company owner because I have

0:42:47.360 --> 0:42:49.719
<v Speaker 1>a company. But Joe Keenan would actually become the new

0:42:49.760 --> 0:42:53.000
<v Speaker 1>president of Attari and Nolan Bushnell was becomes the chairman

0:42:53.080 --> 0:42:55.560
<v Speaker 1>of of Atari Crazy. And this is also when a

0:42:55.640 --> 0:42:59.360
<v Speaker 1>Tory starts working on a project code named Stella. Yeah,

0:42:59.719 --> 0:43:02.839
<v Speaker 1>this is change everything again a home market approach. So

0:43:03.480 --> 0:43:06.799
<v Speaker 1>two developments make this possible. One is the production of

0:43:06.840 --> 0:43:10.200
<v Speaker 1>a microchip called the Moss technology six oh five to

0:43:10.440 --> 0:43:14.960
<v Speaker 1>micro processor uh. And then the other one was creating

0:43:14.960 --> 0:43:19.680
<v Speaker 1>the methodology of storing games on ROM cartridges. ROM stands

0:43:19.719 --> 0:43:23.920
<v Speaker 1>for read only memory. So this is why if you

0:43:23.960 --> 0:43:28.000
<v Speaker 1>had one of those old cartridge based systems, UH, they

0:43:28.640 --> 0:43:30.680
<v Speaker 1>wouldn't let you do things like keep track of your

0:43:30.760 --> 0:43:33.680
<v Speaker 1>high score. For example, like you plug your cartridge gen

0:43:33.840 --> 0:43:36.239
<v Speaker 1>and you could get a high score. But as soon

0:43:36.239 --> 0:43:38.840
<v Speaker 1>as you turned the machine off, that's a race because

0:43:38.840 --> 0:43:43.440
<v Speaker 1>it was read only memory couldn't write anything. So the

0:43:44.320 --> 0:43:47.239
<v Speaker 1>console would have all the stuff that would allow it

0:43:47.280 --> 0:43:51.120
<v Speaker 1>to accept these cartridges. But the beauty of it was

0:43:51.600 --> 0:43:54.800
<v Speaker 1>you were not limited to a select number of titles.

0:43:54.840 --> 0:43:56.759
<v Speaker 1>As long as more cartridges would come out, you could

0:43:56.760 --> 0:43:59.520
<v Speaker 1>play different games. Yeah, and UH, you know we should

0:43:59.520 --> 0:44:04.680
<v Speaker 1>set this in here. In the early to mid nineteen seventies, Um,

0:44:04.760 --> 0:44:08.560
<v Speaker 1>there was not a lot of options as a child. Um,

0:44:08.600 --> 0:44:12.560
<v Speaker 1>you had crappy handheld games, yer electronics type stuff. Yep.

0:44:12.680 --> 0:44:15.560
<v Speaker 1>You had, um a few TV channels that you could

0:44:15.600 --> 0:44:17.920
<v Speaker 1>watch three maybe four if you could get a UHF

0:44:18.000 --> 0:44:23.040
<v Speaker 1>station its pre Fox even Yeah, just the big three, ABC, NBC,

0:44:23.080 --> 0:44:25.880
<v Speaker 1>and CBS. UM, and there were you know, all the

0:44:25.920 --> 0:44:28.680
<v Speaker 1>all the games were like uh, you know, there were

0:44:28.680 --> 0:44:32.120
<v Speaker 1>card games and and you know, or actually playing outside

0:44:32.120 --> 0:44:35.680
<v Speaker 1>with your friends, which was great, but but there was

0:44:35.719 --> 0:44:39.280
<v Speaker 1>not a lot. There weren't many options. So home computing

0:44:39.320 --> 0:44:43.560
<v Speaker 1>in the home video console was to call it revolutionary.

0:44:43.600 --> 0:44:45.719
<v Speaker 1>There isn't a word big enough to call it what

0:44:45.760 --> 0:44:48.040
<v Speaker 1>it was, right, And so keep in mind this is

0:44:48.080 --> 0:44:51.840
<v Speaker 1>this is the dawn of two eras that are coming

0:44:51.880 --> 0:44:55.200
<v Speaker 1>about at the same time. They're both about to change

0:44:55.840 --> 0:45:00.560
<v Speaker 1>children's worlds forever. One is that the r acade is

0:45:00.560 --> 0:45:04.000
<v Speaker 1>on the horizon, like not not not just the you know,

0:45:04.480 --> 0:45:07.359
<v Speaker 1>occasional game in a bar or restaurant or bowling out. Yeah,

0:45:07.360 --> 0:45:09.400
<v Speaker 1>and they had arcades previously, but like we said, it

0:45:09.480 --> 0:45:12.439
<v Speaker 1>was pinball and yeah, skee ball and stuff like that. Right,

0:45:12.480 --> 0:45:15.440
<v Speaker 1>So the video the video arcade is just about to

0:45:15.480 --> 0:45:18.360
<v Speaker 1>come to pass, and the home video game market is

0:45:18.400 --> 0:45:21.879
<v Speaker 1>about to come to pass. Suddenly we have way more

0:45:21.920 --> 0:45:25.359
<v Speaker 1>options than uh, you know, finding out who's really good

0:45:25.400 --> 0:45:28.000
<v Speaker 1>at getting hit with a stick? That was That was

0:45:28.040 --> 0:45:30.560
<v Speaker 1>my favorite game as a kid. I was really good

0:45:30.560 --> 0:45:32.400
<v Speaker 1>at that game. I could get hit by a stick

0:45:32.719 --> 0:45:38.200
<v Speaker 1>like crazy. Uh So, nineteen seventies six, we get a

0:45:39.000 --> 0:45:44.560
<v Speaker 1>game coming out from Atari called Breakout. Yeah designed, um, well,

0:45:44.600 --> 0:45:47.800
<v Speaker 1>we thought it was designed and perfected by Steve Jobs

0:45:47.840 --> 0:45:51.120
<v Speaker 1>because he was the employee assigned to that job. Yeah,

0:45:51.120 --> 0:45:55.480
<v Speaker 1>Bushnell and Bristow. Steve Bristow, who was another employee of Atari,

0:45:55.600 --> 0:45:57.560
<v Speaker 1>came up with the concept and gave it to Steve

0:45:57.640 --> 0:46:00.040
<v Speaker 1>Jobs and said, make this thing that we thought on

0:46:00.160 --> 0:46:04.920
<v Speaker 1>of essentially kind of a racquetball style game. And so

0:46:05.040 --> 0:46:08.480
<v Speaker 1>Jobs goes back, does some work, comes back with a

0:46:08.520 --> 0:46:11.080
<v Speaker 1>circuit board and says I did it, and they hook

0:46:11.120 --> 0:46:13.680
<v Speaker 1>it up. They're like, wow, this is great. Yeah, in fact,

0:46:13.719 --> 0:46:15.839
<v Speaker 1>it's so great. You have done such a good job

0:46:15.880 --> 0:46:19.319
<v Speaker 1>designing this where you've created a really efficient system like

0:46:19.320 --> 0:46:20.879
<v Speaker 1>we would have thought that you would have to use,

0:46:21.400 --> 0:46:24.399
<v Speaker 1>you know, a dozen or more other processors. To get

0:46:24.440 --> 0:46:27.719
<v Speaker 1>this done, but you've managed to make a really elegant

0:46:27.760 --> 0:46:30.160
<v Speaker 1>solution to it. We're going to give you a bonus.

0:46:30.200 --> 0:46:32.680
<v Speaker 1>Here's an extra five grand. Yeah. And he was like

0:46:32.840 --> 0:46:36.920
<v Speaker 1>a uh yeah. And that friend was it was maybe

0:46:36.960 --> 0:46:39.279
<v Speaker 1>a little bit more responsible than I let on. Yeah,

0:46:39.280 --> 0:46:41.919
<v Speaker 1>there's this guy I know. I went to college with him.

0:46:41.960 --> 0:46:44.440
<v Speaker 1>He works for HP. His name is Steve. Wasn't he

0:46:44.520 --> 0:46:48.239
<v Speaker 1>was really good at this stuff. He made this thing, so, yeah,

0:46:48.440 --> 0:46:52.759
<v Speaker 1>wasn't he act actually built the integrated circuit that was

0:46:52.920 --> 0:46:55.640
<v Speaker 1>used in Breakout, and Breakout was and it is still

0:46:55.719 --> 0:46:58.160
<v Speaker 1>a great game. It's another one of those that holds up.

0:46:58.320 --> 0:47:02.480
<v Speaker 1>It really does very challenging eight gameplay. It's still a challenge.

0:47:02.600 --> 0:47:05.080
<v Speaker 1>And then uh, and then as soon as the success

0:47:05.239 --> 0:47:07.520
<v Speaker 1>hit Jobs, he said, all right, guys, see you that

0:47:07.680 --> 0:47:10.600
<v Speaker 1>he and Wozniak and a person who was one of

0:47:10.640 --> 0:47:14.879
<v Speaker 1>the um developers over at Atari all go to form

0:47:14.920 --> 0:47:17.680
<v Speaker 1>a little company called Apple. That's right. It took them

0:47:17.719 --> 0:47:20.520
<v Speaker 1>a couple of years to get things going, but they,

0:47:20.560 --> 0:47:23.680
<v Speaker 1>of course would end up kind of repeating the success

0:47:23.719 --> 0:47:26.279
<v Speaker 1>that Attari was seeing in the video game market with

0:47:26.400 --> 0:47:31.399
<v Speaker 1>the personal computer market. So in a way, you could

0:47:31.400 --> 0:47:34.640
<v Speaker 1>think of Atari as being at least partially responsible not

0:47:34.680 --> 0:47:38.240
<v Speaker 1>just for the video game industry, but also the personal

0:47:38.280 --> 0:47:45.120
<v Speaker 1>computer industry, because otherwise jobs might not have had the

0:47:44.640 --> 0:47:47.960
<v Speaker 1>the inspiration in the capital to really go out and say,

0:47:48.040 --> 0:47:51.560
<v Speaker 1>let's do this thing. So it's kind of cool. Um Bushnell,

0:47:51.600 --> 0:47:55.799
<v Speaker 1>by the way, decides he is time, it's ready, he's

0:47:55.840 --> 0:47:58.360
<v Speaker 1>ready to cash out. Well, yeah, I mean one of

0:47:58.400 --> 0:48:01.319
<v Speaker 1>the problems was they they had this great idea for

0:48:01.360 --> 0:48:05.600
<v Speaker 1>the vcs or what would become the AT and they

0:48:05.640 --> 0:48:08.400
<v Speaker 1>couldn't really fund it to the extent that they needed

0:48:08.440 --> 0:48:11.759
<v Speaker 1>to scale this thing, and so he wanted to cash out,

0:48:11.920 --> 0:48:16.759
<v Speaker 1>cash in and just have a little more uh backing basically,

0:48:17.280 --> 0:48:21.320
<v Speaker 1>and so he made the well it's pretty interesting decision

0:48:21.320 --> 0:48:23.520
<v Speaker 1>in the long run to sell to warners. Yeah, he

0:48:23.600 --> 0:48:27.560
<v Speaker 1>sells to Warrant Communications for twenty eight million dollars. He

0:48:27.680 --> 0:48:30.279
<v Speaker 1>walks away with fifteen million of that. Yeah, and they

0:48:30.320 --> 0:48:32.200
<v Speaker 1>all of a sudden. Um. I saw an interview with

0:48:32.239 --> 0:48:35.000
<v Speaker 1>al Alcorn that was he was like, we had real

0:48:35.040 --> 0:48:36.960
<v Speaker 1>money in the bank for the first time. He said,

0:48:37.000 --> 0:48:41.759
<v Speaker 1>we had backing, and we had we felt safe. But um,

0:48:41.800 --> 0:48:45.920
<v Speaker 1>here's the problem. Atari was a a very fun company

0:48:45.960 --> 0:48:50.480
<v Speaker 1>to work for, likely like, have you seen Wolf of

0:48:50.520 --> 0:48:53.520
<v Speaker 1>Wall Street? Because I have a feeling that was really

0:48:53.840 --> 0:48:57.160
<v Speaker 1>was They said, Um, there were a lot of marijuana smoking.

0:48:57.200 --> 0:49:01.440
<v Speaker 1>They called an MRB session Marijuana Review you Board. Um,

0:49:01.520 --> 0:49:04.000
<v Speaker 1>he said. One of the developers in the interview that

0:49:04.040 --> 0:49:05.799
<v Speaker 1>I saw today said, we basically sit around and get

0:49:05.880 --> 0:49:10.200
<v Speaker 1>high and brainstorm games. Um. They said it was the

0:49:10.280 --> 0:49:12.120
<v Speaker 1>day's for sexual harassment. There were a lot of people

0:49:12.160 --> 0:49:13.600
<v Speaker 1>going home with each other in the end of the night,

0:49:14.440 --> 0:49:16.759
<v Speaker 1>and then cocaine came onto the scene. Another thing to

0:49:16.800 --> 0:49:19.640
<v Speaker 1>think about is a lot of these game consoles, if

0:49:19.680 --> 0:49:22.439
<v Speaker 1>you or the different projects they have, if you look,

0:49:22.480 --> 0:49:25.840
<v Speaker 1>a lot of the the code names are women's names,

0:49:25.960 --> 0:49:28.360
<v Speaker 1>and according to most of the interviews i've I've seen,

0:49:28.480 --> 0:49:33.680
<v Speaker 1>the names were picked from attractive ladies who were receptionists

0:49:33.800 --> 0:49:38.440
<v Speaker 1>or secretaries at Atari. Yeah. Really, you know, forward thinking,

0:49:38.480 --> 0:49:43.759
<v Speaker 1>classy type stuff. At any rate, you know, Warner Is well,

0:49:43.800 --> 0:49:46.480
<v Speaker 1>they changed everything. They're a big corporation. Yeah, that you

0:49:46.480 --> 0:49:48.799
<v Speaker 1>couldn't come and go as you pleased anymore. They would

0:49:48.800 --> 0:49:52.200
<v Speaker 1>talk about the way they dressed. Um, you were you know,

0:49:52.320 --> 0:49:54.520
<v Speaker 1>like I said, you were responsible for being there at

0:49:54.520 --> 0:49:56.440
<v Speaker 1>a certain time every day and leaving at a certain time,

0:49:56.480 --> 0:50:01.360
<v Speaker 1>and that did not fly with these creative startup right. Yeah,

0:50:01.400 --> 0:50:05.200
<v Speaker 1>so it caused a lot of tension. Meanwhile, Bushnell would

0:50:05.280 --> 0:50:08.440
<v Speaker 1>go off to finally really work on a project he

0:50:08.440 --> 0:50:11.239
<v Speaker 1>had been thinking about since the early seventies, something that

0:50:11.280 --> 0:50:13.600
<v Speaker 1>he really wanted to do. He had this idea of

0:50:13.640 --> 0:50:17.359
<v Speaker 1>creating a destination for families to be like just a

0:50:17.400 --> 0:50:22.120
<v Speaker 1>money making machine, a pizza parlor where you would have

0:50:22.360 --> 0:50:26.720
<v Speaker 1>entertainment and electronic games and other like Midway style games,

0:50:26.960 --> 0:50:29.200
<v Speaker 1>and it would just be a license to print money.

0:50:29.360 --> 0:50:32.880
<v Speaker 1>And that, my friends, is how Chucky Cheese was born. Yeah,

0:50:32.960 --> 0:50:35.120
<v Speaker 1>and he um. I saw the interview with Dabney where

0:50:35.120 --> 0:50:36.600
<v Speaker 1>he was talking to him about it at first, and

0:50:36.680 --> 0:50:41.359
<v Speaker 1>Dabney was like, the pizzas crappy and in here it's like, well,

0:50:41.480 --> 0:50:44.359
<v Speaker 1>I needed to be loud and the pizza just has

0:50:44.400 --> 0:50:46.920
<v Speaker 1>to be mediocre at best. And you know what, he

0:50:47.000 --> 0:50:50.840
<v Speaker 1>was right, because the pizza was never good and every

0:50:50.840 --> 0:50:52.839
<v Speaker 1>one of us loved that place. I want I want

0:50:52.920 --> 0:50:55.520
<v Speaker 1>to do an episode at some point. Looking I don't

0:50:55.560 --> 0:50:57.120
<v Speaker 1>know if I can do it because I don't know

0:50:57.160 --> 0:50:58.919
<v Speaker 1>if it really falls into tech stuff, but I would

0:50:59.000 --> 0:51:01.759
<v Speaker 1>love to do the story of Chuck e Cheese and

0:51:01.840 --> 0:51:05.839
<v Speaker 1>Showbiz Pizza. I grew up knowing Showbiz Pizza, not Chuck

0:51:05.880 --> 0:51:10.560
<v Speaker 1>E Cheese. I remember, I remember Showbiz Pizza specifically. Yeah. Um,

0:51:10.880 --> 0:51:13.680
<v Speaker 1>And if you think the two are kind of similar,

0:51:13.719 --> 0:51:15.800
<v Speaker 1>and you were wondering, I mean, granted they both belonged

0:51:15.840 --> 0:51:18.120
<v Speaker 1>to the same entity now, yeah, but if you thought

0:51:18.160 --> 0:51:20.560
<v Speaker 1>the two were kind of similar, it's because the creators

0:51:20.560 --> 0:51:23.840
<v Speaker 1>of Showbiz Pizza originally worked on the Chuck E Cheese

0:51:24.239 --> 0:51:26.160
<v Speaker 1>and then there was a falling out in a split,

0:51:26.760 --> 0:51:29.400
<v Speaker 1>so there was another one in Atlanta called Sergeant Singers.

0:51:29.640 --> 0:51:34.440
<v Speaker 1>Oh yeah, Oh my gosh, I totally forgot. Yeah. And

0:51:34.520 --> 0:51:37.560
<v Speaker 1>I had a little quick side story here. When I

0:51:37.640 --> 0:51:41.880
<v Speaker 1>was like twelve, the new it might have been Showbiz

0:51:41.920 --> 0:51:45.120
<v Speaker 1>actually opened up and for their grand opening they had

0:51:45.160 --> 0:51:48.040
<v Speaker 1>an invitation only thing that somehow my dad was an

0:51:48.080 --> 0:51:51.560
<v Speaker 1>elementary school principle that got an invitation to this and

0:51:52.080 --> 0:51:54.479
<v Speaker 1>uh to come with his kids, and you basically walk

0:51:54.520 --> 0:51:57.800
<v Speaker 1>in and everything was free that night. Wow, so free food.

0:51:58.120 --> 0:52:01.280
<v Speaker 1>They gave you to sackfuls of tokens anytime you wanted them,

0:52:01.320 --> 0:52:03.600
<v Speaker 1>and it was literally stands out as one of the

0:52:03.640 --> 0:52:06.719
<v Speaker 1>best nights of my childhood. I still remember it to

0:52:06.719 --> 0:52:08.439
<v Speaker 1>this day as being like one of the most fun

0:52:08.440 --> 0:52:10.160
<v Speaker 1>things I've ever done. I could see that. I mean,

0:52:10.160 --> 0:52:13.680
<v Speaker 1>that would that would be a dream come true. Man,

0:52:13.800 --> 0:52:17.080
<v Speaker 1>it's it blew my mind. Well, we have talked for

0:52:17.160 --> 0:52:19.359
<v Speaker 1>a long time. We've got a lot more to cover,

0:52:19.520 --> 0:52:21.919
<v Speaker 1>but in order to do that, we're going to end here.

0:52:21.960 --> 0:52:23.920
<v Speaker 1>I'm calling it now. I'm looking at the time. It's

0:52:23.960 --> 0:52:26.960
<v Speaker 1>over fifty minutes already, So tease it right before the

0:52:27.000 --> 0:52:29.800
<v Speaker 1>release of the I know, we gotta have a reason

0:52:29.840 --> 0:52:33.120
<v Speaker 1>for people to come back next week. Yeah, we've got

0:52:33.160 --> 0:52:35.160
<v Speaker 1>tons more to talk about. I mean, we haven't even

0:52:35.320 --> 0:52:39.960
<v Speaker 1>left the seventies yet, and trust me, like we've got

0:52:40.040 --> 0:52:43.160
<v Speaker 1>some drama coming up with the rise and fall of

0:52:43.160 --> 0:52:45.360
<v Speaker 1>the video game industry as a whole, not to mention

0:52:45.760 --> 0:52:50.560
<v Speaker 1>the crazy corporate shuffling of the Atari brand, which is

0:52:50.680 --> 0:52:54.360
<v Speaker 1>kind of heartbreaking. I hope you enjoyed that classic episode

0:52:54.400 --> 0:52:56.560
<v Speaker 1>about the rise and fall of Atari. Like I said,

0:52:56.560 --> 0:53:00.359
<v Speaker 1>we've got two more parts coming up covering that your ease,

0:53:00.719 --> 0:53:04.840
<v Speaker 1>So we will continue this story next week. If you

0:53:04.920 --> 0:53:08.080
<v Speaker 1>have suggestions for topics I should cover in future episodes

0:53:08.200 --> 0:53:11.440
<v Speaker 1>of Tech Stuff, please reach out to me the Twitter

0:53:11.560 --> 0:53:14.239
<v Speaker 1>handle for the show is Text Stuff H s W

0:53:14.920 --> 0:53:23.960
<v Speaker 1>and I'll talk to you again really soon. Text Stuff

0:53:24.040 --> 0:53:27.160
<v Speaker 1>is an I Heart Radio production. For more podcasts from

0:53:27.200 --> 0:53:31.000
<v Speaker 1>my heart Radio, visit the i heart Radio app, Apple Podcasts,

0:53:31.120 --> 0:53:33.080
<v Speaker 1>or wherever you listen to your favorite shows.