WEBVTT - Rerun: Tron- He Fights For the Users

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<v Speaker 1>Welcome to tech Stuff, a production from my Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm Jonathan Strickland,

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<v Speaker 1>your beloved host, and I love all things tech. But

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<v Speaker 1>I am a little under the weather today, So to

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<v Speaker 1>lean a bit upon past Jonathan who worked ever so hard,

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<v Speaker 1>as well as former Tech Stuff producer Ramsey who who

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<v Speaker 1>is still with the company. He just produces other stuff. Now. Uh,

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<v Speaker 1>I thought I would revisit this episode I did back

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<v Speaker 1>in two thousand seventeen, November twenty second, two seventeen to

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<v Speaker 1>be precise, called Tron. He fights for the users. And

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<v Speaker 1>the reason this came to mind to me is because

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<v Speaker 1>over at Walt Disney World, over in the Magic Kingdom,

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<v Speaker 1>one of the things that they the company is busily

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<v Speaker 1>building out is a Tron light cycle amusement park ride,

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<v Speaker 1>a ride that is already in a Disney park in Asia,

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<v Speaker 1>but this will be the first North American version, and

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<v Speaker 1>I eagerly anticipate the opening of that ride because it

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<v Speaker 1>looks like it's going to be incredible. And I've always

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<v Speaker 1>loved the aesthetic of Tron, so the idea of being

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<v Speaker 1>able to inhabit that world, even for just a short

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<v Speaker 1>duration of a roller coaster ride really appeals to me.

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<v Speaker 1>So I thought we could dip back into this episode

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<v Speaker 1>from and listen to an interview I did regarding the

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<v Speaker 1>film Tron. Let's listen. In you have a hero who

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<v Speaker 1>rises up against a tyrant of a villain and helps

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<v Speaker 1>a group of resistance fighters overcome oppression. Now, that story

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<v Speaker 1>has been told in numerous ways before and since, but

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<v Speaker 1>this particular version had some really interesting quirks to it.

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<v Speaker 1>The film was called Tron. Tron follows the story of

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<v Speaker 1>a character named Flynn, who is a video game designer

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<v Speaker 1>and hacker who once was the employee of a corporation

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<v Speaker 1>called InCom. One of Flynn's co workers named Dillinger, stole

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<v Speaker 1>Flynn's work and arranged Flynn's removal from the company and

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<v Speaker 1>covered it all up. Flynn plans a daring computer raid

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<v Speaker 1>on the company with the help of two of his

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<v Speaker 1>former co workers. His big goal is to uncover the

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<v Speaker 1>actual evidence that in fact, Dillinger stole Flynn's work, and

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<v Speaker 1>his big opponent in this raid is an artificial intelligent construct.

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<v Speaker 1>It's a piece of code, it's some software. It's called

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<v Speaker 1>the Master Control Program or m c P. Now, originally

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<v Speaker 1>that started out as a chess game, but it had

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<v Speaker 1>started to assimilate other programs into its own code and

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<v Speaker 1>systematically growing more powerful as a result. Old so imagine

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<v Speaker 1>sort of like the borg absorbing other entities to gain

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<v Speaker 1>more strength as kind of what the m c P

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<v Speaker 1>is doing. It gets more and more capability as it

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<v Speaker 1>absorbs other programs. So, while Flynn is trying to break

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<v Speaker 1>into Incom's systems, the m c P detects him and

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<v Speaker 1>uses a laser to convert Flynn into digital information and

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<v Speaker 1>essentially upload him to the computer. That pulls Flynn into

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<v Speaker 1>the computer world and their Flynn encounters programs and in

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<v Speaker 1>the world of the computer simulation or the computer environment,

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<v Speaker 1>these programs have the appearances of humans in this universe.

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<v Speaker 1>They also resemble their creators, whoever programmed them. One of

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<v Speaker 1>those programs is Tron. The name is short for Electronic

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<v Speaker 1>Tron is a security program and is designed to keep

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<v Speaker 1>an eye on the m c P. But he also

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<v Speaker 1>acts kind of like a gladiator in various games that

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<v Speaker 1>the m c P forces programs to participate in, and

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<v Speaker 1>and as some people mentioned within the context of the film,

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<v Speaker 1>he fights for the users. It's one of my favorite

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<v Speaker 1>quotes from Tron. Users in the Tron universe are sort

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<v Speaker 1>of seen as like gods. They are the creators, and

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<v Speaker 1>the programs look to users for guidance and for approval,

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<v Speaker 1>and they have had all communication cut off by the

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<v Speaker 1>m c P, so they wonder if the users are

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<v Speaker 1>still out there. There's this whole existential crisis going on

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<v Speaker 1>in the world of Tron, and that's an interesting piece

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<v Speaker 1>of the mythology of the movie. Flynn eventually, of course,

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<v Speaker 1>helps bring down the m c P and he escapes

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<v Speaker 1>the computer world. He's also able to prove that Dillinger

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<v Speaker 1>stole his work, and he ends up becoming the new

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<v Speaker 1>head of Income as a result. Now, the film was

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<v Speaker 1>not a big success at the box office, but it

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<v Speaker 1>did find itself a cult following and also had a

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<v Speaker 1>profound impact on the way people would visualize cyberspace. I

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<v Speaker 1>would even say that you could see elements of the

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<v Speaker 1>design from Tron find its way into early implementations of

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<v Speaker 1>virtual reality, and the production of the film itself relied

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<v Speaker 1>heavily on some really innovative work from numerous people in

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<v Speaker 1>order for the film to actually come into being. So

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<v Speaker 1>Ramsey the Wonder producer arranged for me to have an

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<v Speaker 1>interview with the writer and director of Tron, Stephen Liszburger.

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<v Speaker 1>What follows is our conversation about the technology he used

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<v Speaker 1>to create the movie, as well as his philosophy about

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<v Speaker 1>technology and stuff in general, really the things that informed

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<v Speaker 1>the creation of Tron. I hope you enjoy Stephen Lisztburger.

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<v Speaker 1>It is a pleasure to have you on the show.

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<v Speaker 1>Thank you for joining Tech Stuff my pleasure. Now before

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<v Speaker 1>we jump into Tron, and I've got a lot of

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<v Speaker 1>things to ask about for Tron. Uh, maybe my listeners

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<v Speaker 1>would probably appreciate understanding a little bit about your background

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<v Speaker 1>leading up to Tron. You had a background in animation

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<v Speaker 1>leading up to that. I come from the East Coast,

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<v Speaker 1>it's more to New York, and went to college in

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<v Speaker 1>Boston at TOPS and went to the School of the

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<v Speaker 1>Museum of Fine Arts, where I studied film for five years,

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<v Speaker 1>including animation, and I had my own company in Boston

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<v Speaker 1>that did some live action but primarily animation, and uh,

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<v Speaker 1>we eventually ended up with a studio on the East

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<v Speaker 1>Coast and went on the West Coast. We're and our

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<v Speaker 1>biggest job was doing Animal Olympics for the NBC Television network,

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<v Speaker 1>and during that we developed Tron and then tried to

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<v Speaker 1>do it independently, but we couldn't pull it off. So

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<v Speaker 1>we were fortunate enough to get in business with Disney. Yeah.

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<v Speaker 1>I imagine a project with the scope of Tron would

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<v Speaker 1>have been extremely challenging to pull off without some some

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<v Speaker 1>pretty major hell. And I also imagine that Disney's background

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<v Speaker 1>in animation. Uh lad to some some aid when you

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<v Speaker 1>guys were working on Tron, because I don't know that

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<v Speaker 1>people who have seen the film are really aware how

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<v Speaker 1>much actual hand drawn animation techniques were incorporated. This was

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<v Speaker 1>an era before computer graphics had reached that digital age

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<v Speaker 1>where you do everything you know digitally on a computer

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<v Speaker 1>and then you can just export to a video file.

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<v Speaker 1>This is way before all of that, So I imagine

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<v Speaker 1>Disney's involvement was somewhat helpful because that was a studio

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<v Speaker 1>that actually understood animation. Yeah, all of that is true.

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<v Speaker 1>And just to unpack that, Um, if we had tried

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<v Speaker 1>to do it independently, I think it would have we

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<v Speaker 1>wouldn't have made it. Eventually. We would have had to

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<v Speaker 1>either go under or bring in someone else because we

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<v Speaker 1>were somewhat naive. We had an idea how we would

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<v Speaker 1>do it, but we in retrospect the scale of it

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<v Speaker 1>was something that none of us had experienced with. On paper,

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<v Speaker 1>we thought we could work it all out. It added

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<v Speaker 1>up and made sense. But when we got into it

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<v Speaker 1>at Disney, many times I thought, I'm really glad we're

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<v Speaker 1>here and not in any other studio because, as you said,

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<v Speaker 1>we we had We had hundreds and hundreds of thousands

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<v Speaker 1>of pieces of artwork, um put any into just the

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<v Speaker 1>frame blow ups. Every individual frame of the electronic world

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<v Speaker 1>blown up shot in seventy moment are blown up. They

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<v Speaker 1>were when they were stacked up. They filled two entire

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<v Speaker 1>moving vans. I mean it was tons and tons and

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<v Speaker 1>tons of images and it it didn't freak Disney out

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<v Speaker 1>because they said, yeah, we're used to handling millions of

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<v Speaker 1>pieces of artwork. And in the end, that was totally

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<v Speaker 1>the strength production wise of the project because we all

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<v Speaker 1>of us working on it were familiar with animation. Even

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<v Speaker 1>the live action people had quite a bit of experience

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<v Speaker 1>and animation, so we sort of took the best from

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<v Speaker 1>live action and then we turned the whole live action

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<v Speaker 1>movie into an animated movie. And once it was at

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<v Speaker 1>that level. You could treat it like mass production. You

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<v Speaker 1>could just keep multiplying the number of teams working on

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<v Speaker 1>the individual scenes. And and there was a system there.

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<v Speaker 1>We weren't reinventing the wheel. That system existed. People knew

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<v Speaker 1>how to do, you know, animated effects, and how to

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<v Speaker 1>work with these numbers of probably it had to be

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<v Speaker 1>over a million pieces in the end. And the funny

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<v Speaker 1>thing about it is how efficient it was, because we

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<v Speaker 1>ended up doing all of the special effects in Tron

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<v Speaker 1>one in half the time that it took to do

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<v Speaker 1>them in Tron too well, and and correct me if

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<v Speaker 1>I got this, get any of this wrong. I want

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<v Speaker 1>to see if I can kind of lay out for

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<v Speaker 1>my listeners sort of a general approach to the electronic

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<v Speaker 1>world sequences which took up more almost an entire hour

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<v Speaker 1>of Tron. I think about somewhere around the realm of

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<v Speaker 1>fifty three to fifty five minutes something like that of

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<v Speaker 1>a footage in this electronic world. So the thing is,

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<v Speaker 1>there was an underlying template that I had in mind,

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<v Speaker 1>which is, you know, a sort of live action short

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<v Speaker 1>at the beginning, then followed by an animated movie is

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<v Speaker 1>what Disney used to make. And you know, they always

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<v Speaker 1>did that with their live action films and animated and

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<v Speaker 1>live or live and animated, and so that combination is

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<v Speaker 1>what I was going for, or you know, it's sort

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<v Speaker 1>of a it's it's kind of an animated feature in

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<v Speaker 1>terms of that length of about seventy minutes with the

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<v Speaker 1>live action being kind of a short at the beginning.

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<v Speaker 1>So and the way that would work out, like you said,

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<v Speaker 1>you shot on seventy millimeter in large each frame. Because

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<v Speaker 1>to remind my listeners, some of whom are are too

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<v Speaker 1>young to really remember the days of film that you're shooting.

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<v Speaker 1>It's really funny, you know, once time moves on and

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<v Speaker 1>people forget about how difficult it was in the past.

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<v Speaker 1>It's a little bit like the next generation doesn't really

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<v Speaker 1>care how difficult it was before. And you know, there

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<v Speaker 1>was no way to composite film if you that was efficient,

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<v Speaker 1>if you did effects and you had characters and you

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<v Speaker 1>had a fantasy background, there really was no good way

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<v Speaker 1>to put all of this together. Blue screen existed, but

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<v Speaker 1>shot blue screen. And you know, if if you had

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<v Speaker 1>at the time, if you had twenty or fifty blue

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<v Speaker 1>screen shots in the film, that was a lot. Well,

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<v Speaker 1>we had nine hundred composite shots that we had to do,

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<v Speaker 1>nine shots that had you and beings in worlds that

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<v Speaker 1>didn't exist, plus their costumes who were supposed to be glowing.

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<v Speaker 1>And there was no digital compositing. You couldn't even run

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<v Speaker 1>computer animation consecutively. We only had enough computing power. We

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<v Speaker 1>had total two megabytes, and we only had enough memory

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<v Speaker 1>to render one frame at a time period, so you

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<v Speaker 1>could never look at the light cycles moving. You could

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<v Speaker 1>only look at this individual frame. Then you had to

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<v Speaker 1>wait forty five minutes and render the next frame and

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<v Speaker 1>look at that one. And the only time we ever

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<v Speaker 1>saw the stuff put together is after we set up

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<v Speaker 1>a film camera and clicked like an animated movie, one

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<v Speaker 1>frame at a time off of this computer animation, and

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<v Speaker 1>then people would all go into the screening room and

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<v Speaker 1>sit there. Even the guys that did all the computer

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<v Speaker 1>work had never seen it moving, and we saw it

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<v Speaker 1>for the very first time when we filmed it one

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<v Speaker 1>frame at a time and then ran it back. And

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<v Speaker 1>so to put all of this together, to composite it,

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<v Speaker 1>the only way we could do it was to do

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<v Speaker 1>blow up every frame and make it into an animated movie.

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<v Speaker 1>And what we did to combine it with the computer animation.

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<v Speaker 1>Was to try to find a sort of middle ground

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<v Speaker 1>where the live action would look like it had been

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<v Speaker 1>rendered by a computer and the computer animation wasn't too

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<v Speaker 1>attempting to look too real because we couldn't do real.

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<v Speaker 1>Many of the looks in the computer aspects of Tron

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<v Speaker 1>look the way they look because not because we sat

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<v Speaker 1>there and said, oh, wouldn't this look great in wire

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<v Speaker 1>frame instead of fully rendered? No, no, no, it was

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<v Speaker 1>wire frame because that's all we could do, and it's

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<v Speaker 1>phenomenal to to give a sense of scale. You're talking

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<v Speaker 1>about twenty four frames a second with film, every single

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<v Speaker 1>one of those frames being for the electronic world being

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<v Speaker 1>blown up so that animators can go in and and

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<v Speaker 1>hand draw elements onto those frames, each of those frames

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<v Speaker 1>having to go through multiple exposures depending upon how many

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<v Speaker 1>colors you had, because each time you added a different

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<v Speaker 1>color you had to do another level, You had to

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<v Speaker 1>photograph everything all over again. Uh, you're you're talking frames.

0:14:56.280 --> 0:14:58.560
<v Speaker 1>If you start doing the math, if you're thinking fifty

0:14:58.640 --> 0:15:02.320
<v Speaker 1>three minutes more than because I don't want to do

0:15:02.360 --> 0:15:07.680
<v Speaker 1>the mass that right now, but I think, well, the

0:15:07.800 --> 0:15:11.440
<v Speaker 1>thing is, it's um if it goes through the math,

0:15:12.000 --> 0:15:15.320
<v Speaker 1>you say, this can't be done. Because just doing the

0:15:15.480 --> 0:15:21.720
<v Speaker 1>colors on each frame, the average number of exposures was

0:15:21.960 --> 0:15:26.800
<v Speaker 1>I think eighteen. Some of the frames in Tron were

0:15:26.840 --> 0:15:33.200
<v Speaker 1>exposed thirty six times. And because everything had to be

0:15:33.280 --> 0:15:35.880
<v Speaker 1>held in focus so that the blow ups were sharp

0:15:35.920 --> 0:15:39.040
<v Speaker 1>and the blow ups are about the size of place Matt,

0:15:41.160 --> 0:15:43.960
<v Speaker 1>there was no depth of field. At seventy millimeter had

0:15:44.000 --> 0:15:47.800
<v Speaker 1>those light levels, So it wasn't those cameras. Those seventy

0:15:47.800 --> 0:15:51.440
<v Speaker 1>millimeter cameras were used by David Lean to shoot Lawrence

0:15:51.480 --> 0:15:54.440
<v Speaker 1>of Arabia, and afterwards I really understood why, because in

0:15:54.480 --> 0:15:59.000
<v Speaker 1>the desert there's enough light. But for any of the

0:15:59.080 --> 0:16:04.040
<v Speaker 1>situations we were in, I had to shoot characters when

0:16:04.040 --> 0:16:06.480
<v Speaker 1>they were speaking to each other and over the shoulder shots.

0:16:06.680 --> 0:16:09.880
<v Speaker 1>They had to be shot on separate passes. So I

0:16:09.920 --> 0:16:13.440
<v Speaker 1>would have Bruce in the foreground with no Jeff that

0:16:13.520 --> 0:16:16.280
<v Speaker 1>he was talking to looking at, and I get him

0:16:16.280 --> 0:16:18.440
<v Speaker 1>in focus, and then I get him out of the frame,

0:16:18.480 --> 0:16:20.320
<v Speaker 1>and then I bring in Jeff and he'd say his

0:16:20.440 --> 0:16:24.520
<v Speaker 1>lines and I chewed them separately, each one held in focus,

0:16:24.560 --> 0:16:30.400
<v Speaker 1>and then they were put together. But yeah, the the

0:16:31.000 --> 0:16:34.680
<v Speaker 1>in animation. There's a thing called an exposure sheet, and

0:16:35.320 --> 0:16:41.280
<v Speaker 1>it's showed. It tells the animation cameraman what levels are

0:16:41.360 --> 0:16:47.360
<v Speaker 1>photographed and what order, and there there's about, I don't know,

0:16:47.840 --> 0:16:53.960
<v Speaker 1>three seconds of animation per exposure sheet. And so what

0:16:54.000 --> 0:16:58.320
<v Speaker 1>we did was we took those exposure sheets and instead

0:16:58.360 --> 0:17:02.000
<v Speaker 1>of that sheet being filled then for three seconds, which

0:17:02.080 --> 0:17:06.359
<v Speaker 1>is seventy two frames, it was one frame in tron,

0:17:08.400 --> 0:17:13.080
<v Speaker 1>one exposure sheet per whole sheet, three seconds of animation

0:17:13.440 --> 0:17:17.679
<v Speaker 1>per individual frame. But again it was only possible to

0:17:17.760 --> 0:17:21.760
<v Speaker 1>put all of this together through animation. We were under

0:17:21.800 --> 0:17:25.240
<v Speaker 1>an extreme deadline, I heard all. I never was given

0:17:25.240 --> 0:17:28.119
<v Speaker 1>a real good reason by Disney why we were in

0:17:28.200 --> 0:17:32.080
<v Speaker 1>such a rush, but we were. And I've heard various

0:17:32.119 --> 0:17:35.280
<v Speaker 1>theories over the years that there was, you know, some

0:17:35.359 --> 0:17:40.200
<v Speaker 1>competition in the marketplace that summer, and so that's why

0:17:40.280 --> 0:17:43.040
<v Speaker 1>they wanted us to come out then. But sometimes I

0:17:43.080 --> 0:17:45.440
<v Speaker 1>wonder what would have happened if we had come out

0:17:45.520 --> 0:17:49.600
<v Speaker 1>the following winter, which made more sense, and that would

0:17:49.600 --> 0:17:52.080
<v Speaker 1>have given us six more months. I mean, it was

0:17:53.760 --> 0:17:59.680
<v Speaker 1>the deadline was so severe that UM we took only

0:17:59.800 --> 0:18:04.919
<v Speaker 1>one day off every fourteen days. That was the legal limit.

0:18:05.440 --> 0:18:09.919
<v Speaker 1>So UM we would work thirteen days and then we

0:18:09.960 --> 0:18:12.359
<v Speaker 1>get one day off, and then we worked thirteen days

0:18:12.359 --> 0:18:16.959
<v Speaker 1>in it one day off, and to complete the rephotography

0:18:17.000 --> 0:18:20.920
<v Speaker 1>of all these blown up frames. Um at the end,

0:18:20.960 --> 0:18:26.760
<v Speaker 1>I think we had twelve this division animation stands going

0:18:26.880 --> 0:18:31.080
<v Speaker 1>twenty four hours a day, three shifts on each and

0:18:35.320 --> 0:18:39.000
<v Speaker 1>the strain on the film in terms of getting it done.

0:18:39.080 --> 0:18:43.480
<v Speaker 1>From a director standpoint, that was kind of crazy. But

0:18:43.600 --> 0:18:47.439
<v Speaker 1>because I was new to this, you know, I just

0:18:47.560 --> 0:18:52.840
<v Speaker 1>accepted it. But the picture was after I shot all

0:18:52.840 --> 0:18:55.439
<v Speaker 1>the live action that the film had to be completed

0:18:56.240 --> 0:19:00.639
<v Speaker 1>in three weeks locked, so not on frame of the

0:19:00.680 --> 0:19:04.639
<v Speaker 1>movie could be changed. Frames could be taken out and removed,

0:19:04.720 --> 0:19:09.399
<v Speaker 1>but I couldn't change or add anything. So, you know,

0:19:09.480 --> 0:19:12.720
<v Speaker 1>now directors get three or four months to live with

0:19:12.800 --> 0:19:15.439
<v Speaker 1>their movie in the editing room. I had three weeks

0:19:15.480 --> 0:19:18.760
<v Speaker 1>after that it was locked. And the thing that's interesting

0:19:18.880 --> 0:19:22.960
<v Speaker 1>is what I had to lock was actors in their

0:19:24.000 --> 0:19:28.560
<v Speaker 1>unaltered tron suits on an all black stage. And then

0:19:28.600 --> 0:19:33.280
<v Speaker 1>I had no computer animation yet because that wasn't done.

0:19:34.119 --> 0:19:36.800
<v Speaker 1>So when I locked the movie and said this is

0:19:36.840 --> 0:19:39.240
<v Speaker 1>the movie I'm making, there were no effects in it.

0:19:39.359 --> 0:19:41.720
<v Speaker 1>There were no colors, in it it was black or white.

0:19:42.160 --> 0:19:45.520
<v Speaker 1>Many of the scenes just had individual actors because you know,

0:19:45.560 --> 0:19:47.960
<v Speaker 1>it was one or the other, like I said, and

0:19:48.000 --> 0:19:52.520
<v Speaker 1>there was just storyboards are a little little frames that

0:19:52.680 --> 0:19:57.760
<v Speaker 1>said effect goes here a solar sailor. And at that

0:19:57.840 --> 0:20:00.800
<v Speaker 1>point I had to say, okay, I sign off. This

0:20:00.920 --> 0:20:05.240
<v Speaker 1>is the movie we're going to release. From there on,

0:20:06.040 --> 0:20:12.440
<v Speaker 1>we just did nine months of filling it all in. It's. Um. Yeah,

0:20:12.440 --> 0:20:20.200
<v Speaker 1>in retrospect it was insane, But at the time it's

0:20:20.240 --> 0:20:25.760
<v Speaker 1>compared to working on Tron to Drown Legacy, where everything

0:20:25.880 --> 0:20:28.840
<v Speaker 1>was composited in real time, where you could just put

0:20:28.880 --> 0:20:32.399
<v Speaker 1>the you know, computer animation together with the backgrounds, together

0:20:32.600 --> 0:20:35.640
<v Speaker 1>with the actors, and you know, you could make changes

0:20:35.760 --> 0:20:39.240
<v Speaker 1>up until like I don't know, a couple of weeks

0:20:39.280 --> 0:20:43.840
<v Speaker 1>before the movie was in theaters. Yeah, this is a

0:20:43.920 --> 0:20:46.639
<v Speaker 1>time where you can't even you can't even review the

0:20:46.680 --> 0:20:49.560
<v Speaker 1>footage immediately afterward, obviously because you've got the filt you

0:20:49.560 --> 0:20:53.240
<v Speaker 1>have to process everything. So oh yeah, of course there's

0:20:53.280 --> 0:20:57.040
<v Speaker 1>no video tap. I mean, you know, you shoot it

0:20:57.080 --> 0:20:58.800
<v Speaker 1>and it goes off to the lab and then you

0:20:58.840 --> 0:21:03.600
<v Speaker 1>see it the next day in dailies at lunchtime. Um,

0:21:03.640 --> 0:21:10.520
<v Speaker 1>there was also no time to do reshoots or reduce um.

0:21:10.560 --> 0:21:14.600
<v Speaker 1>I mean it was standard procedure on Tron legacy that

0:21:14.680 --> 0:21:17.960
<v Speaker 1>when affects shots or shots were composited, that there would

0:21:18.000 --> 0:21:23.560
<v Speaker 1>be multiple redus on each shot, every frame. It was

0:21:23.640 --> 0:21:26.320
<v Speaker 1>none of that. I mean we were flying blind and

0:21:26.359 --> 0:21:32.399
<v Speaker 1>then we had to commit um. Once in a while,

0:21:32.680 --> 0:21:36.600
<v Speaker 1>when something was really screwed up, I would get to

0:21:36.720 --> 0:21:41.960
<v Speaker 1>redo it or reshoot a recomposite. But often what we

0:21:42.040 --> 0:21:47.280
<v Speaker 1>did say Okay, there's a mistake. How can we incorporate

0:21:47.359 --> 0:21:52.320
<v Speaker 1>this mistake into the visuals or into the story, and uh,

0:21:52.440 --> 0:21:57.439
<v Speaker 1>we just went with it. So yeah, yeah, I imagine

0:21:57.480 --> 0:21:59.800
<v Speaker 1>that meant that you had a lot of story boarding

0:22:00.119 --> 0:22:02.240
<v Speaker 1>was very precise from the very get go, so that

0:22:02.320 --> 0:22:07.359
<v Speaker 1>you could you could the team of talented people I

0:22:07.440 --> 0:22:14.720
<v Speaker 1>had was unbelievable, once in a lifetime. I it was

0:22:14.920 --> 0:22:18.120
<v Speaker 1>one of the great joys of making the film. And

0:22:18.320 --> 0:22:23.320
<v Speaker 1>uh yeah, incredible. I mean the team I had from

0:22:23.359 --> 0:22:28.080
<v Speaker 1>Listener Studios, my guys, some of whom came from Disney

0:22:28.480 --> 0:22:30.920
<v Speaker 1>originally and then left Disney and worked at list of

0:22:31.160 --> 0:22:35.080
<v Speaker 1>Studios and then ironically they found themselves back at Disney.

0:22:35.119 --> 0:22:38.520
<v Speaker 1>But we storyboarded the whole film before we ever got

0:22:38.560 --> 0:22:41.840
<v Speaker 1>to Disney, and we did all this artwork for all

0:22:41.880 --> 0:22:44.760
<v Speaker 1>the different thing you know, aspects the m C P

0:22:45.119 --> 0:22:49.399
<v Speaker 1>and Solar Sailor and on the life cycles. That was

0:22:49.440 --> 0:22:52.840
<v Speaker 1>all done, but it was done by us in house,

0:22:53.960 --> 0:22:57.080
<v Speaker 1>and it was it was interesting that then when I

0:22:57.080 --> 0:22:59.440
<v Speaker 1>got to Disney and they said, well, you know, if

0:22:59.520 --> 0:23:02.760
<v Speaker 1>you if you could have a dream, what would it be.

0:23:02.840 --> 0:23:05.439
<v Speaker 1>And I would say, well, I'd like Mobius to go

0:23:05.600 --> 0:23:09.399
<v Speaker 1>over these storyboards, and then I'd like sit Me to

0:23:09.480 --> 0:23:13.000
<v Speaker 1>go over our vehicle designs, and both of them to

0:23:13.119 --> 0:23:16.240
<v Speaker 1>go over my costume designs, and I like Peter Lloyd

0:23:16.440 --> 0:23:20.199
<v Speaker 1>to go over production paintings. And so what what worked

0:23:20.200 --> 0:23:25.840
<v Speaker 1>out great is that we never approached these great artists

0:23:25.920 --> 0:23:28.000
<v Speaker 1>and said to him, we just have a blank piece

0:23:28.000 --> 0:23:30.960
<v Speaker 1>of paper and now I'm going to explain to you

0:23:31.000 --> 0:23:33.959
<v Speaker 1>what I'm trying to get to. It was it was

0:23:34.000 --> 0:23:36.600
<v Speaker 1>so much better that we said, look, this is as

0:23:36.640 --> 0:23:42.360
<v Speaker 1>good as we can get this, and we're pretty confident that,

0:23:42.520 --> 0:23:45.640
<v Speaker 1>you know, there's more room to improve this. And they

0:23:45.680 --> 0:23:49.480
<v Speaker 1>never let us down. And I think they really like that,

0:23:49.720 --> 0:23:52.560
<v Speaker 1>you know, because they look at our artwork and they go, yeah,

0:23:52.560 --> 0:23:54.720
<v Speaker 1>this is really nice. But this, or why didn't you

0:23:54.760 --> 0:23:57.320
<v Speaker 1>do that? Or why didn't you do this? And Mobius

0:23:57.320 --> 0:23:59.359
<v Speaker 1>would say, you know, you could shoot this this way,

0:23:59.359 --> 0:24:01.720
<v Speaker 1>but if you shot it from this angle and if

0:24:01.720 --> 0:24:05.760
<v Speaker 1>you showed this, then the audience would know that, and uh, yeah,

0:24:05.840 --> 0:24:09.800
<v Speaker 1>it was amazing that it's awesome, and it's great that

0:24:09.840 --> 0:24:12.919
<v Speaker 1>you already had, you know, a nice idea to go

0:24:13.040 --> 0:24:15.919
<v Speaker 1>in with and not have to run the risk of

0:24:16.520 --> 0:24:20.639
<v Speaker 1>asking an artist to contribute and then say, oh, but

0:24:20.800 --> 0:24:23.479
<v Speaker 1>that doesn't really fit in what I was you know,

0:24:23.760 --> 0:24:26.360
<v Speaker 1>it says that. And the thing is I wasn't used

0:24:26.359 --> 0:24:29.239
<v Speaker 1>to this part of it either. The team that you know,

0:24:29.440 --> 0:24:33.840
<v Speaker 1>my guys at Listener Studios, we would throw stuff out

0:24:33.880 --> 0:24:36.040
<v Speaker 1>all the time and we would say, well, you know

0:24:36.160 --> 0:24:38.480
<v Speaker 1>that looked good last week, but why don't we try

0:24:38.560 --> 0:24:42.520
<v Speaker 1>this light cycle design this week? And it was a

0:24:42.600 --> 0:24:45.280
<v Speaker 1>learning curve for me to work with you know, Sid

0:24:45.359 --> 0:24:51.080
<v Speaker 1>and Mobius, and they would say, no, this is it.

0:24:51.240 --> 0:24:56.400
<v Speaker 1>There are changes, there's no revisions. I'm not doing this again.

0:24:58.520 --> 0:25:01.640
<v Speaker 1>That was amazing. It would be at a little bit

0:25:01.720 --> 0:25:05.720
<v Speaker 1>like walking up to Da Vincian singing, yeah, it doesn't

0:25:05.720 --> 0:25:07.560
<v Speaker 1>go that way, could you put some of the life

0:25:07.560 --> 0:25:11.080
<v Speaker 1>cycle and he hands it to you, you don't say

0:25:11.119 --> 0:25:14.920
<v Speaker 1>to me? He said, what about this? We do that?

0:25:15.280 --> 0:25:18.320
<v Speaker 1>You know, you know how about mud flaps. And it's like,

0:25:18.480 --> 0:25:22.680
<v Speaker 1>now I don't think so. Thing that happened with the

0:25:22.800 --> 0:25:28.040
<v Speaker 1>LFE cycles I will interject this and it never bothered. Said,

0:25:28.320 --> 0:25:32.800
<v Speaker 1>is that we sent the life cycles to Madgi, which

0:25:32.840 --> 0:25:36.840
<v Speaker 1>was still Middleman's company UM in New York. We had

0:25:36.880 --> 0:25:39.960
<v Speaker 1>three computer companies. One was in New York State and

0:25:40.520 --> 0:25:43.000
<v Speaker 1>that's where Chris Wedge used to work, who went on

0:25:43.040 --> 0:25:47.560
<v Speaker 1>to Great Blue Sky Studios and do ice age. And

0:25:47.600 --> 0:25:49.560
<v Speaker 1>then we had a company out here called Triple I,

0:25:50.080 --> 0:25:54.119
<v Speaker 1>where Richard Taylor was. And then we also used Robert

0:25:54.160 --> 0:25:58.320
<v Speaker 1>Abeles company, who was in Hollywood. But when I sent

0:25:58.440 --> 0:26:03.600
<v Speaker 1>the first LFE cycle drawing that SID did to uh Magi,

0:26:05.359 --> 0:26:10.280
<v Speaker 1>they said, we can't do this. The curves are too complex,

0:26:11.200 --> 0:26:14.919
<v Speaker 1>we can't render this. We don't have enough you know power,

0:26:16.119 --> 0:26:19.600
<v Speaker 1>it won't work. And I knew that, you know, it

0:26:19.680 --> 0:26:23.720
<v Speaker 1>was an incredible design. We all loved it, and so

0:26:24.040 --> 0:26:26.240
<v Speaker 1>I thought about it this I remember this was over

0:26:26.280 --> 0:26:30.159
<v Speaker 1>a weekend, some Sunday, and so then I said, how

0:26:30.200 --> 0:26:33.959
<v Speaker 1>do I keep the integrity of Sid's designed but simplify

0:26:34.040 --> 0:26:36.480
<v Speaker 1>it for the computer, and already you gotta imagine, it

0:26:36.520 --> 0:26:39.600
<v Speaker 1>was already really simple in terms of color and shading.

0:26:40.400 --> 0:26:42.239
<v Speaker 1>And then I, I don't know how where I got

0:26:42.320 --> 0:26:44.640
<v Speaker 1>this idea, but I got the idea of what if

0:26:44.680 --> 0:26:48.880
<v Speaker 1>you took the bike which was very three D and

0:26:49.160 --> 0:26:53.600
<v Speaker 1>squeezed parts of it between two pieces of glass. To

0:26:53.680 --> 0:26:56.919
<v Speaker 1>imagine that squeezing it between two pieces of glass. So

0:26:56.960 --> 0:26:59.520
<v Speaker 1>if you look at it from the side, what I

0:26:59.560 --> 0:27:02.920
<v Speaker 1>did was I kept that faring in the front from

0:27:03.119 --> 0:27:07.480
<v Speaker 1>the way Sid designed it, but I flattened everything else

0:27:08.359 --> 0:27:11.479
<v Speaker 1>that was also full of all these compound curves, just

0:27:11.640 --> 0:27:13.960
<v Speaker 1>like I was pressing a piece of glass against it,

0:27:14.600 --> 0:27:19.360
<v Speaker 1>and that did it. We got enough of the complexity

0:27:19.400 --> 0:27:21.479
<v Speaker 1>out of it so that the computer guys could do it.

0:27:21.800 --> 0:27:23.360
<v Speaker 1>And by the way, I want to say one thing

0:27:23.400 --> 0:27:29.560
<v Speaker 1>about Magi that it was pretty funny, which is that

0:27:30.280 --> 0:27:34.600
<v Speaker 1>one of the main reasons their tanks in the first

0:27:34.600 --> 0:27:39.119
<v Speaker 1>Tron movie is because when I first went to Magi,

0:27:39.359 --> 0:27:43.320
<v Speaker 1>which was really early on, I was keeping track of

0:27:43.359 --> 0:27:48.640
<v Speaker 1>their capabilities, Like years before we ever made Tron. Their

0:27:48.800 --> 0:27:53.200
<v Speaker 1>first major contract was with the military to do tank simulations.

0:27:54.640 --> 0:27:57.159
<v Speaker 1>This was all the way back in the mid seventies.

0:27:57.680 --> 0:28:01.720
<v Speaker 1>This was totally like far out crazy stuff, you know,

0:28:01.960 --> 0:28:06.199
<v Speaker 1>darkst stuff and mag I was doing. You know, it

0:28:06.280 --> 0:28:10.040
<v Speaker 1>looked like very crude video games, but it was tank oriented.

0:28:10.760 --> 0:28:13.680
<v Speaker 1>So then I at some point came to them and said,

0:28:13.720 --> 0:28:17.480
<v Speaker 1>if you know, if these chase vehicles are tanks, you're

0:28:17.480 --> 0:28:20.280
<v Speaker 1>going to be able to, you know, do a lot

0:28:20.320 --> 0:28:23.840
<v Speaker 1>of this pretty effectively because of your tank experience. And

0:28:23.880 --> 0:28:28.040
<v Speaker 1>they said, yeah, so that's why, you know, the tanks

0:28:28.080 --> 0:28:33.280
<v Speaker 1>worked out so well. Jonathan from one here just breaking

0:28:33.280 --> 0:28:35.280
<v Speaker 1>in to say, we're going to take a quick break

0:28:35.400 --> 0:28:50.000
<v Speaker 1>and be right back. Well, I'm I'm curious now kind

0:28:50.000 --> 0:28:54.080
<v Speaker 1>of stepping back from the the meta tech of how

0:28:54.240 --> 0:28:56.720
<v Speaker 1>the movie came to be and kind of diving into

0:28:57.360 --> 0:29:00.880
<v Speaker 1>the the actual content of the home itself. This is

0:29:01.080 --> 0:29:04.120
<v Speaker 1>a really big treat for me because not only do

0:29:04.160 --> 0:29:08.120
<v Speaker 1>I get to talk about filmmaking approaches and technology that

0:29:08.160 --> 0:29:09.880
<v Speaker 1>I totally geek out about, but I can I can

0:29:09.880 --> 0:29:14.120
<v Speaker 1>also talk about the mythology of Tron, which is incredible.

0:29:14.360 --> 0:29:17.640
<v Speaker 1>It's very prescient in a lot of ways that I'm

0:29:17.640 --> 0:29:20.719
<v Speaker 1>not even certain that that you guys were aware of

0:29:20.920 --> 0:29:24.560
<v Speaker 1>at the time, Like things that that to me became

0:29:24.680 --> 0:29:28.720
<v Speaker 1>really big conversation points a decade or more further out

0:29:28.800 --> 0:29:31.520
<v Speaker 1>from when the film came out. Oh yeah, I mean,

0:29:31.560 --> 0:29:34.720
<v Speaker 1>I'll tell you something that will boil your mind. Sure.

0:29:35.400 --> 0:29:39.440
<v Speaker 1>I had a revelation about the mythology of trona the

0:29:39.560 --> 0:29:46.880
<v Speaker 1>first movie two days ago. I'm serious because in discussions

0:29:46.880 --> 0:29:50.719
<v Speaker 1>about Tron two and discussions about, you know, theoretical discussions

0:29:50.760 --> 0:29:53.520
<v Speaker 1>about what at Tron three would be, all of a sudden,

0:29:53.880 --> 0:29:57.520
<v Speaker 1>it sheds light all the way back to the first film,

0:29:57.560 --> 0:30:00.520
<v Speaker 1>and I realized, oh, this is why we doing that.

0:30:00.600 --> 0:30:07.240
<v Speaker 1>And I never really understood that that clearly until you know, so, yeah,

0:30:07.880 --> 0:30:12.360
<v Speaker 1>it's that aspect of it. It's funny because I like

0:30:12.560 --> 0:30:16.360
<v Speaker 1>to talk about the technical achievement of Tron and the

0:30:16.480 --> 0:30:20.720
<v Speaker 1>incredible work and all the talented people that worked on it,

0:30:20.800 --> 0:30:24.840
<v Speaker 1>and I mean talked about unsung heroes, you know, Richard

0:30:24.880 --> 0:30:28.120
<v Speaker 1>with Richard Taylor and Bill Kroyer did and and there

0:30:28.320 --> 0:30:30.640
<v Speaker 1>the teams and all the three companies. I could go

0:30:30.680 --> 0:30:34.040
<v Speaker 1>on all day about how great that whole group was.

0:30:34.480 --> 0:30:37.360
<v Speaker 1>But then people go, see listener, he's such a geek.

0:30:37.640 --> 0:30:41.720
<v Speaker 1>You know, he doesn't love story or characters. And that's

0:30:41.720 --> 0:30:46.400
<v Speaker 1>not true at all. I mean, what what actually got Tron.

0:30:47.120 --> 0:30:52.080
<v Speaker 1>Gave me the energy to make Tron was not the

0:30:52.160 --> 0:30:58.120
<v Speaker 1>geeky energy of computer graphics. What what motivated me for

0:30:58.240 --> 0:31:01.680
<v Speaker 1>years and made me put everything on the line were

0:31:01.720 --> 0:31:06.320
<v Speaker 1>the characters. And it was that story in particular. And

0:31:06.360 --> 0:31:09.560
<v Speaker 1>then I got so excited because I saw that there

0:31:09.640 --> 0:31:13.680
<v Speaker 1>was a chance we could actually do it with this technology.

0:31:13.720 --> 0:31:19.160
<v Speaker 1>But looking back at it, um, I have to say that,

0:31:20.040 --> 0:31:25.680
<v Speaker 1>you know, I was. I was inspired by the experiences

0:31:25.760 --> 0:31:28.160
<v Speaker 1>of my own life up to that point, even though

0:31:28.200 --> 0:31:33.200
<v Speaker 1>I was young, and the story works on many levels

0:31:33.240 --> 0:31:39.120
<v Speaker 1>for me personally. UM so, yeah, I care about that

0:31:40.600 --> 0:31:45.400
<v Speaker 1>pretty deeply. I would say, well, it's the effects of

0:31:45.440 --> 0:31:49.840
<v Speaker 1>the film are phenomenal and I love them. But as

0:31:49.880 --> 0:31:53.440
<v Speaker 1>people have pointed out numerous times over the years, effects

0:31:53.840 --> 0:31:57.160
<v Speaker 1>don't make a story. And if you rely too heavily

0:31:57.400 --> 0:32:04.080
<v Speaker 1>upon the the azzle of effects and you sacrifice the story,

0:32:04.200 --> 0:32:07.920
<v Speaker 1>then you know, I don't find myself talking about those

0:32:07.960 --> 0:32:11.000
<v Speaker 1>films later on, right, I don't, I know what you mean,

0:32:11.200 --> 0:32:15.520
<v Speaker 1>there's nothing, nothing to hang on. Yeah, I know, well,

0:32:15.560 --> 0:32:19.719
<v Speaker 1>they don't resonate past to the you know, the moment,

0:32:20.480 --> 0:32:25.640
<v Speaker 1>the thing that I've been thinking about and the revelation

0:32:25.680 --> 0:32:29.640
<v Speaker 1>I just had recently is that if you look at

0:32:31.240 --> 0:32:34.840
<v Speaker 1>if you look at a movie like Star Wars or

0:32:35.120 --> 0:32:41.920
<v Speaker 1>Um or an Avatar or Um Wonder Woman or four

0:32:42.320 --> 0:32:45.920
<v Speaker 1>thor is of an example, the worlds of those films

0:32:47.000 --> 0:32:51.760
<v Speaker 1>are epic. I mean, there's nothing more epic than Nordic

0:32:51.880 --> 0:32:56.880
<v Speaker 1>mythology and spaces as epic as it gets, and it's infinity,

0:32:57.000 --> 0:33:00.959
<v Speaker 1>it's everything. So what happens in those elms is that

0:33:02.560 --> 0:33:07.600
<v Speaker 1>Star Wars or a thor what happens is that you

0:33:07.680 --> 0:33:12.560
<v Speaker 1>get to have comedic characters because that they make the

0:33:13.680 --> 0:33:17.680
<v Speaker 1>epic grandeur of the setting relatable. So you know, it's

0:33:17.720 --> 0:33:20.920
<v Speaker 1>called Star Wars, which is about as epic a title

0:33:20.960 --> 0:33:23.479
<v Speaker 1>as you could ever come up with. But then you know,

0:33:24.000 --> 0:33:26.520
<v Speaker 1>Luke is kind of a goofy farm boy with his

0:33:26.720 --> 0:33:31.840
<v Speaker 1>you know, and his robot friends are you know, pretty funny.

0:33:32.920 --> 0:33:35.880
<v Speaker 1>So you know, that's how we relate to the epic.

0:33:35.920 --> 0:33:38.920
<v Speaker 1>And the what I'm getting at where this connects with

0:33:39.040 --> 0:33:43.680
<v Speaker 1>Tron is that Tron has is kind of the opposite

0:33:43.720 --> 0:33:47.640
<v Speaker 1>formula if you think about it, because when we did

0:33:47.680 --> 0:33:52.600
<v Speaker 1>Tron one, all there was was you know, pong games,

0:33:54.240 --> 0:33:56.880
<v Speaker 1>and no one looks at a pawn game and says

0:33:57.400 --> 0:34:01.320
<v Speaker 1>this is epic. You know, people stand out at night

0:34:01.320 --> 0:34:03.800
<v Speaker 1>and look at the stars and say this is epic.

0:34:03.840 --> 0:34:05.760
<v Speaker 1>But they don't stand in front of a pong game

0:34:06.320 --> 0:34:09.480
<v Speaker 1>in a bar and you know, look at the the

0:34:09.640 --> 0:34:14.600
<v Speaker 1>pong bar table and say this is epic. So what

0:34:14.640 --> 0:34:17.160
<v Speaker 1>we did was we kind of with the character of Flynn,

0:34:17.160 --> 0:34:22.040
<v Speaker 1>we add it's kind of an epic character two a

0:34:22.200 --> 0:34:26.120
<v Speaker 1>non epic world. And I think that for the people

0:34:26.280 --> 0:34:31.680
<v Speaker 1>that struggled with Tron, and some people still do and say,

0:34:31.800 --> 0:34:33.839
<v Speaker 1>you know, I don't get that movie. Why are people

0:34:33.880 --> 0:34:37.279
<v Speaker 1>excited about it? I think what what they struggle with,

0:34:37.360 --> 0:34:41.240
<v Speaker 1>even though they wouldn't necessarily say it, is they struggle

0:34:41.280 --> 0:34:46.240
<v Speaker 1>with the idea that something epic can come and significant

0:34:46.320 --> 0:34:49.719
<v Speaker 1>or grand can come out of something that isn't well.

0:34:50.120 --> 0:34:54.240
<v Speaker 1>And and to kind of continue your your point, uh,

0:34:54.360 --> 0:34:57.480
<v Speaker 1>you know, if you look at it on the scale

0:34:57.480 --> 0:34:59.520
<v Speaker 1>of something like Star Wars or thor you're talking about

0:34:59.560 --> 0:35:03.320
<v Speaker 1>this cause malogical scale, and when you're talking about Tron,

0:35:03.320 --> 0:35:08.080
<v Speaker 1>you're talking about diving into a virtual space that's confined

0:35:08.160 --> 0:35:12.800
<v Speaker 1>within a very you know, limited physical space. It's within

0:35:12.960 --> 0:35:17.520
<v Speaker 1>a computer. It's almost like you're literally going as small

0:35:17.560 --> 0:35:19.960
<v Speaker 1>scale as you can get we're talking about information, not

0:35:20.040 --> 0:35:23.440
<v Speaker 1>even a physical thing at this point, right, Well, that's

0:35:23.200 --> 0:35:26.640
<v Speaker 1>that's I think one of the reasons people are drawn

0:35:26.920 --> 0:35:32.840
<v Speaker 1>to take sort of sanctuary in the digital world, and

0:35:32.920 --> 0:35:37.799
<v Speaker 1>we do it all the time, is because we control it.

0:35:37.800 --> 0:35:41.560
<v Speaker 1>It's finite. You know, even though it's gotten as complex

0:35:41.719 --> 0:35:45.720
<v Speaker 1>as it is compared to the universe, it still feels

0:35:45.800 --> 0:35:49.400
<v Speaker 1>like it's ours. We can manage it, we put it together,

0:35:49.560 --> 0:35:53.520
<v Speaker 1>we can alter it. But you know, the universe, we're

0:35:53.520 --> 0:35:58.520
<v Speaker 1>getting really bad at dealing with the universe. And um

0:35:58.920 --> 0:36:04.439
<v Speaker 1>so I think, well, it's also this is all very

0:36:04.480 --> 0:36:12.040
<v Speaker 1>generational because my generation traditionally, and certainly people older than

0:36:12.120 --> 0:36:15.839
<v Speaker 1>me just I can't tell you. I don't know how

0:36:15.880 --> 0:36:18.719
<v Speaker 1>old you are, but I'm sure you're younger than me.

0:36:19.600 --> 0:36:26.040
<v Speaker 1>People were terrified of computers, just terrified. And Disney was terrified,

0:36:26.320 --> 0:36:32.440
<v Speaker 1>every you know, everybody was. And it's like young people

0:36:32.440 --> 0:36:35.520
<v Speaker 1>come along and they say, well, this scares the hell

0:36:35.560 --> 0:36:39.360
<v Speaker 1>out of my parents. What power is actually here that

0:36:39.560 --> 0:36:43.640
<v Speaker 1>does that? A little bit like, yeah, if dad has

0:36:43.680 --> 0:36:46.520
<v Speaker 1>a problem understanding this and it freaks them out, I

0:36:46.560 --> 0:36:49.680
<v Speaker 1>got to learn what this is about. And so the

0:36:49.760 --> 0:36:53.520
<v Speaker 1>idea that something significant was going to come out of

0:36:53.560 --> 0:36:58.400
<v Speaker 1>these you know, these limited worlds with this you know,

0:36:58.560 --> 0:37:04.080
<v Speaker 1>information storage manipulation that was embraced by the next generation,

0:37:04.520 --> 0:37:09.360
<v Speaker 1>but it was you know, none of something that older

0:37:09.400 --> 0:37:15.680
<v Speaker 1>people wanted to accept, and they created this weird schism

0:37:15.760 --> 0:37:20.960
<v Speaker 1>over the years with tron. I mean, you know, some

0:37:21.080 --> 0:37:24.960
<v Speaker 1>people said, oh my god, you know how this is

0:37:25.520 --> 0:37:29.440
<v Speaker 1>terrible if things go in this direction. And then twenty

0:37:29.560 --> 0:37:34.800
<v Speaker 1>years later they were doing ads for Apple computers and

0:37:34.920 --> 0:37:40.800
<v Speaker 1>I've I've seen that arc and people don't change. Generations change,

0:37:41.760 --> 0:37:44.120
<v Speaker 1>and um. The other thing, as long as I'm thinking

0:37:44.200 --> 0:37:49.880
<v Speaker 1>down this avenue is that I think the fundamental change

0:37:50.160 --> 0:37:54.600
<v Speaker 1>with the threat of computers. At the time, you know,

0:37:54.920 --> 0:37:57.560
<v Speaker 1>everybody was worried about, oh, you know, the computers are

0:37:57.560 --> 0:37:59.400
<v Speaker 1>going to take my personal data and they're going to

0:37:59.560 --> 0:38:02.279
<v Speaker 1>use it. Ag asked me, I'm gonna lose my privacy.

0:38:02.400 --> 0:38:07.600
<v Speaker 1>And who could have predicted that they would take all

0:38:07.640 --> 0:38:11.480
<v Speaker 1>our personal data but they wouldn't have to battle us

0:38:11.560 --> 0:38:14.080
<v Speaker 1>for it. We would line up to hand it over.

0:38:15.600 --> 0:38:20.400
<v Speaker 1>It's called Facebook, okay, it's called you know everything else

0:38:21.040 --> 0:38:25.840
<v Speaker 1>that you know wants our credit card number. And so

0:38:27.239 --> 0:38:30.560
<v Speaker 1>that has been you know about no one anticipated that,

0:38:30.800 --> 0:38:36.080
<v Speaker 1>No one back then and Torom didn't anticipate that either. That.

0:38:36.640 --> 0:38:39.080
<v Speaker 1>You know, I talked to some of the heaviest people

0:38:39.120 --> 0:38:43.600
<v Speaker 1>in the field of computers back then, and you know,

0:38:43.680 --> 0:38:45.719
<v Speaker 1>they would give me notes, and some of them would

0:38:45.719 --> 0:38:49.160
<v Speaker 1>give me story suggestions, but no one ever gave me

0:38:49.200 --> 0:38:51.919
<v Speaker 1>a note that said, you know, we're going to hand.

0:38:52.880 --> 0:38:55.400
<v Speaker 1>It's not that we're gonna fear it and battle it.

0:38:55.719 --> 0:38:58.359
<v Speaker 1>We're gonna run towards it as fast as we can.

0:38:59.480 --> 0:39:03.160
<v Speaker 1>And it's and I've spent a lot of time thinking

0:39:03.200 --> 0:39:06.800
<v Speaker 1>about how that really happened or on what that really means,

0:39:07.440 --> 0:39:10.359
<v Speaker 1>what are the repercussions of that, And what I came

0:39:10.400 --> 0:39:17.200
<v Speaker 1>away with on that is that that computers put us,

0:39:17.440 --> 0:39:20.000
<v Speaker 1>put the users in a situation where they said, look,

0:39:20.080 --> 0:39:24.879
<v Speaker 1>we'll take care of the cognitive problems, so you're liberated

0:39:24.960 --> 0:39:28.640
<v Speaker 1>from that, and what what you can do with your

0:39:28.680 --> 0:39:33.520
<v Speaker 1>extra time is indulge your feelings. And you know, because

0:39:33.640 --> 0:39:37.239
<v Speaker 1>that's what we like to do. You know, we we

0:39:37.320 --> 0:39:39.960
<v Speaker 1>get adding machines so we don't have to do the math.

0:39:40.600 --> 0:39:43.040
<v Speaker 1>So then we can, you know, go to the movies

0:39:43.120 --> 0:39:46.120
<v Speaker 1>instead of doing the math, and we can enjoy our

0:39:46.160 --> 0:39:52.880
<v Speaker 1>emotions and feelings. And that has continued to advance. You know,

0:39:52.920 --> 0:39:54.480
<v Speaker 1>it used to be like, okay, I'm not going to

0:39:54.680 --> 0:39:57.320
<v Speaker 1>learn too much math because I have an adding machine

0:39:57.840 --> 0:40:00.920
<v Speaker 1>and you know, now I have spell check, well, you know,

0:40:01.160 --> 0:40:03.399
<v Speaker 1>and then it's like, well I don't. Pretty soon I'm

0:40:03.400 --> 0:40:07.600
<v Speaker 1>not even gonna have to drive my car drive itself.

0:40:08.080 --> 0:40:12.640
<v Speaker 1>And so all these cognitive things are being you know,

0:40:12.760 --> 0:40:18.080
<v Speaker 1>we're so called being liberated from and then we're just

0:40:18.239 --> 0:40:23.000
<v Speaker 1>all about our feelings. And you know, we wanted that

0:40:23.080 --> 0:40:27.840
<v Speaker 1>for a long time. But in the past people humanity

0:40:28.000 --> 0:40:31.600
<v Speaker 1>dreamt about it the other way. You know, for hundreds

0:40:31.600 --> 0:40:36.319
<v Speaker 1>of years people philosophers dreamt of a world that was

0:40:36.400 --> 0:40:41.320
<v Speaker 1>guided by reason because it was too much about people's feelings.

0:40:42.480 --> 0:40:46.640
<v Speaker 1>And you know, science and philosophy advanced so we could

0:40:46.640 --> 0:40:51.480
<v Speaker 1>get to this point where reason sort of determined our

0:40:51.800 --> 0:40:59.879
<v Speaker 1>our fate because reason is connected to underlying truth that endures.

0:41:00.760 --> 0:41:05.040
<v Speaker 1>That's why, that's what reason is. But emotions don't work

0:41:05.080 --> 0:41:11.080
<v Speaker 1>that way. You know, you can think that it's worth

0:41:11.719 --> 0:41:18.200
<v Speaker 1>you know, dying one moment for something. You know, if

0:41:18.280 --> 0:41:21.440
<v Speaker 1>I don't get invited to the prom I should you

0:41:21.760 --> 0:41:25.960
<v Speaker 1>be better off dead, And then a month later you

0:41:26.000 --> 0:41:30.240
<v Speaker 1>could forget that you ever felt that way. And so

0:41:30.560 --> 0:41:33.640
<v Speaker 1>now we're we're kind of living in the age of Trump,

0:41:34.760 --> 0:41:37.640
<v Speaker 1>where I'm digressing, I know, but we're living in the

0:41:37.640 --> 0:41:42.760
<v Speaker 1>age of Trump. We're it's all about these feelings every day,

0:41:43.080 --> 0:41:46.839
<v Speaker 1>and we have we have the way of of expressing

0:41:46.840 --> 0:41:51.200
<v Speaker 1>those feelings to a larger audience than ever before, instantaneously,

0:41:52.400 --> 0:41:58.040
<v Speaker 1>as you know, So the cognitive power of computers has

0:41:58.160 --> 0:42:06.319
<v Speaker 1>ironically completely liberated our emotional feely side, touchy feely side.

0:42:05.880 --> 0:42:09.760
<v Speaker 1>It gets to stand out every thought in his head

0:42:10.400 --> 0:42:16.960
<v Speaker 1>because of Twitter. Whenever whenever, whenever a disgruntled employee of

0:42:16.960 --> 0:42:21.800
<v Speaker 1>Twitter isn't deleting his account. Yeah, so this this weird

0:42:21.880 --> 0:42:26.440
<v Speaker 1>relationship we've developed with technology. And I go all the

0:42:26.480 --> 0:42:29.400
<v Speaker 1>way back to you know, the early torn days, and

0:42:30.040 --> 0:42:32.640
<v Speaker 1>I can see what we thought then, and I can

0:42:32.800 --> 0:42:36.640
<v Speaker 1>you know, I've experienced the arc you know, from there

0:42:36.640 --> 0:42:40.440
<v Speaker 1>to hear it's it's really interesting. Well, what's fascinating to

0:42:40.480 --> 0:42:42.680
<v Speaker 1>me is that, you know, you talked about this this

0:42:42.800 --> 0:42:46.960
<v Speaker 1>thing about computers that were very scary to one generation

0:42:47.160 --> 0:42:50.719
<v Speaker 1>and very promising to the next. Uh. My background is,

0:42:50.760 --> 0:42:54.640
<v Speaker 1>interestingly for me anyway, not not in technology. My background,

0:42:54.680 --> 0:42:58.799
<v Speaker 1>my scholarly background was in medieval literature. And history. And

0:42:58.840 --> 0:43:01.320
<v Speaker 1>the funny thing is you see the exact same story

0:43:01.400 --> 0:43:05.560
<v Speaker 1>play out upon the invention of the Guttenberg Press, because

0:43:05.560 --> 0:43:11.919
<v Speaker 1>it was taking taking books away from monks, you know exactly. Yeah.

0:43:11.960 --> 0:43:14.640
<v Speaker 1>Instead of instead of it being the church that was

0:43:14.719 --> 0:43:18.680
<v Speaker 1>completely in charge of creating manuscripts and books, it now

0:43:18.760 --> 0:43:22.000
<v Speaker 1>became the domain of printers who could produce them much

0:43:22.000 --> 0:43:24.560
<v Speaker 1>more quickly, which meant that people could actually own books

0:43:24.600 --> 0:43:28.440
<v Speaker 1>for the first time because they weren't prohibitively expensive, and

0:43:28.520 --> 0:43:32.279
<v Speaker 1>that transformed the Renaissance. Really, you could argue that was

0:43:32.280 --> 0:43:37.520
<v Speaker 1>an enormous employ on it, just as computers have been

0:43:37.920 --> 0:43:44.120
<v Speaker 1>granted a much more accelerated, but a similar transformative element

0:43:44.160 --> 0:43:48.440
<v Speaker 1>in our own society. So this kind of knowing this

0:43:48.520 --> 0:43:50.040
<v Speaker 1>sort of stuff, I mean, granted, a lot of this

0:43:50.080 --> 0:43:52.279
<v Speaker 1>stuff kind of evolved over the years since Tron has

0:43:52.320 --> 0:43:54.799
<v Speaker 1>come out and in some ways can change the way

0:43:54.840 --> 0:43:57.360
<v Speaker 1>we view Tron, which I actually I think that's great

0:43:57.360 --> 0:44:00.760
<v Speaker 1>for any piece of art, right that you can revisit

0:44:00.800 --> 0:44:02.799
<v Speaker 1>that piece of art and it means something new to

0:44:02.920 --> 0:44:06.760
<v Speaker 1>you based upon your experiences and the way the world

0:44:06.800 --> 0:44:12.960
<v Speaker 1>has changed things. A window into how what a relationship

0:44:13.320 --> 0:44:17.200
<v Speaker 1>was with all of those things, the things of the

0:44:17.280 --> 0:44:22.239
<v Speaker 1>moment and eternal things at that moment in times, you know.

0:44:22.520 --> 0:44:25.960
<v Speaker 1>I mean, I'll tell you another sort of past and

0:44:26.160 --> 0:44:33.120
<v Speaker 1>future mechanism that I thought about primarily after I made Tron,

0:44:33.239 --> 0:44:36.640
<v Speaker 1>which is that, you know, the character of Flynn is

0:44:36.840 --> 0:44:40.120
<v Speaker 1>kind of you know. Afterwards, I did quite a bit

0:44:40.160 --> 0:44:44.200
<v Speaker 1>of study about the archetype of the shaman character and

0:44:44.320 --> 0:44:48.040
<v Speaker 1>what it what does the shaman character do traditionally And

0:44:48.120 --> 0:44:55.399
<v Speaker 1>traditionally he he heals a person who has lost their

0:44:55.480 --> 0:44:59.319
<v Speaker 1>spirit because their spirit has gone into you know, the

0:44:59.560 --> 0:45:02.719
<v Speaker 1>another world, the spirit world, and that is why the

0:45:02.760 --> 0:45:07.320
<v Speaker 1>person here is sick. And the shaman has the power

0:45:07.480 --> 0:45:11.160
<v Speaker 1>to crossover into the spirit world. And then because he

0:45:11.200 --> 0:45:17.360
<v Speaker 1>has powers there, he can retrieve the spirit of his friend,

0:45:17.800 --> 0:45:20.400
<v Speaker 1>bring it back to this world, and then put the

0:45:20.440 --> 0:45:23.759
<v Speaker 1>two together. And I'm reading about this, like, you know,

0:45:23.960 --> 0:45:28.200
<v Speaker 1>specifics about this twenty years later, and and then I'm

0:45:28.239 --> 0:45:32.640
<v Speaker 1>thinking about what Flynn did in the first movie. Alan

0:45:33.040 --> 0:45:35.920
<v Speaker 1>and you know, Laura come to him and they're sick.

0:45:36.000 --> 0:45:40.200
<v Speaker 1>Why because they've lost their spirit, They've lost their programs

0:45:41.360 --> 0:45:46.160
<v Speaker 1>and it's making them sick. And he has lost information too,

0:45:46.400 --> 0:45:51.000
<v Speaker 1>and then he ends up crossing over into the digital realm,

0:45:51.080 --> 0:45:56.040
<v Speaker 1>and you know what does he do there? He freeze

0:45:56.120 --> 0:46:00.440
<v Speaker 1>them up so that they can now get in touch

0:46:00.840 --> 0:46:03.880
<v Speaker 1>the you know, the information that is the Tron program

0:46:03.960 --> 0:46:06.000
<v Speaker 1>can get in touch with the user can get in

0:46:06.040 --> 0:46:10.040
<v Speaker 1>touch with it, and you know, and then he comes

0:46:10.080 --> 0:46:12.839
<v Speaker 1>back to this world. And I thought, you know, this

0:46:12.920 --> 0:46:16.319
<v Speaker 1>is this is pretty crazy that it's the role of

0:46:16.360 --> 0:46:21.040
<v Speaker 1>the shaman, but in a in a digital environment. And

0:46:21.080 --> 0:46:23.839
<v Speaker 1>I wasn't really thinking about that when I came up

0:46:23.880 --> 0:46:26.279
<v Speaker 1>with it. And not only that, but a role of

0:46:26.280 --> 0:46:30.919
<v Speaker 1>a shaman, a shaman taking the role of essentially our protagonist, uh,

0:46:30.960 --> 0:46:33.880
<v Speaker 1>the hero of the story, the one who makes the

0:46:34.280 --> 0:46:36.799
<v Speaker 1>who defeats the bad guy at the end. You know,

0:46:36.840 --> 0:46:41.400
<v Speaker 1>we have Tron, but we follow Flynn. Obviously, that makes

0:46:41.400 --> 0:46:44.240
<v Speaker 1>sense because Flynn is from our world, so we're seeing

0:46:44.280 --> 0:46:47.320
<v Speaker 1>the world of Tron through his eyes. That's very necessary

0:46:47.360 --> 0:46:50.440
<v Speaker 1>for the grounding of that for the audience. But it

0:46:50.520 --> 0:46:54.000
<v Speaker 1>is also interesting that that in a traditional narrative, we

0:46:54.040 --> 0:46:56.680
<v Speaker 1>would be following the story of Tron right you start,

0:46:56.760 --> 0:46:58.800
<v Speaker 1>you follow the story of the guy who slays the

0:46:58.880 --> 0:47:02.360
<v Speaker 1>dragon at the end. Uh. And so instead we're following

0:47:02.760 --> 0:47:07.279
<v Speaker 1>the character that enables that to happen and one level up.

0:47:07.960 --> 0:47:11.279
<v Speaker 1>It's pretty funny that moment when at the end of

0:47:11.360 --> 0:47:14.040
<v Speaker 1>Tron where she says, you know, Flynn really did it,

0:47:14.760 --> 0:47:18.560
<v Speaker 1>and Tron doesn't know that, you know, he managed to

0:47:19.120 --> 0:47:22.279
<v Speaker 1>overcome the m c P because of what Flynn did.

0:47:22.760 --> 0:47:26.480
<v Speaker 1>That that happened on a whole, whole dimensional level above

0:47:26.640 --> 0:47:30.680
<v Speaker 1>his head literally, and he looks at her and he goes, oh, okay,

0:47:31.040 --> 0:47:35.360
<v Speaker 1>I don't really know what to do with that information. Yeah,

0:47:35.920 --> 0:47:38.719
<v Speaker 1>you know, and I just this thought popped into my head,

0:47:38.760 --> 0:47:41.840
<v Speaker 1>which is that according to this definition of what a

0:47:41.920 --> 0:47:49.080
<v Speaker 1>shaman is, you could almost say that, um Wizard of

0:47:49.080 --> 0:47:55.680
<v Speaker 1>Oz is a shaman story that Judy Garland's character she

0:47:56.239 --> 0:47:58.880
<v Speaker 1>crosses over to the other world and what does she do.

0:47:59.080 --> 0:48:04.800
<v Speaker 1>She helps her friend and become whole brain. It's a

0:48:04.920 --> 0:48:10.839
<v Speaker 1>very similar mechanism. Absolutely. Yeah, it's uh interesting. I had

0:48:10.880 --> 0:48:12.920
<v Speaker 1>not even thought of that, but that is a very

0:48:12.960 --> 0:48:16.960
<v Speaker 1>a very apt, uh comparison, especially since Dorothy again is

0:48:17.000 --> 0:48:20.520
<v Speaker 1>going into a world completely unlike our own, that has

0:48:20.560 --> 0:48:27.520
<v Speaker 1>its own rules, has its own history. Doth Yeah, back again.

0:48:27.719 --> 0:48:30.720
<v Speaker 1>Just wanted to say, we're going to take another quick break,

0:48:30.719 --> 0:48:40.680
<v Speaker 1>but we'll be right back for the rest of this interview. Well,

0:48:40.960 --> 0:48:43.360
<v Speaker 1>I have another question for you. This is one that

0:48:43.360 --> 0:48:47.240
<v Speaker 1>that not only I need to know, but my producer

0:48:47.360 --> 0:48:51.360
<v Speaker 1>Ramsey needs to know, and that is Master Control Program

0:48:51.440 --> 0:48:54.000
<v Speaker 1>m c P, one of one of the great villains

0:48:54.239 --> 0:48:59.400
<v Speaker 1>of science fiction. What what what was? Did you have

0:48:59.440 --> 0:49:05.160
<v Speaker 1>any specif inspirations for MCP, perhaps with any other organizations

0:49:05.200 --> 0:49:07.160
<v Speaker 1>that might have three letters in their name or anything

0:49:07.160 --> 0:49:12.200
<v Speaker 1>along those lines. Or from the beginning, he was always

0:49:12.480 --> 0:49:17.239
<v Speaker 1>machine like. And when I went to and there was

0:49:17.400 --> 0:49:20.560
<v Speaker 1>a sort of Wizard of Oz component to him too,

0:49:20.960 --> 0:49:23.719
<v Speaker 1>speaking a Wizard of Oz, because you know, he was

0:49:24.320 --> 0:49:27.120
<v Speaker 1>smoking mirrors and in the end he was that, you know,

0:49:27.400 --> 0:49:30.960
<v Speaker 1>a little It all started with that little chess player.

0:49:31.040 --> 0:49:36.360
<v Speaker 1>But um, when I went to Triple I, they had

0:49:37.440 --> 0:49:40.160
<v Speaker 1>one of the three computer companies, they had created a

0:49:40.440 --> 0:49:46.200
<v Speaker 1>juggling human character wearing a top hat who um looked

0:49:46.320 --> 0:49:49.160
<v Speaker 1>very human. He barely moved. He just stood in one

0:49:49.200 --> 0:49:52.719
<v Speaker 1>position and his arms moved, and he juggled a bunch

0:49:52.760 --> 0:49:58.239
<v Speaker 1>of balls. And but he didn't speak or anything like that.

0:49:58.520 --> 0:50:02.120
<v Speaker 1>And I think you ever moved his speed either. And

0:50:02.160 --> 0:50:06.840
<v Speaker 1>then I saw that I saw this, this image popped

0:50:06.840 --> 0:50:09.799
<v Speaker 1>into my head that like the Wizard of Oz, we

0:50:09.880 --> 0:50:13.960
<v Speaker 1>could have his face on this machine like exterior that

0:50:14.040 --> 0:50:18.800
<v Speaker 1>we had been creating for the m c P and uh,

0:50:18.880 --> 0:50:23.359
<v Speaker 1>but then we couldn't render it in flesh tones and

0:50:23.400 --> 0:50:26.440
<v Speaker 1>have it speak because we just didn't have enough computing power.

0:50:27.080 --> 0:50:29.880
<v Speaker 1>So the only way we could actually do it was

0:50:29.920 --> 0:50:34.600
<v Speaker 1>in wire France. So you know, we we recorded David

0:50:34.880 --> 0:50:38.160
<v Speaker 1>Warner's voice doing it, and then we altered his voice,

0:50:38.200 --> 0:50:41.000
<v Speaker 1>and then we you know, did what animators have always

0:50:41.080 --> 0:50:43.800
<v Speaker 1>done is sync up the images, you know, the face

0:50:43.920 --> 0:50:49.160
<v Speaker 1>with the soundtrack and the MCP is really I guess

0:50:49.680 --> 0:50:55.840
<v Speaker 1>the first talking had the first c G character that

0:50:55.960 --> 0:51:01.560
<v Speaker 1>ever was. And I always liked the idea that you

0:51:01.640 --> 0:51:05.280
<v Speaker 1>can be outside of him or you can be inside

0:51:05.280 --> 0:51:09.400
<v Speaker 1>of him. The scene where Sark is actually you know,

0:51:10.239 --> 0:51:14.000
<v Speaker 1>at the pedestal and the m c P surround him.

0:51:14.040 --> 0:51:18.399
<v Speaker 1>I like that that. You know, it's that's a relationship

0:51:18.480 --> 0:51:22.160
<v Speaker 1>with the technology. We can be objective to it or

0:51:22.280 --> 0:51:27.200
<v Speaker 1>we can be subjected to being inside the technology and

0:51:27.280 --> 0:51:31.960
<v Speaker 1>it's completely surrounds us. I always pictured him as kind

0:51:31.960 --> 0:51:39.840
<v Speaker 1>of a it's funny processor, like a food processor, because

0:51:39.880 --> 0:51:43.359
<v Speaker 1>he's kind of like a juicer you think about it.

0:51:43.480 --> 0:51:47.560
<v Speaker 1>You know, he brings in these programs and he these

0:51:47.719 --> 0:51:51.440
<v Speaker 1>entities and then he juices them to extract their information.

0:51:52.640 --> 0:51:59.320
<v Speaker 1>And I'll tell you a little funny um story about

0:51:59.520 --> 0:52:03.759
<v Speaker 1>the EP and Flynn, which is that I didn't know

0:52:03.880 --> 0:52:10.399
<v Speaker 1>that Jeff who's contribution. I can't stop bragging about how,

0:52:10.600 --> 0:52:14.320
<v Speaker 1>you know, great he is in that role, but um,

0:52:14.360 --> 0:52:19.240
<v Speaker 1>and I cast him, so the uh, that was my contribution.

0:52:19.560 --> 0:52:25.560
<v Speaker 1>He did the rest, but he UM, I didn't know

0:52:25.640 --> 0:52:30.400
<v Speaker 1>he was going to do this clue persona. And so

0:52:30.440 --> 0:52:33.240
<v Speaker 1>we started filming the tank scene and he was doing

0:52:33.239 --> 0:52:35.960
<v Speaker 1>it and it was really cool and it was a

0:52:36.040 --> 0:52:38.919
<v Speaker 1>daring move on his part. But then the MC et

0:52:39.200 --> 0:52:41.960
<v Speaker 1>the recognizers common they capture Clue and then they put

0:52:42.040 --> 0:52:46.680
<v Speaker 1>him in the m c P and uh, he starts

0:52:46.719 --> 0:52:49.960
<v Speaker 1>getting d rez and then he starts screaming for his

0:52:50.080 --> 0:52:55.480
<v Speaker 1>life and Jeff delivers this great, you know, heartfelt moment

0:52:55.600 --> 0:52:58.719
<v Speaker 1>of like, you know, I'm not giving into you, m

0:52:58.800 --> 0:53:02.080
<v Speaker 1>c P. But he doesn't do it in the clue voice.

0:53:03.320 --> 0:53:07.920
<v Speaker 1>He does it as in his real voice, and neither

0:53:08.000 --> 0:53:12.440
<v Speaker 1>of us caught that. No one caught that inconsistency that,

0:53:12.600 --> 0:53:14.480
<v Speaker 1>if you think about it, that should have been in

0:53:14.520 --> 0:53:19.120
<v Speaker 1>the Clue program voice. But and you know, but it

0:53:19.280 --> 0:53:21.719
<v Speaker 1>isn't and it's a little bit like it's kind of

0:53:21.719 --> 0:53:24.480
<v Speaker 1>freaky because it's a little bit like Clue was dying

0:53:24.600 --> 0:53:27.839
<v Speaker 1>and then the last thing he did was act like,

0:53:28.239 --> 0:53:33.240
<v Speaker 1>you know, a user just before the end. So that's

0:53:33.480 --> 0:53:35.840
<v Speaker 1>you know, it was kind of a happy accident. But

0:53:35.960 --> 0:53:39.440
<v Speaker 1>anyway that the m c P was was like, you know,

0:53:39.600 --> 0:53:48.080
<v Speaker 1>a food processor with people or characters. And that design

0:53:48.239 --> 0:53:52.279
<v Speaker 1>actually did not change all that much. I mean it

0:53:52.360 --> 0:53:57.160
<v Speaker 1>was it was worked over brilliantly by sid Meade and

0:53:57.400 --> 0:54:04.840
<v Speaker 1>improved a lot, but that the through line went back years. Well,

0:54:05.800 --> 0:54:09.720
<v Speaker 1>I guess, uh, you know, to me just seeing that

0:54:09.719 --> 0:54:15.240
<v Speaker 1>that image, uh, that that enormous head, that booming voice

0:54:15.880 --> 0:54:22.160
<v Speaker 1>it's consuming the the information uh from from other programs.

0:54:22.360 --> 0:54:24.919
<v Speaker 1>To me today, like when I think of the Internet voice,

0:54:25.000 --> 0:54:27.160
<v Speaker 1>that's the voice that's in my head, it's the voice

0:54:27.160 --> 0:54:30.319
<v Speaker 1>of m c P as it's as it's consuming. And

0:54:30.360 --> 0:54:34.120
<v Speaker 1>you know, talking again about pressions, like there's so much

0:54:34.200 --> 0:54:38.120
<v Speaker 1>here about the merging of what it is to be

0:54:38.239 --> 0:54:42.719
<v Speaker 1>human and the technology that we create. It really really

0:54:42.760 --> 0:54:45.960
<v Speaker 1>seems like the singularity, like that concept of the singularity

0:54:46.000 --> 0:54:50.520
<v Speaker 1>of of humans elevating themselves to the next level. Perhaps

0:54:50.600 --> 0:54:53.880
<v Speaker 1>merging with machines or incorporating machines in some way. Sometimes

0:54:53.920 --> 0:54:55.719
<v Speaker 1>it doesn't involve that, but but a lot of the

0:54:55.800 --> 0:54:59.759
<v Speaker 1>versions of the Singularity do. This seems like, uh, it

0:54:59.840 --> 0:55:01.759
<v Speaker 1>was very much in that that sort of vein, like

0:55:01.840 --> 0:55:04.680
<v Speaker 1>this idea of yeah, well is it. You know, there

0:55:04.680 --> 0:55:08.760
<v Speaker 1>were no we didn't use the term user before Tron,

0:55:08.880 --> 0:55:12.400
<v Speaker 1>and people didn't know what the word meant, and people

0:55:12.440 --> 0:55:16.440
<v Speaker 1>didn't have computers. I mean, there were no really you know, handful,

0:55:16.520 --> 0:55:22.120
<v Speaker 1>but people were and they were crude at best. So, um,

0:55:22.400 --> 0:55:25.960
<v Speaker 1>this whole idea of your sort of your alter ego,

0:55:26.320 --> 0:55:30.520
<v Speaker 1>your avatar being you know, in there in the form

0:55:30.560 --> 0:55:35.680
<v Speaker 1>of your information, that just keeps building every year, so

0:55:35.920 --> 0:55:41.160
<v Speaker 1>that you know, it's it's getting to the point where

0:55:41.200 --> 0:55:44.520
<v Speaker 1>we really are creating, as much as possible, a double

0:55:44.640 --> 0:55:52.839
<v Speaker 1>ganger of ourselves digitally. And I mean, I think what's

0:55:52.920 --> 0:55:57.000
<v Speaker 1>interesting is that Nintendo, i've heard, has done studies on

0:55:57.120 --> 0:56:03.160
<v Speaker 1>how people picture themselves in their mind's eye, and they've

0:56:03.160 --> 0:56:08.280
<v Speaker 1>come to the conclusion that we imagine ourselves is somewhat

0:56:08.280 --> 0:56:12.920
<v Speaker 1>a cartoon version of ourselves. And I think that's one

0:56:12.960 --> 0:56:17.560
<v Speaker 1>of the reasons that Nintendo video games as successful and

0:56:17.640 --> 0:56:20.440
<v Speaker 1>brilliant as they are. I mean, part of that success

0:56:20.480 --> 0:56:25.200
<v Speaker 1>I think comes from working with that theory that you know,

0:56:26.320 --> 0:56:30.160
<v Speaker 1>they're not realistic, and I think that the idea of

0:56:30.200 --> 0:56:34.560
<v Speaker 1>a realistic double Ganger a sort of copy of ourselves.

0:56:35.400 --> 0:56:39.719
<v Speaker 1>I think that that's a in some ways maybe more challenging,

0:56:40.880 --> 0:56:45.600
<v Speaker 1>and I think that's part of the challenge that we're

0:56:46.080 --> 0:56:51.640
<v Speaker 1>actually facing that, you know, it's it's a little bit

0:56:51.680 --> 0:56:55.960
<v Speaker 1>like not only we're creating a double Gang or Earth

0:56:57.520 --> 0:57:01.600
<v Speaker 1>and a digital one. And like I said earlier, I

0:57:01.640 --> 0:57:06.799
<v Speaker 1>think we feel good about that because it doesn't confound

0:57:06.880 --> 0:57:11.400
<v Speaker 1>us like the universe. You know, it has problems like

0:57:11.480 --> 0:57:14.239
<v Speaker 1>hackers and trolls. But yeah, we can deal with that,

0:57:16.040 --> 0:57:19.919
<v Speaker 1>you know, because ultimately those are people, those are those

0:57:21.480 --> 0:57:26.800
<v Speaker 1>ineffable forces. We don't understand. Its CEO too. Yeah, it's

0:57:26.880 --> 0:57:30.520
<v Speaker 1>Jonathan from One again, just breaking in to say we're

0:57:30.520 --> 0:57:32.880
<v Speaker 1>going to take another quick break and be right back

0:57:32.920 --> 0:57:43.880
<v Speaker 1>with the interview Stephen Lisberger. This has been a huge

0:57:43.880 --> 0:57:46.920
<v Speaker 1>thrill for me to to talk to the writer and

0:57:46.960 --> 0:57:49.920
<v Speaker 1>director of a film that, you know what played a

0:57:49.960 --> 0:57:53.920
<v Speaker 1>big part in my childhood and I watch it frequently,

0:57:54.160 --> 0:57:56.240
<v Speaker 1>so I have in fact, I want to take this

0:57:56.280 --> 0:58:01.120
<v Speaker 1>opportunity to thank you for your quarters. Oh there have

0:58:01.200 --> 0:58:04.480
<v Speaker 1>been an I didn't even get into the arcades section

0:58:04.520 --> 0:58:07.200
<v Speaker 1>of this because I mean, you know, I just had

0:58:07.240 --> 0:58:10.680
<v Speaker 1>to had one footnote because I can't resist, which is

0:58:10.760 --> 0:58:12.920
<v Speaker 1>you know people always talking about, well, the first Tron,

0:58:13.480 --> 0:58:15.480
<v Speaker 1>you know, it didn't make enough money. It wasn't e

0:58:15.600 --> 0:58:19.040
<v Speaker 1>t Well the movie paid for itself as a movie,

0:58:19.880 --> 0:58:24.720
<v Speaker 1>but the video game paid for the entire movie. Too

0:58:25.640 --> 0:58:28.240
<v Speaker 1>many a week's allowance went into disks of Tron For me,

0:58:28.640 --> 0:58:33.160
<v Speaker 1>I remember the full console, like the one you would

0:58:33.200 --> 0:58:37.040
<v Speaker 1>step in and play and uh and yeah, I played

0:58:37.080 --> 0:58:39.840
<v Speaker 1>a lot of that game. Yeah. Do you know about

0:58:39.880 --> 0:58:43.000
<v Speaker 1>the Tron ride in Shanghai. I have heard about this.

0:58:43.120 --> 0:58:45.400
<v Speaker 1>I have not made my way to Asia yet and

0:58:45.600 --> 0:58:51.360
<v Speaker 1>second out on YouTube Tron Shanghai and um, it's pretty amazing.

0:58:51.560 --> 0:58:56.360
<v Speaker 1>They worked on that ride for over fifteen years. Actually happened. Yeah,

0:58:56.440 --> 0:58:58.439
<v Speaker 1>I've heard of I've heard about a new one coming

0:58:58.480 --> 0:59:02.120
<v Speaker 1>to to do it in Florida now. So I'm really

0:59:02.160 --> 0:59:06.520
<v Speaker 1>excited about that because you know, the thing is, like

0:59:06.560 --> 0:59:10.000
<v Speaker 1>you said earlier, people think of Tron and you know

0:59:10.000 --> 0:59:13.520
<v Speaker 1>it's sometimes too literally like oh, you know, it's a

0:59:13.600 --> 0:59:16.520
<v Speaker 1>small world in there. You know, it's a small world

0:59:16.600 --> 0:59:21.000
<v Speaker 1>after all. And but it's funny because with the Tron ride,

0:59:21.080 --> 0:59:25.240
<v Speaker 1>the world of Tron is immense. You're small and you

0:59:25.320 --> 0:59:29.880
<v Speaker 1>get on the ride, and in some ways that's the

0:59:29.920 --> 0:59:34.640
<v Speaker 1>whole you know, that's the most thrilling part to be

0:59:34.760 --> 0:59:38.520
<v Speaker 1>small and have that recognizer looming over your head, for instance,

0:59:39.720 --> 0:59:42.439
<v Speaker 1>to make that leak to realize, oh, you know, this

0:59:42.520 --> 0:59:47.120
<v Speaker 1>world is not small. And so yeah, it's really cool

0:59:47.160 --> 0:59:50.880
<v Speaker 1>the ride. But anyway, yeah, the game and the ride.

0:59:52.200 --> 0:59:55.360
<v Speaker 1>I mean, I can't wait to experience the ride. I really,

0:59:55.560 --> 0:59:58.640
<v Speaker 1>I really am looking forward to that. The game remains

0:59:58.680 --> 1:00:00.880
<v Speaker 1>one of my favorites. I'm a I'm a child of

1:00:00.880 --> 1:00:05.160
<v Speaker 1>the seventies and eighties, so the Arcade experience was really

1:00:05.200 --> 1:00:10.080
<v Speaker 1>an important one for me growing up. Also, Tron obviously

1:00:10.200 --> 1:00:12.959
<v Speaker 1>being in that realm of for a lot of people,

1:00:13.000 --> 1:00:15.360
<v Speaker 1>it was kind of their introduction to this concept of

1:00:15.400 --> 1:00:19.120
<v Speaker 1>taking taking a very abstract idea in the form of

1:00:19.160 --> 1:00:23.080
<v Speaker 1>computer program and really turning it into something relatable. I mean,

1:00:23.120 --> 1:00:26.400
<v Speaker 1>to have a computer program that could technically just be oh, well,

1:00:26.440 --> 1:00:28.480
<v Speaker 1>this is just a spreadsheet program, but no, in this

1:00:28.520 --> 1:00:34.000
<v Speaker 1>world that is a an anthropomorphic creation that can fight

1:00:34.120 --> 1:00:40.360
<v Speaker 1>for you. That's uh pretty amazing concept. Uh, I this

1:00:40.400 --> 1:00:45.400
<v Speaker 1>was a huge thrill for me. Uh, thank you so much. Yeah,

1:00:45.400 --> 1:00:47.200
<v Speaker 1>if you get a chance to get a word in,

1:00:47.280 --> 1:00:49.680
<v Speaker 1>I mean, I'll totally be an extra in Tron three.

1:00:49.720 --> 1:00:53.600
<v Speaker 1>I'm I'm happy to be. Yeah, just sitting at sitting

1:00:53.640 --> 1:00:56.320
<v Speaker 1>off at the side. I'm perfectly fine. I just want

1:00:56.320 --> 1:00:58.000
<v Speaker 1>to I want to be in the room where it

1:00:58.040 --> 1:01:03.120
<v Speaker 1>happens as they say, thank you for joining me again. Okay,

1:01:04.840 --> 1:01:09.160
<v Speaker 1>you too. Bye. I hope you enjoyed that discussion with

1:01:09.240 --> 1:01:13.240
<v Speaker 1>Mr Lisburger. I could have easily kept talking for another

1:01:13.280 --> 1:01:16.080
<v Speaker 1>hour or two with him, and I get the feeling

1:01:16.080 --> 1:01:17.920
<v Speaker 1>he would have indulged me for as long as he

1:01:18.080 --> 1:01:21.520
<v Speaker 1>had the time to do so. I've always had an

1:01:21.560 --> 1:01:25.200
<v Speaker 1>appreciation for Tron I've always enjoyed that movie ever since

1:01:25.240 --> 1:01:28.200
<v Speaker 1>it first came out, But now that appreciation is even

1:01:28.280 --> 1:01:31.880
<v Speaker 1>more profound knowing the challenges that the team faced in

1:01:31.960 --> 1:01:34.320
<v Speaker 1>order to produce this movie at the time that it

1:01:34.440 --> 1:01:37.880
<v Speaker 1>was made, going to the point where you would swear

1:01:37.920 --> 1:01:40.720
<v Speaker 1>that this was computer generated imagery, and then knowing that

1:01:40.800 --> 1:01:45.000
<v Speaker 1>it was hand animated, hand drawn on top of actual

1:01:45.840 --> 1:01:50.320
<v Speaker 1>individual cells of film. It's incredible to think of how

1:01:50.400 --> 1:01:53.480
<v Speaker 1>much work and care and love went into this film

1:01:53.520 --> 1:01:57.120
<v Speaker 1>and created that distinctive look and feel. And also, I

1:01:57.120 --> 1:01:59.080
<v Speaker 1>really do hope I can show up in Tron three

1:02:00.400 --> 1:02:05.520
<v Speaker 1>The Balls in your Court Disney call me well. I

1:02:05.520 --> 1:02:08.520
<v Speaker 1>hope you enjoyed this interview from two thousand seventeen. It

1:02:08.560 --> 1:02:10.640
<v Speaker 1>was a real pleasure to get to do it. It

1:02:10.720 --> 1:02:15.320
<v Speaker 1>was something I had not even anticipated. Ramsey really came

1:02:15.360 --> 1:02:18.760
<v Speaker 1>through and landed that interview for me, which was incredible,

1:02:19.360 --> 1:02:22.880
<v Speaker 1>and thought that maybe you, if you hadn't had chance

1:02:22.880 --> 1:02:25.240
<v Speaker 1>to hear it, you might be interested to learn more

1:02:25.280 --> 1:02:31.400
<v Speaker 1>about what went into the creation of a really, I

1:02:31.440 --> 1:02:35.280
<v Speaker 1>think a really influential film. Not a perfect film by

1:02:35.280 --> 1:02:38.040
<v Speaker 1>any stretch of the imagination, but one that I think

1:02:38.120 --> 1:02:41.959
<v Speaker 1>influenced a lot of other filmmakers as well as people

1:02:41.960 --> 1:02:47.560
<v Speaker 1>who were getting into computer animation or computer games. Um.

1:02:47.600 --> 1:02:51.560
<v Speaker 1>It really had an impact, and obviously Tron legacy when

1:02:51.560 --> 1:02:55.120
<v Speaker 1>that came out extended that further. Um and we got

1:02:55.160 --> 1:02:59.440
<v Speaker 1>the amazing Daft punk soundtrack. So there's a lot about

1:02:59.480 --> 1:03:02.560
<v Speaker 1>Tron that I think is cool, and some of it

1:03:02.600 --> 1:03:05.480
<v Speaker 1>are the ripple effects from the movie, not just the

1:03:05.480 --> 1:03:09.120
<v Speaker 1>movie itself. If you have suggestions for topics I should

1:03:09.120 --> 1:03:11.960
<v Speaker 1>cover in future episodes of tech Stuff, Please reach out

1:03:12.000 --> 1:03:13.760
<v Speaker 1>to me. The best way to do that is over

1:03:13.800 --> 1:03:16.000
<v Speaker 1>on Twitter. The handle we use for the show is

1:03:16.040 --> 1:03:18.800
<v Speaker 1>text stuff H s W and I'll talk to you

1:03:18.840 --> 1:03:28.400
<v Speaker 1>again really soon. Text Stuff is an I Heart Radio production.

1:03:28.640 --> 1:03:31.440
<v Speaker 1>For more podcasts from I Heart Radio, visit the I

1:03:31.560 --> 1:03:34.800
<v Speaker 1>Heart Radio app, Apple Podcasts, or wherever you listen to

1:03:34.840 --> 1:03:35.760
<v Speaker 1>your favorite shows.