WEBVTT - The Full Motion Video Era - The Arcade

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<v Speaker 1>Get in touch with technology with text Stuff from how

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<v Speaker 1>Stuff Works dot com. Hey there, and welcome to tech Stuff.

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<v Speaker 1>I'm Jonathan Strickland and I'm La and uh I see

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<v Speaker 1>on the book of Faces that are a good friend.

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<v Speaker 1>Justin has left us suggestion. Yes, he said, you mentioned

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<v Speaker 1>them in your Predictions episode, but could you do an

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<v Speaker 1>episode on f m V games. I think it would

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<v Speaker 1>be a lot of fun. So fm V that stands

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<v Speaker 1>for full motion video right right, Those games fantastic Well,

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<v Speaker 1>in order to understand what full motion video is all

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<v Speaker 1>about and the role that they played in video games,

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<v Speaker 1>it probably benefit us to just do a quick overview

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<v Speaker 1>of the different types of graphics we saw, particularly in

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<v Speaker 1>early video games. So if you were talking about the

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<v Speaker 1>earliest of computer games, you were limited to either text

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<v Speaker 1>adventures like Zorke that kind of thing, or vector graphics

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<v Speaker 1>two D vector graphics games, which would be more like Asteroids.

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<v Speaker 1>So if you ever played the old Asteroids arcade game,

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<v Speaker 1>everything with these these very simple shapes, Yeah you're talking

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<v Speaker 1>about dots are lines? Yeah, exactly, That's that's what vector

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<v Speaker 1>graphics are. They're based on geometry. You define end points

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<v Speaker 1>and then you have little lines drawn between those end points.

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<v Speaker 1>So it's kind of like think of it like, uh uh,

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<v Speaker 1>you know, connect the dots. That's essentially what you're talking about,

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<v Speaker 1>but in a in a graphics format, so it's pixels

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<v Speaker 1>instead of you know, a solid black line from a

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<v Speaker 1>pencil or something. Sure, and all of that being less

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<v Speaker 1>graphically impressive perhaps than things like in the case of Zork,

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<v Speaker 1>you know, your rich imagination opening entire star fields for you, right,

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<v Speaker 1>you could have any sort of description in a text

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<v Speaker 1>based one, and technically the graphics are only limited by

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<v Speaker 1>your imagination, I guess. But vector graphics, you know, they

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<v Speaker 1>have their their charms. The old old Star Wars arcade

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<v Speaker 1>game where you had a little vector graphics tie fighters

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<v Speaker 1>coming at you still one of my favorite arcade games

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<v Speaker 1>of all time. And it also had the benefit of

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<v Speaker 1>not taking up too much processing power. It didn't require

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<v Speaker 1>you know, a chunky graphics card in order for it

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<v Speaker 1>to produce these pretty simple graphics. Well, that's the whole

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<v Speaker 1>thing with graphics is that they take so much disk

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<v Speaker 1>space and processing power, and that is a problem that

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<v Speaker 1>some of these FMV games that we are going to

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<v Speaker 1>start talking about ran into really hard, yeah, really really hard.

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<v Speaker 1>So so next we have sprites. So sprites, of course

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<v Speaker 1>not a type of soft drink in this case. No,

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<v Speaker 1>also not a whimsical mythological creature. No, though a sprite

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<v Speaker 1>could be a whimsical mythological creature within the context of

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<v Speaker 1>a video game. But you could have a sprite of

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<v Speaker 1>a sprite. Yes, exactly, you could have a sprite of

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<v Speaker 1>a sprite. So it's a two dimensional animation that's integrated

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<v Speaker 1>into a larger scene, that can move around that larger

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<v Speaker 1>scene completely independently, and it doesn't require you to re

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<v Speaker 1>render that background. So I think of this kind of

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<v Speaker 1>like a like a play because I'm a theater gee.

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<v Speaker 1>But if you think of a play, you know, like

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<v Speaker 1>you have a play with a set, and the actors

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<v Speaker 1>can move all around that set that doesn't move. The

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<v Speaker 1>set doesn't move the sexually unless something kind of terrible

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<v Speaker 1>it's going on. In that case, that's an exception, But

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<v Speaker 1>in an ideal situation, when it's not supposed to move,

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<v Speaker 1>it stays. But you can also think of it as

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<v Speaker 1>maybe like a magnet on a fridge or or a

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<v Speaker 1>color form. Yeah, exactly, you can move this this one

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<v Speaker 1>independent piece around without affecting everything else, and that meant

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<v Speaker 1>that you only had to render the background the one

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<v Speaker 1>time and then a little two D animated character. That's

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<v Speaker 1>the only thing it really concentrating on. So it didn't

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<v Speaker 1>require too much processing power to develop once we started

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<v Speaker 1>getting into that. Although the early ones were limited as

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<v Speaker 1>to the number of sprites that could be processed on

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<v Speaker 1>screen at the same time, you have an here. The

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<v Speaker 1>Atari hundred only had five, yeah, five moving graphical objects

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<v Speaker 1>on screen at a time. So if you're thinking of

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<v Speaker 1>like I don't know, Donkey Kong Jr. And you're playing

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<v Speaker 1>as the main character, you know, in the Arcade version

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<v Speaker 1>you had all these little bitty uh platforms that could

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<v Speaker 1>go up and down and things like that, or monsters

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<v Speaker 1>that could grab you, And there really wasn't too much

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<v Speaker 1>of a limit because the hardware there was just huge, Yeah,

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<v Speaker 1>and it was just meant to play that game right.

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<v Speaker 1>On the Atari twenty hundred, which had much more strict

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<v Speaker 1>limitations on what the processor could do, you had at

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<v Speaker 1>most five moving graphical objects on screen at any given time.

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<v Speaker 1>One of the examples we could give of that, besides

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<v Speaker 1>the one I just mentioned, a Super Mario Brothers and

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<v Speaker 1>Nintendo game. Now that that one had obviously a greater

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<v Speaker 1>capacity for moving objects. It wasn't limited to the attary model.

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<v Speaker 1>But that is another example of a video game you sprites. Now,

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<v Speaker 1>there is one other type that I'm I can mention

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<v Speaker 1>really quickly, which are video games that use three dimensional models.

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<v Speaker 1>But that goes that's that's after full motion video. So

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<v Speaker 1>three dimensional models very common today, but we're not going

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<v Speaker 1>to talk about that because we're really focusing on fm vs.

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<v Speaker 1>So what is it. It's when you have recorded up

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<v Speaker 1>some sort of video. Whether it is live action, it

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<v Speaker 1>can be animated, doesn't matter, um, but it is recorded

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<v Speaker 1>and plays back as part of the video game experience.

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<v Speaker 1>Some people refer to games that were really really super

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<v Speaker 1>heavy on fm V as interactive movies, because here's the thing.

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<v Speaker 1>If I record something ahead of time and then I

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<v Speaker 1>present it to somebody, that person is not going to

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<v Speaker 1>have a whole lot of say in what happens. Yeah,

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<v Speaker 1>you've got a limited amount of interactivity that can happen

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<v Speaker 1>when right, it's already it's already gone. Yeah exactly. So

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<v Speaker 1>if I were to have a kind of a choose

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<v Speaker 1>your own adventure game, let's say it that way, because

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<v Speaker 1>that's a that's a perfect example something I would work

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<v Speaker 1>with this, But choose your own adventure books, same sort

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<v Speaker 1>of thing. Right, You're limited to the choices that the

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<v Speaker 1>book lays out, and you're limited to the to the consequences,

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<v Speaker 1>which for me invariably involved dying to hold my finger

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<v Speaker 1>back on a previous page and say, all right, I

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<v Speaker 1>want to try a different way. Now. I have a

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<v Speaker 1>whole series of bookmarks whenever I have a choose you

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<v Speaker 1>an adventure, but I always I resented the ones where

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<v Speaker 1>you would get to the point where you either choice

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<v Speaker 1>that you had presented to you would result in your

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<v Speaker 1>death and think, no, now I have to go back

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<v Speaker 1>to spots. Oh no, that's my favorite. It's it's the

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<v Speaker 1>branching thing. But that's what a full motion video game,

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<v Speaker 1>I mean, like a serious FMV video game was, like

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<v Speaker 1>all right, And I think that when most people think

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<v Speaker 1>of full motion video games, they are thinking of live

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<v Speaker 1>action video Yeah. But but some of them, as we

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<v Speaker 1>will discuss, yeah, are actually in fact the earliest ones,

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<v Speaker 1>well not the earliest, but some of the earliest ones

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<v Speaker 1>really had a lot of animation involved. Yeah, And most

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<v Speaker 1>of these games use optical disc technology, either CDs or

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<v Speaker 1>laser discs and uh. And although I think that the

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<v Speaker 1>production on laser discs, the research for it today right

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<v Speaker 1>went back to the nineteen fifties, they weren't really a

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<v Speaker 1>commercial format until the nineteen seventies. Uh. And even then

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<v Speaker 1>they weren't really very much of a commercial format. I mean,

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<v Speaker 1>even even in the nineteen eighties when you started to

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<v Speaker 1>really get into the home theater world, laser disc was

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<v Speaker 1>one of those things that that cool person with way

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<v Speaker 1>more money than you had, uh, they owned one, but

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<v Speaker 1>you did not. Um. I mean I remember going to

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<v Speaker 1>parties with with my family. My parents would take me

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<v Speaker 1>to some party with some other science fiction or fantasy

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<v Speaker 1>authors throwing a weird bash, and they happen to have

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<v Speaker 1>a laser disc and they would put on a laser

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<v Speaker 1>disc of one of these full motion video games where

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<v Speaker 1>it would just play out the game as if you

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<v Speaker 1>were making all the right choices, so that you could

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<v Speaker 1>actually see it from start to finish, and you really

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<v Speaker 1>did watch it like a movie. It wasn't even interactive

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<v Speaker 1>at that point. It was just a movie. And then

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<v Speaker 1>at the end it would show you all the wrong

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<v Speaker 1>choices and all the consequences thereof. But anyway, the the

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<v Speaker 1>effect of fm V was really impressive because it allowed

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<v Speaker 1>for much much more intense, realistic graphics, sometimes, like we said,

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<v Speaker 1>live action video, which was a huge difference from the

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<v Speaker 1>state of the art in vector and sprite graphics. So

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<v Speaker 1>you know, if you were to go into a video

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<v Speaker 1>game arcade we used to have those back in the day. Kids,

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<v Speaker 1>If you were to go into an arcade and you

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<v Speaker 1>saw something like pac Man, which would look impressive next

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<v Speaker 1>to something like Asteroids, but then you saw dragons Layer,

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<v Speaker 1>you think this game must come from the future, because

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<v Speaker 1>look at it compared to these other games. I need

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<v Speaker 1>to put my quarters in that thing, even though it's

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<v Speaker 1>twice as many quarters as any of the other machines

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<v Speaker 1>in this room. So yeah, the but the idea here

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<v Speaker 1>is that that not only did we have this incredible

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<v Speaker 1>graphical uh interface, this this this gorgeous display of whether

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<v Speaker 1>it was video or an you know, live video or animation,

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<v Speaker 1>it also meant that, like we said, you had that

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<v Speaker 1>you had to give up some interactivity. And so there

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<v Speaker 1>was this constant battle between what is what's the right

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<v Speaker 1>balance where should we have an interactive element versus a

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<v Speaker 1>you know, a really dramatic element. We'll be talking about

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<v Speaker 1>that throughout the rest of this sure, and and creating

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<v Speaker 1>game design around that sort of problem is probably tricky

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<v Speaker 1>for the for the best of game designers. And I'm

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<v Speaker 1>not going to say for the record that all of

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<v Speaker 1>the best game designers were always working on these problems.

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<v Speaker 1>It's a hard thing. And also game designers perhaps are

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<v Speaker 1>not known for their video production quality. Yes, it's also

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<v Speaker 1>an important thing to remember that, you know, someone who

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<v Speaker 1>can make a good game may not be someone who

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<v Speaker 1>can direct a compelling sequence, right, So that's hard, y'all, Yeah,

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<v Speaker 1>especially if you're talking about using live actors who you know.

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<v Speaker 1>The nice thing about animated characters, if you don't like

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<v Speaker 1>their performance, you can throw them away. That's what that's.

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<v Speaker 1>That's pair phrasing what Hitchcock said about Disney. The Disney

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<v Speaker 1>was fortunate that if he was displeased with the performance,

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<v Speaker 1>he could just crumple it up and throw it away,

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<v Speaker 1>whereas Hitchcock was somewhat limited by the law on what

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<v Speaker 1>he could do. It's I think he did a little

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<v Speaker 1>bit of that here and there anyway, but certainly psychologically

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<v Speaker 1>that's a totally different episode. So we're going to talk

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<v Speaker 1>now that's a tech stuff episode and probably not. We

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<v Speaker 1>can talk about some actual examples, including the earliest one

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<v Speaker 1>I could find. I'm not saying this is the first

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<v Speaker 1>f m V. Let's call it video amusement, because that's

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<v Speaker 1>what they referred to it as, or at least one

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<v Speaker 1>of the historical sites I visited refers to it as

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<v Speaker 1>a video amusement. You wouldn't really call it a game necessarily,

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<v Speaker 1>but it was came out towards the end of nineteen

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<v Speaker 1>eight one or the beginning of nineteen eighty two, and

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<v Speaker 1>it's called quarter horse quarter horse, quarter horse because he'd

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<v Speaker 1>give it quarters. That'd be part of it, but it's

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<v Speaker 1>also because it would be a quarter horse race, so

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<v Speaker 1>it was a horse race game. So imagine that you

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<v Speaker 1>walk up to an arcade. It's got two screens on it.

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<v Speaker 1>One screen has like the video betting stuff on it,

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<v Speaker 1>and it gives you like the odds of all the

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<v Speaker 1>different horses that are going to run next race, and

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<v Speaker 1>so you can choose which horse you want to bet on.

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<v Speaker 1>You can put how many credits you bet on that

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<v Speaker 1>particular horse, and then once you're ready to go, you

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<v Speaker 1>place the bet, and then you hear that that all

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<v Speaker 1>that and they show the video of an actual horse

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<v Speaker 1>race that happened in the past, and then one of

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<v Speaker 1>the horses wins, and you find out whether or not

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<v Speaker 1>one of the horses you you bet on one, and

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<v Speaker 1>if you did win, you get more credits. I don't

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<v Speaker 1>know that it actually paid out, so I don't know

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<v Speaker 1>if you ever could really like win money off this thing,

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<v Speaker 1>or if it was simply credits that you can play with.

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<v Speaker 1>So in other words, you just keep playing the game

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<v Speaker 1>until you're out of credits. I'm not sure if amusement

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<v Speaker 1>is the correct word to attach to video in this case.

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<v Speaker 1>It's a video something yeah, something, I mean, maybe I'm

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<v Speaker 1>not maybe I share yeah exactly. So you might first say, well,

0:12:01.440 --> 0:12:03.920
<v Speaker 1>wait a minute, if it's if it's video of an

0:12:03.960 --> 0:12:08.200
<v Speaker 1>actual horse race, how do you not know which horse wins?

0:12:08.280 --> 0:12:10.520
<v Speaker 1>And the way that works out is that they would

0:12:10.559 --> 0:12:14.400
<v Speaker 1>assign different names to the horses that were in the race,

0:12:14.880 --> 0:12:17.400
<v Speaker 1>so and it would change each time. So so you

0:12:17.440 --> 0:12:20.280
<v Speaker 1>wouldn't know that, you know, the horse with the jockey

0:12:20.360 --> 0:12:23.560
<v Speaker 1>on it that's, you know, wearing the little red outfit,

0:12:23.640 --> 0:12:25.960
<v Speaker 1>you wouldn't know what his name was unless you're a

0:12:26.080 --> 0:12:30.439
<v Speaker 1>very serious horse race afficionado. It wouldn't even matter. I mean,

0:12:30.440 --> 0:12:32.160
<v Speaker 1>it would all be based on the odds, because what

0:12:32.240 --> 0:12:33.719
<v Speaker 1>the way this scheme was supposed to work was it

0:12:33.760 --> 0:12:36.640
<v Speaker 1>would actually look at the odds for any given horse,

0:12:37.559 --> 0:12:41.360
<v Speaker 1>simulate a race, and then say, all right, here's who won.

0:12:41.720 --> 0:12:44.280
<v Speaker 1>And sometimes the long shot wins. You know, that's the

0:12:44.320 --> 0:12:47.160
<v Speaker 1>funny thing about statistics. Okay, alright, so so it's not

0:12:47.440 --> 0:12:51.120
<v Speaker 1>it's not whoever won literally in the video. It's okay,

0:12:51.160 --> 0:12:54.480
<v Speaker 1>it's an algorithm and the yeah, exactly exactly, so that like,

0:12:54.720 --> 0:12:57.720
<v Speaker 1>you know, the horse's identities were in fact, the video

0:12:57.760 --> 0:13:01.000
<v Speaker 1>was superfluous. The video doesn't matter. Really. What you're doing

0:13:01.080 --> 0:13:03.720
<v Speaker 1>is you're betting on statistics. So you're sitting you're kind

0:13:03.720 --> 0:13:05.840
<v Speaker 1>of betting on a on a random roll of the

0:13:05.880 --> 0:13:08.360
<v Speaker 1>dice in a in a sense, and you say, I

0:13:08.400 --> 0:13:10.160
<v Speaker 1>bet that the dice are going to come up like this,

0:13:10.480 --> 0:13:12.920
<v Speaker 1>which you know sounds kind of crazy when you first

0:13:12.920 --> 0:13:15.600
<v Speaker 1>described like that, except you realize that the game Craps

0:13:15.800 --> 0:13:20.080
<v Speaker 1>is all about that concept. So at any rate, this

0:13:20.200 --> 0:13:22.760
<v Speaker 1>was the first example I could find of a video

0:13:23.120 --> 0:13:26.760
<v Speaker 1>amusement using fm V. The next one is probably the

0:13:27.000 --> 0:13:29.440
<v Speaker 1>most famous f m V. I've already referred to it

0:13:29.520 --> 0:13:32.199
<v Speaker 1>once in this podcast. Yeah, it came out and it

0:13:32.320 --> 0:13:36.679
<v Speaker 1>is Dragon's Layer. Yeah, Dragon's Layer from Cinematronics. Uh. Now,

0:13:36.720 --> 0:13:40.160
<v Speaker 1>this was created with animation from Don Bluth, who was

0:13:40.200 --> 0:13:43.360
<v Speaker 1>a former Disney animator. I want to say Oliver and

0:13:43.400 --> 0:13:45.760
<v Speaker 1>Company was one of his, but he also did the

0:13:45.800 --> 0:13:49.800
<v Speaker 1>Five Old Movies, the Five West um and Secrets and

0:13:49.880 --> 0:13:53.080
<v Speaker 1>them I think as well. So he he was the

0:13:53.160 --> 0:13:55.280
<v Speaker 1>guy who did all the animation for this. You play

0:13:55.360 --> 0:14:00.439
<v Speaker 1>as Dark the Daring a night in shining armor. Uh,

0:14:00.440 --> 0:14:04.720
<v Speaker 1>and you're rescuing the Princess Daphne, who is in a

0:14:04.800 --> 0:14:08.760
<v Speaker 1>teeny tiny little outfit. This this game probably didn't do

0:14:08.800 --> 0:14:13.200
<v Speaker 1>a whole lot for you know, the portrayals, portrayal of

0:14:13.200 --> 0:14:15.880
<v Speaker 1>women in video games. Yeah, I think several of the

0:14:15.920 --> 0:14:19.200
<v Speaker 1>things on our list didn't do a whole lot. Yeah,

0:14:19.400 --> 0:14:23.240
<v Speaker 1>we're gonna cover some more that are a little to

0:14:23.440 --> 0:14:30.280
<v Speaker 1>varying degrees of being upsetting and nineties yeah and today.

0:14:30.480 --> 0:14:34.720
<v Speaker 1>So anyway, Yeah, this this gameplay was limited to a

0:14:34.800 --> 0:14:38.000
<v Speaker 1>joystick and button where you would have prompts on the

0:14:38.040 --> 0:14:40.600
<v Speaker 1>screen and you would have to hit the joystick in

0:14:40.600 --> 0:14:42.280
<v Speaker 1>the right direction or press the button at the right

0:14:42.320 --> 0:14:45.640
<v Speaker 1>time in order for you to progress in the story.

0:14:45.920 --> 0:14:47.760
<v Speaker 1>So you can think of it in a sense as

0:14:47.880 --> 0:14:50.840
<v Speaker 1>every little segment is a chapter break on like you

0:14:50.840 --> 0:14:53.440
<v Speaker 1>know a DVD, and this is a laser disc game.

0:14:53.480 --> 0:14:56.240
<v Speaker 1>It was on laser disc. And if you hit the

0:14:56.400 --> 0:14:58.840
<v Speaker 1>right button on your on your remote control on your

0:14:58.880 --> 0:15:00.960
<v Speaker 1>DVD player, you get to watch the next part of

0:15:00.960 --> 0:15:03.240
<v Speaker 1>the movie, and if you hit the wrong button, it stops.

0:15:03.560 --> 0:15:06.080
<v Speaker 1>That's essentially what this was, except that the you know,

0:15:06.120 --> 0:15:08.280
<v Speaker 1>you had four buttons as in the four directions of

0:15:08.280 --> 0:15:11.560
<v Speaker 1>your joystick, and then the actual button buttons, So five buttons.

0:15:11.600 --> 0:15:16.320
<v Speaker 1>Total exciting stuff, right, And um, I've actually seen some

0:15:16.440 --> 0:15:18.960
<v Speaker 1>versions of this where they had the prompts turned off,

0:15:19.280 --> 0:15:23.120
<v Speaker 1>so you had to have memorized it. Totally not fair.

0:15:23.760 --> 0:15:25.720
<v Speaker 1>I don't know how you can just watch something with

0:15:25.800 --> 0:15:27.680
<v Speaker 1>no prompts and say, oh, I bet I'm supposed to

0:15:27.720 --> 0:15:30.880
<v Speaker 1>hit left right now. Um. But anyway, that was the

0:15:30.920 --> 0:15:35.320
<v Speaker 1>basics for dragons Layer. Uh. And again, you could only

0:15:35.400 --> 0:15:39.360
<v Speaker 1>do the actions when the prompts came up. You couldn't

0:15:39.800 --> 0:15:42.520
<v Speaker 1>swing your sword at any given time. You couldn't make

0:15:42.560 --> 0:15:44.400
<v Speaker 1>Dirk run to the left or run to the right

0:15:44.800 --> 0:15:48.120
<v Speaker 1>because all of that had already been animated. So you can't.

0:15:48.280 --> 0:15:51.520
<v Speaker 1>You can't control something that's already been set down. However,

0:15:51.600 --> 0:15:53.800
<v Speaker 1>it did allow those graphics, as you said before, to

0:15:53.840 --> 0:15:56.480
<v Speaker 1>be very impressive for the time. Yeah, and the story

0:15:56.520 --> 0:16:00.280
<v Speaker 1>itself was, you know, this kind of cute ce fantasy story.

0:16:00.400 --> 0:16:02.920
<v Speaker 1>So it had a lot of appeal. And it certainly

0:16:02.960 --> 0:16:04.480
<v Speaker 1>was one of those things that if you saw someone

0:16:04.480 --> 0:16:06.840
<v Speaker 1>who was really good at this, like they had memorized

0:16:06.880 --> 0:16:09.000
<v Speaker 1>the sequence and they were they were able to get

0:16:09.040 --> 0:16:12.920
<v Speaker 1>really far, was entertaining to watch. I. You know, I

0:16:12.920 --> 0:16:15.040
<v Speaker 1>could never get past a single screen in this game,

0:16:15.080 --> 0:16:17.440
<v Speaker 1>so I never really got into it. But then I

0:16:17.480 --> 0:16:19.960
<v Speaker 1>was also fairly young back in nineteen eight three. It

0:16:20.000 --> 0:16:23.840
<v Speaker 1>did happen once upon time, folks, now you being young. Yes,

0:16:24.400 --> 0:16:28.920
<v Speaker 1>Also in bally NFL football came out yep, same thing

0:16:29.000 --> 0:16:32.000
<v Speaker 1>as uh in a in a sense as the horse

0:16:32.120 --> 0:16:35.080
<v Speaker 1>racing game, and that they took footage from an actual

0:16:35.320 --> 0:16:39.800
<v Speaker 1>football game Raiders versus Chargers, and that was what you

0:16:39.880 --> 0:16:43.840
<v Speaker 1>got to watch as plays were carried out, and you

0:16:43.920 --> 0:16:46.160
<v Speaker 1>played the part of a coach. So in other words,

0:16:46.200 --> 0:16:50.160
<v Speaker 1>you're not controlling any football players, but based upon where

0:16:50.200 --> 0:16:52.760
<v Speaker 1>your team is, like whether they're on offense or defense,

0:16:53.040 --> 0:16:55.920
<v Speaker 1>you would pick the plays that they would do next exactly,

0:16:55.960 --> 0:16:57.760
<v Speaker 1>so you would say, all right, well, based upon this

0:16:57.880 --> 0:17:00.680
<v Speaker 1>position and based upon the players I have, I want

0:17:00.760 --> 0:17:03.520
<v Speaker 1>this play to come next, and then you choose the play,

0:17:03.720 --> 0:17:05.960
<v Speaker 1>and then you'd get a little video of one of

0:17:05.960 --> 0:17:09.040
<v Speaker 1>the plays being carried out, and then you have another

0:17:09.080 --> 0:17:12.760
<v Speaker 1>choice to make afterwards, but either either you continue or

0:17:12.800 --> 0:17:15.760
<v Speaker 1>you know, there might be a turnover whatever. But there

0:17:15.840 --> 0:17:18.760
<v Speaker 1>was something like eight hundred different video combinations for the

0:17:18.760 --> 0:17:22.360
<v Speaker 1>whole game, because they used all these different film segments

0:17:22.400 --> 0:17:26.840
<v Speaker 1>that could be interchanged based upon whichever play you had selected,

0:17:26.880 --> 0:17:30.000
<v Speaker 1>and then it would show you the right uh, the

0:17:30.119 --> 0:17:34.040
<v Speaker 1>right video play. And it was also supposed to really

0:17:34.080 --> 0:17:37.560
<v Speaker 1>take into account statistics as well, so in other words,

0:17:37.600 --> 0:17:41.760
<v Speaker 1>you couldn't just memorize a working strategy and play it

0:17:41.880 --> 0:17:44.359
<v Speaker 1>and and impress all your friends, say watch this, and

0:17:44.359 --> 0:17:46.040
<v Speaker 1>then you just do the exact because if you did

0:17:46.040 --> 0:17:51.600
<v Speaker 1>the exact same pathway, you might have yeah. Um. Also,

0:17:51.720 --> 0:17:55.600
<v Speaker 1>these early ones were not on optical disc technology, were they?

0:17:55.760 --> 0:17:58.879
<v Speaker 1>This one in particular was not. The Dragonslayer was on

0:17:58.880 --> 0:18:02.080
<v Speaker 1>the laser disc, but but bally NFL was on a

0:18:02.280 --> 0:18:07.440
<v Speaker 1>video disc also known as a capacitance electronic disc or ceed.

0:18:07.680 --> 0:18:11.399
<v Speaker 1>Now these used a needle to read that they actually

0:18:11.400 --> 0:18:16.040
<v Speaker 1>were grooved, like the vinyl record. Ask your parents, actually

0:18:16.040 --> 0:18:18.520
<v Speaker 1>those are back, now, are they are? They are all

0:18:18.520 --> 0:18:20.920
<v Speaker 1>the hipster kids like them. Yeah, all right, that's fair.

0:18:21.000 --> 0:18:24.160
<v Speaker 1>I never stopped liking them. That makes me even more

0:18:24.280 --> 0:18:29.800
<v Speaker 1>hipster or cool. Yeah, but I like them when they

0:18:29.800 --> 0:18:31.520
<v Speaker 1>were cool, and then when they weren't cool, and when

0:18:31.520 --> 0:18:34.600
<v Speaker 1>they were cool again. But a capacitance electronic disc. I

0:18:34.640 --> 0:18:36.680
<v Speaker 1>also had one of those, or my family did when

0:18:36.680 --> 0:18:38.520
<v Speaker 1>I was a kid. Uh. We had one that was

0:18:38.520 --> 0:18:42.000
<v Speaker 1>a video player. Wasn't a video game, just a video player,

0:18:42.200 --> 0:18:44.080
<v Speaker 1>and I remember we had Singing in the Rain and

0:18:44.160 --> 0:18:46.280
<v Speaker 1>Raiders Raiders of the Lost arc as two of the

0:18:46.280 --> 0:18:50.159
<v Speaker 1>movies that would play on this thing. Um. Again, very

0:18:50.200 --> 0:18:52.719
<v Speaker 1>similar to laser disc in the sense that whatever's on

0:18:52.760 --> 0:18:56.919
<v Speaker 1>the disc obviously can't change. It's read only, so it

0:18:57.000 --> 0:19:01.080
<v Speaker 1>was it was a different way of achieving the same goal.

0:19:01.840 --> 0:19:07.560
<v Speaker 1>Then we get Space Ace. That was another Don Bluth game,

0:19:07.800 --> 0:19:10.600
<v Speaker 1>another cinematronic Don Bluth game. You played as Ace, who,

0:19:10.880 --> 0:19:13.280
<v Speaker 1>at the beginning of the game, before anything bad happens,

0:19:13.359 --> 0:19:16.639
<v Speaker 1>is a big, old, brawny you know, Flash Gordon style

0:19:17.119 --> 0:19:21.120
<v Speaker 1>space faring adventurer type uh. And then there's a bad

0:19:21.160 --> 0:19:26.240
<v Speaker 1>guy named Commander Bof Bof who shoots him with a

0:19:26.240 --> 0:19:30.760
<v Speaker 1>an infanto ray and turns him into a a adolescent

0:19:30.800 --> 0:19:34.919
<v Speaker 1>as squeaky voiced, scrawny adolescent, and then he has to

0:19:35.080 --> 0:19:38.800
<v Speaker 1>rescue his girlfriend. Yes, and occasionally he could transform back,

0:19:38.840 --> 0:19:42.360
<v Speaker 1>at least briefly, into Ace. This one actually had some

0:19:42.920 --> 0:19:46.600
<v Speaker 1>interesting inner activity in the sense that you could choose

0:19:46.680 --> 0:19:49.919
<v Speaker 1>to become Ace and then move through a level, or

0:19:50.000 --> 0:19:52.320
<v Speaker 1>you could choose to remain the scrawny guy and move

0:19:52.359 --> 0:19:55.359
<v Speaker 1>through a level. But depending upon whether you were a

0:19:55.440 --> 0:19:58.800
<v Speaker 1>sort of the scrawny guy, you had very different strategies. Uh,

0:19:58.960 --> 0:20:01.159
<v Speaker 1>strategies in the sense of, you know what prompts you

0:20:01.200 --> 0:20:04.600
<v Speaker 1>hit when. But Ace obviously would charge headlong into danger,

0:20:04.600 --> 0:20:08.880
<v Speaker 1>whereas the scrawny version of him going around Yeah, exactly,

0:20:09.119 --> 0:20:12.879
<v Speaker 1>But again you were limited to whatever had been prerecorded,

0:20:13.000 --> 0:20:15.399
<v Speaker 1>just like the other versions. It was faster paced than

0:20:15.480 --> 0:20:17.600
<v Speaker 1>Dragon's Lair, so a lot of people said it was

0:20:18.160 --> 0:20:21.400
<v Speaker 1>even more challenging since I never got anywhere with Dragon's Lair.

0:20:21.400 --> 0:20:24.760
<v Speaker 1>I didn't even bother with Spaces, but I admired the animation,

0:20:25.560 --> 0:20:28.640
<v Speaker 1>and then uh, the next one, I have is one

0:20:28.680 --> 0:20:31.040
<v Speaker 1>I never saw. I didn't even know it existed until

0:20:31.080 --> 0:20:34.879
<v Speaker 1>I looked into it on online and I tried watching

0:20:34.880 --> 0:20:37.760
<v Speaker 1>a video of it, and it was baffling. It's called

0:20:37.920 --> 0:20:41.760
<v Speaker 1>bad Lands. This one was from Konami yep, and it's

0:20:41.800 --> 0:20:44.679
<v Speaker 1>Western themed, as you would imagine with that title. You

0:20:44.720 --> 0:20:47.879
<v Speaker 1>played as Buck, who was a cowboy whose family had

0:20:47.920 --> 0:20:51.800
<v Speaker 1>been murdered by bad guys, so you're on a revenge mission.

0:20:52.720 --> 0:20:55.000
<v Speaker 1>And it was done in a style that looked very

0:20:55.080 --> 0:20:59.040
<v Speaker 1>much like um uh eneme you know. Uh. Back when

0:20:59.080 --> 0:21:02.040
<v Speaker 1>I was when I would have played this, uh, it

0:21:02.080 --> 0:21:05.119
<v Speaker 1>would have been an interesting experience at a science fiction

0:21:05.119 --> 0:21:07.199
<v Speaker 1>convention because I could see this fitting right next to

0:21:07.240 --> 0:21:11.840
<v Speaker 1>the anime room. It is so evocative of that style.

0:21:12.560 --> 0:21:16.280
<v Speaker 1>But it had a single control, which was a giant button,

0:21:17.280 --> 0:21:20.199
<v Speaker 1>just just one button, and you had to hit that

0:21:20.200 --> 0:21:22.639
<v Speaker 1>button exactly when you needed to. And this one didn't

0:21:22.680 --> 0:21:25.400
<v Speaker 1>have prompts and no, you just had to know when

0:21:25.440 --> 0:21:27.040
<v Speaker 1>to hit it and if you hit it too early,

0:21:27.080 --> 0:21:28.840
<v Speaker 1>you died, and if you hit it too late, you died.

0:21:29.160 --> 0:21:33.240
<v Speaker 1>If you didn't hit it at all, you died. Yeah,

0:21:33.359 --> 0:21:35.920
<v Speaker 1>So it was a weird you know, like like if

0:21:35.960 --> 0:21:39.480
<v Speaker 1>you faced off against a gunfighter and the gunfighter hadn't

0:21:39.520 --> 0:21:42.199
<v Speaker 1>started to draw yet and you fired your gun, you

0:21:42.440 --> 0:21:44.479
<v Speaker 1>the game would you would lose a life because you

0:21:44.600 --> 0:21:48.840
<v Speaker 1>had broken the law. You could only fire after they

0:21:48.840 --> 0:21:50.919
<v Speaker 1>had started to draw, but before they pull the trigger.

0:21:51.240 --> 0:21:54.600
<v Speaker 1>So it was that really you know, delicate timing that

0:21:54.640 --> 0:21:56.119
<v Speaker 1>you had to have. And again it was just the

0:21:56.200 --> 0:21:59.160
<v Speaker 1>one button, so no joystick or anything on this thing.

0:21:59.800 --> 0:22:02.120
<v Speaker 1>I've watch the play throughs of it, and I couldn't

0:22:02.119 --> 0:22:04.640
<v Speaker 1>tell what was going on because it looked like there

0:22:04.720 --> 0:22:08.000
<v Speaker 1>was no transition between one scene in the next. There

0:22:08.080 --> 0:22:10.760
<v Speaker 1>was a moment literally the guy was in the street

0:22:10.840 --> 0:22:15.000
<v Speaker 1>in an old western town. He uh shoots just in

0:22:15.080 --> 0:22:18.280
<v Speaker 1>time to avoid getting hit by a guy who's up

0:22:18.280 --> 0:22:21.040
<v Speaker 1>on a on a like on a second story floor,

0:22:21.160 --> 0:22:23.800
<v Speaker 1>shooting through a window. And then the next sequence he's

0:22:23.960 --> 0:22:27.960
<v Speaker 1>riding through the desert on a horse and avoiding rattlesnakes,

0:22:28.080 --> 0:22:30.400
<v Speaker 1>and there was no transition between the two, like there's

0:22:30.400 --> 0:22:33.400
<v Speaker 1>no just shoot a guy riding on a horse. Yeah, exactly,

0:22:33.440 --> 0:22:36.240
<v Speaker 1>Like now the town is no longer there, He's just

0:22:36.280 --> 0:22:38.000
<v Speaker 1>in the middle of the desert. And I can't tell

0:22:38.040 --> 0:22:41.040
<v Speaker 1>if that was just the way the video had been edited,

0:22:41.119 --> 0:22:46.000
<v Speaker 1>or if that in fact was into surrealism exactly, like like, well,

0:22:46.200 --> 0:22:48.920
<v Speaker 1>you know what, life is weird and sometimes you can't

0:22:48.960 --> 0:22:52.639
<v Speaker 1>explain their causality is not necessarily at at play in

0:22:52.680 --> 0:22:57.040
<v Speaker 1>this universe. Sometimes towns turn into snakes, That's true. Sometimes

0:22:57.040 --> 0:22:59.639
<v Speaker 1>they do. Warning for all of you, just words of

0:22:59.680 --> 0:23:02.480
<v Speaker 1>wisdom to live by. Other games that came out in

0:23:03.160 --> 0:23:07.600
<v Speaker 1>four You've got Ninja Hayatai, which I could be completely

0:23:07.600 --> 0:23:11.920
<v Speaker 1>wrong in the pronunciation of that uh. Eshes are ron Melia,

0:23:13.400 --> 0:23:18.600
<v Speaker 1>Cobra Command, That One's Way, and Thayer's Quest uh, and

0:23:18.640 --> 0:23:22.679
<v Speaker 1>all of them were essentially interactive animated movies. Cobra Command

0:23:22.760 --> 0:23:25.359
<v Speaker 1>was interesting. It was a helicopter game and it actually

0:23:25.400 --> 0:23:28.359
<v Speaker 1>had vector graphics on top of the video that you

0:23:28.400 --> 0:23:31.400
<v Speaker 1>were watching, where you have a little vector graphics cross

0:23:31.400 --> 0:23:33.920
<v Speaker 1>hairs that you can actually move around the screen, which

0:23:34.000 --> 0:23:36.879
<v Speaker 1>was way more interactive than some of these other games.

0:23:36.920 --> 0:23:39.679
<v Speaker 1>I mean, you were still like, you know, the enemies

0:23:39.680 --> 0:23:44.000
<v Speaker 1>could only come at you from preordained uh spots. But

0:23:44.080 --> 0:23:47.440
<v Speaker 1>I mean I suppose technically it's not that different from

0:23:47.560 --> 0:23:51.680
<v Speaker 1>it's from algorithm that's building it as you go. Yeah,

0:23:51.680 --> 0:23:52.840
<v Speaker 1>I mean, there are a lot of a lot of

0:23:52.920 --> 0:23:56.560
<v Speaker 1>video games like especially classic video games, rely on patterns,

0:23:56.640 --> 0:23:58.720
<v Speaker 1>and if you recognize the patterns, then you can be

0:23:58.800 --> 0:24:01.280
<v Speaker 1>really good at those games. Yeah, and Super Mario Brothers.

0:24:01.280 --> 0:24:04.359
<v Speaker 1>There's Gumbas only come when does are going to come exactly?

0:24:04.359 --> 0:24:07.119
<v Speaker 1>They never come differently, Donkey Kong, same thing, you know,

0:24:07.560 --> 0:24:09.359
<v Speaker 1>all those sort of things where you you once you

0:24:09.400 --> 0:24:13.080
<v Speaker 1>recognize the pattern, you can start to uh Exploits probably

0:24:13.080 --> 0:24:15.199
<v Speaker 1>the wrong word that you can. You can anticipate and

0:24:15.240 --> 0:24:17.359
<v Speaker 1>react and and make sure that you are in the

0:24:17.480 --> 0:24:20.920
<v Speaker 1>right position all the time. Um. But it was interesting

0:24:20.960 --> 0:24:23.919
<v Speaker 1>that it had a little more interactivity. Then there was

0:24:24.200 --> 0:24:28.680
<v Speaker 1>Casino Strip, which was a card game with the live

0:24:28.680 --> 0:24:31.640
<v Speaker 1>action video segments of various quote unquote strippers who had

0:24:31.680 --> 0:24:36.800
<v Speaker 1>shed clothing as you played. I don't know how far

0:24:37.600 --> 0:24:40.320
<v Speaker 1>this game would go. And this is arcade game, folks,

0:24:40.359 --> 0:24:43.000
<v Speaker 1>this is not I'm not talking about a computer game.

0:24:43.400 --> 0:24:46.719
<v Speaker 1>This was a cabinet that had two monitors. One monitor

0:24:46.800 --> 0:24:48.800
<v Speaker 1>is your card hand and the other monitor which is

0:24:48.840 --> 0:24:53.560
<v Speaker 1>above the first one. So it's yeah, yeah, so you

0:24:53.600 --> 0:24:56.840
<v Speaker 1>have the live action models up there. Um. I would

0:24:56.880 --> 0:25:01.640
<v Speaker 1>imagine since this would probably be in some stinny public

0:25:01.800 --> 0:25:04.040
<v Speaker 1>venue that maybe it didn't get any more racy than

0:25:04.119 --> 0:25:07.919
<v Speaker 1>say underclothes, sure, sure, or you know, possibly even that

0:25:07.960 --> 0:25:11.080
<v Speaker 1>it was sold mostly to say casinos or some other

0:25:11.119 --> 0:25:14.720
<v Speaker 1>adult entertainment venues. Yeah, I don't know if you if

0:25:14.720 --> 0:25:18.200
<v Speaker 1>you in fact have played casino strip or own one,

0:25:19.000 --> 0:25:21.600
<v Speaker 1>you can let us know how far did this thing go.

0:25:22.040 --> 0:25:25.399
<v Speaker 1>I honestly did not want to research further because I

0:25:25.520 --> 0:25:29.239
<v Speaker 1>was at work, and there's there are limitations that I

0:25:29.280 --> 0:25:32.560
<v Speaker 1>have upon me that I placed upon myself. I should say. Yeah. Now,

0:25:32.840 --> 0:25:34.920
<v Speaker 1>although if you look at any of our search histories,

0:25:34.960 --> 0:25:38.119
<v Speaker 1>I'm sure that, um yeah, I don't think any of

0:25:38.160 --> 0:25:41.160
<v Speaker 1>us come out squeaky clean just based upon the stuff

0:25:41.160 --> 0:25:43.360
<v Speaker 1>we talk about. I mean, certainly Robert and Julie are

0:25:43.359 --> 0:25:45.480
<v Speaker 1>probably in a lot of trouble somewhere. You know, they

0:25:45.560 --> 0:25:50.639
<v Speaker 1>lead the way. So four that was kind of like

0:25:50.680 --> 0:25:54.359
<v Speaker 1>the first rush of FMV games, But after that it

0:25:54.440 --> 0:25:56.680
<v Speaker 1>started to die down a little bit, partly because these

0:25:56.720 --> 0:25:58.920
<v Speaker 1>things are really hard to make. I mean, it's it's

0:25:58.960 --> 0:26:01.560
<v Speaker 1>a lot of pre pre action to get all the

0:26:01.560 --> 0:26:03.720
<v Speaker 1>different sequences and then to lay it out so that

0:26:03.800 --> 0:26:06.200
<v Speaker 1>it actually becomes a game. It's you know, you would

0:26:06.200 --> 0:26:08.359
<v Speaker 1>think that being able to build a video game with

0:26:08.440 --> 0:26:11.920
<v Speaker 1>all those assets and not having to program in the

0:26:13.040 --> 0:26:15.520
<v Speaker 1>to code in the animation for everything that needed to

0:26:15.520 --> 0:26:18.439
<v Speaker 1>happen would be a shortcut, but it's not. It's a

0:26:18.440 --> 0:26:21.720
<v Speaker 1>lot of production. Anyone who's ever done any production animation

0:26:21.760 --> 0:26:24.199
<v Speaker 1>obviously takes a really long time because it's a very

0:26:24.280 --> 0:26:28.040
<v Speaker 1>arduous process. But Lauren and I can tell you from

0:26:28.080 --> 0:26:31.400
<v Speaker 1>shooting video that a video you see online that may

0:26:31.480 --> 0:26:35.280
<v Speaker 1>take to three minutes can sometimes be forty five minutes

0:26:35.320 --> 0:26:37.920
<v Speaker 1>to an hour to to make, sometimes longer depending upon

0:26:37.960 --> 0:26:40.439
<v Speaker 1>how how complex it is. Oh sure, the day that

0:26:40.480 --> 0:26:44.240
<v Speaker 1>we dropped blood on me in the studio, fake blood. Nonetheless,

0:26:44.480 --> 0:26:47.280
<v Speaker 1>that videos she took four hours for four and a

0:26:47.320 --> 0:26:50.680
<v Speaker 1>half minute video. How long were you covered in sticky

0:26:50.760 --> 0:26:54.080
<v Speaker 1>fake blood? Basically the entire four hours? So yeah, if

0:26:54.080 --> 0:26:55.560
<v Speaker 1>you guys don't know what we're talking about, you need

0:26:55.600 --> 0:26:58.640
<v Speaker 1>to look at brain Stuff. Yeah, brain Stuff show dot com.

0:26:58.680 --> 0:27:01.719
<v Speaker 1>It's a whole video series where lots of your favorite

0:27:01.720 --> 0:27:05.160
<v Speaker 1>health stuff works folks go on on video and explain

0:27:05.240 --> 0:27:08.320
<v Speaker 1>different concepts. Yeah, this was blood for science. Yeah, so

0:27:08.359 --> 0:27:11.959
<v Speaker 1>it was you know, we weren't just dumping blood on her,

0:27:12.000 --> 0:27:14.800
<v Speaker 1>that was that was the excuse. I mean, we were talking.

0:27:14.880 --> 0:27:17.159
<v Speaker 1>But anyway, anyway, we don't want to spoil everything, go

0:27:17.240 --> 0:27:21.159
<v Speaker 1>check it out. Yes, um so, so yeah, we didn't

0:27:21.280 --> 0:27:25.280
<v Speaker 1>see a lot more until the nineteen nineties, although for

0:27:25.280 --> 0:27:28.679
<v Speaker 1>for perspective, here was the year that that guidelines were

0:27:28.720 --> 0:27:32.560
<v Speaker 1>laid out for the creation of data CDs. Previously, compact

0:27:32.600 --> 0:27:37.720
<v Speaker 1>disc format was a solely audio data format and so

0:27:37.840 --> 0:27:39.920
<v Speaker 1>um so, that's when Phillips and the other kids who

0:27:39.920 --> 0:27:42.240
<v Speaker 1>were working on developing that kind of thing started getting

0:27:42.240 --> 0:27:46.200
<v Speaker 1>into full data, getting video in there and uh so,

0:27:46.359 --> 0:27:49.520
<v Speaker 1>and began the very slow process of that being adopted

0:27:49.600 --> 0:27:53.560
<v Speaker 1>as a commercial format for the home consumer. If you

0:27:53.600 --> 0:27:56.440
<v Speaker 1>wanted to do something like this, uh and you were

0:27:56.560 --> 0:28:00.080
<v Speaker 1>using an old PC, you'd be limited to uh the

0:28:00.240 --> 0:28:02.919
<v Speaker 1>discs and flappy disk could only hold a very tiny

0:28:02.960 --> 0:28:06.120
<v Speaker 1>amount of video data. Video data is data hungry, which

0:28:06.160 --> 0:28:08.639
<v Speaker 1>is why those optical laser discs were ideal for it.

0:28:08.640 --> 0:28:11.560
<v Speaker 1>They could store a lot more information than say a

0:28:11.640 --> 0:28:14.800
<v Speaker 1>hard coded processor, because that's what most arcade games are.

0:28:14.800 --> 0:28:17.520
<v Speaker 1>They have a hard coded ROM chip, which is read

0:28:17.600 --> 0:28:20.360
<v Speaker 1>only memory. Most of them have one of those hard

0:28:20.359 --> 0:28:24.240
<v Speaker 1>coded ROM chips as part of a uh, an entire

0:28:24.520 --> 0:28:26.879
<v Speaker 1>slide that goes right into the arcade machine. And some

0:28:26.920 --> 0:28:29.119
<v Speaker 1>of them you can swap out for other games. Other times,

0:28:29.240 --> 0:28:31.280
<v Speaker 1>you know, you've got a cabinet that's just dedicated to

0:28:31.320 --> 0:28:33.119
<v Speaker 1>a game and that's all you've got. You know, you

0:28:33.119 --> 0:28:34.960
<v Speaker 1>would have to essentially rebuild it if you want to

0:28:35.000 --> 0:28:38.360
<v Speaker 1>put anything else in there. So yeah, very much under

0:28:38.600 --> 0:28:41.680
<v Speaker 1>heavy limitations. And it wasn't until we started getting to

0:28:41.720 --> 0:28:45.040
<v Speaker 1>this point where you could theoretically create a compact disc

0:28:45.080 --> 0:28:46.440
<v Speaker 1>that would have video on it, and even then it

0:28:46.440 --> 0:28:49.080
<v Speaker 1>would take a few years. Meanwhile, we get up to

0:28:49.920 --> 0:28:52.240
<v Speaker 1>and that's when full motion video games started to make

0:28:52.480 --> 0:28:55.960
<v Speaker 1>kind of a comeback, mostly due to a company called

0:28:56.000 --> 0:29:01.640
<v Speaker 1>American Laser Games, which were they really game called Mad

0:29:01.680 --> 0:29:04.920
<v Speaker 1>Dog McCree, and this one was a live action video

0:29:05.120 --> 0:29:09.080
<v Speaker 1>Yep Cowboys, yep, good old uh shooting bad guys. You

0:29:09.120 --> 0:29:14.080
<v Speaker 1>had a gradually o prospector who was mostly the narrator, which,

0:29:14.120 --> 0:29:16.880
<v Speaker 1>by the way, if you were not fast enough, he

0:29:16.920 --> 0:29:20.240
<v Speaker 1>would get shot and you would lose the benefit of

0:29:20.320 --> 0:29:22.680
<v Speaker 1>having the grizzly old narrator help you along the way.

0:29:23.360 --> 0:29:24.960
<v Speaker 1>It was one of those games where if you did well,

0:29:25.240 --> 0:29:27.480
<v Speaker 1>you got hints on how to progress, and if you

0:29:27.480 --> 0:29:30.120
<v Speaker 1>didn't have those hints, it would make the game much

0:29:30.160 --> 0:29:34.320
<v Speaker 1>more difficult to go through. But the concept was that

0:29:34.960 --> 0:29:38.600
<v Speaker 1>you are playing a cowboy known only as a stranger,

0:29:40.280 --> 0:29:44.280
<v Speaker 1>and you have to rescue the mayor's daughter, which standard

0:29:44.280 --> 0:29:47.800
<v Speaker 1>issue right once again, the damsel in distress. You're the big,

0:29:47.840 --> 0:29:51.320
<v Speaker 1>brawny hero going to rescue her. You had a gun controllers. Yes,

0:29:51.480 --> 0:29:54.120
<v Speaker 1>it was a light gun, so in fact that this

0:29:54.160 --> 0:29:55.800
<v Speaker 1>one was a little different from the ones that was

0:29:55.840 --> 0:29:59.160
<v Speaker 1>just a button or a button and a and a joystick,

0:29:59.480 --> 0:30:02.240
<v Speaker 1>and this one you had a light gun, so it

0:30:02.280 --> 0:30:04.800
<v Speaker 1>would detect when you were pointing the gun at the

0:30:04.840 --> 0:30:06.959
<v Speaker 1>screen when you pull the trigger, and whether or not

0:30:06.960 --> 0:30:09.560
<v Speaker 1>it was pointing at the right position on the screen

0:30:09.640 --> 0:30:13.000
<v Speaker 1>for it to count as a hit. So the interactivity

0:30:13.040 --> 0:30:15.240
<v Speaker 1>was a little bit better in the sense that you're

0:30:15.320 --> 0:30:18.480
<v Speaker 1>actually doing stuff right if you if you don't shoot

0:30:18.480 --> 0:30:21.800
<v Speaker 1>the right spun the screen, you don't progress um as

0:30:21.840 --> 0:30:24.480
<v Speaker 1>opposed to you know, just hit a direction and watch then.

0:30:25.800 --> 0:30:28.960
<v Speaker 1>So not that much different from other light gun games

0:30:28.960 --> 0:30:31.600
<v Speaker 1>that would follow things like House of the Dead or

0:30:31.720 --> 0:30:34.000
<v Speaker 1>Time Cops or any of those other light games that

0:30:34.000 --> 0:30:36.760
<v Speaker 1>would follow in the arcade um. And again this is

0:30:36.800 --> 0:30:39.320
<v Speaker 1>one of those games where it differentiated itself from the

0:30:39.360 --> 0:30:43.040
<v Speaker 1>home video game market, one by using live action and

0:30:43.080 --> 0:30:45.640
<v Speaker 1>two by the light gun. Uh. These are the things

0:30:45.680 --> 0:30:47.960
<v Speaker 1>that arcades were investing in because it was getting harder

0:30:47.960 --> 0:30:51.240
<v Speaker 1>and harder to compete against home video games systems like

0:30:51.280 --> 0:30:55.800
<v Speaker 1>the Nintendo system and the rising, the rising marketing computer games.

0:30:56.400 --> 0:30:59.960
<v Speaker 1>So how do you set yourself apart? Well, let's get

0:31:00.040 --> 0:31:02.760
<v Speaker 1>some hokey actors to play some live action cowboys. The

0:31:02.800 --> 0:31:04.880
<v Speaker 1>best actor in this, by the way, in my opinion,

0:31:05.000 --> 0:31:07.400
<v Speaker 1>was the guy who played the Undertaker. That that's the

0:31:07.480 --> 0:31:10.640
<v Speaker 1>character you would see every time you either got shot

0:31:10.920 --> 0:31:13.880
<v Speaker 1>or you shot a citizen. Um, you would either of

0:31:13.920 --> 0:31:16.280
<v Speaker 1>those things counted as the loss of a life, and

0:31:16.600 --> 0:31:18.760
<v Speaker 1>you would then have a little visit with the Undertaker,

0:31:18.760 --> 0:31:22.360
<v Speaker 1>who would say some sort of vaguely creepy and condescending

0:31:22.400 --> 0:31:25.120
<v Speaker 1>thing about your performance, and then you would continue on

0:31:25.160 --> 0:31:28.040
<v Speaker 1>then the game until you ran out lives. Um, vaguely

0:31:28.040 --> 0:31:32.160
<v Speaker 1>creepy and condescending commentary from digital characters is one of

0:31:32.200 --> 0:31:34.200
<v Speaker 1>my favorite things about video games. You have to say,

0:31:34.320 --> 0:31:38.000
<v Speaker 1>so that's pretty quality. But yeah, American laser games made

0:31:38.040 --> 0:31:40.800
<v Speaker 1>a whole bunch of other stuff in the In the

0:31:40.880 --> 0:31:45.520
<v Speaker 1>relatively recent feature from exactly, um they did they did?

0:31:45.560 --> 0:31:48.840
<v Speaker 1>Who shot Johnny Rock Gangster. That was a gangster game,

0:31:48.920 --> 0:31:52.800
<v Speaker 1>made an old style like gangster style game. Oh, none

0:31:52.800 --> 0:31:56.240
<v Speaker 1>of these new styles. Not not gangsta. It wasn't gangster.

0:31:56.480 --> 0:32:01.840
<v Speaker 1>It was gangster. Space Pirates, oddly enough, it was about

0:32:02.680 --> 0:32:05.920
<v Speaker 1>Home Shopping Network. It was actually sci fi pirates. And

0:32:06.000 --> 0:32:10.360
<v Speaker 1>it was about space Pirates. Okay, And and this and

0:32:10.400 --> 0:32:14.080
<v Speaker 1>this one cracks me up. Gallagher's gallery. Yeah, Now, are

0:32:14.080 --> 0:32:17.719
<v Speaker 1>you familiar with the comedic genius known as Gallagher? Not

0:32:17.760 --> 0:32:20.560
<v Speaker 1>the comedic genius known as Gallagher, But I'm aware of

0:32:20.600 --> 0:32:24.280
<v Speaker 1>a comedian as Gallagher. I have had the pleasure of

0:32:24.360 --> 0:32:27.480
<v Speaker 1>meeting Gallagher yea at c e S because he's now

0:32:27.520 --> 0:32:32.280
<v Speaker 1>a gadgets commentator. Guy, did he smash anything in your presence?

0:32:32.320 --> 0:32:35.440
<v Speaker 1>He did not have the sledge oomatic with him, which

0:32:35.480 --> 0:32:37.479
<v Speaker 1>is probably for the best for everyone who was at

0:32:37.480 --> 0:32:40.080
<v Speaker 1>ce S. He may have had it in his room,

0:32:40.160 --> 0:32:41.920
<v Speaker 1>he just didn't bring it out on the show floor.

0:32:42.200 --> 0:32:44.600
<v Speaker 1>It seems like a bad place for it. Yeah. But Gallagher,

0:32:44.640 --> 0:32:46.520
<v Speaker 1>if you do not know, he's a guy, he's known

0:32:46.600 --> 0:32:51.000
<v Speaker 1>for two things. Kind of silly sort of stream of consciousness,

0:32:51.040 --> 0:32:55.200
<v Speaker 1>absurd humor, like like just weird jokes about things like

0:32:55.280 --> 0:32:58.520
<v Speaker 1>language that kind of stuff. And then also the sledge oomatic,

0:32:58.600 --> 0:33:02.480
<v Speaker 1>where he would, uh, he would pitch a gigantic sledgehammer

0:33:02.520 --> 0:33:05.760
<v Speaker 1>as if it were a new consumer product that was

0:33:05.840 --> 0:33:09.080
<v Speaker 1>only good for destroying whatever it was put in front

0:33:09.080 --> 0:33:11.200
<v Speaker 1>of it, and usually it but end with a watermelon.

0:33:11.280 --> 0:33:14.160
<v Speaker 1>That was the big one. And so Gallagher's gallery took

0:33:14.160 --> 0:33:22.480
<v Speaker 1>advantage of the stratospheric comedic genius of Gallagher. And you

0:33:22.520 --> 0:33:25.880
<v Speaker 1>were playing as a someone who was holding a toy

0:33:25.960 --> 0:33:29.320
<v Speaker 1>gun it wasn't supposed to be an actual gun um

0:33:29.560 --> 0:33:33.160
<v Speaker 1>and firing at various things that Gallagher wanted you to shoot.

0:33:33.280 --> 0:33:35.480
<v Speaker 1>He would actually prompt you, and you know, you'd see

0:33:35.480 --> 0:33:37.800
<v Speaker 1>a scene with a lot of stuff in it, and

0:33:37.800 --> 0:33:39.920
<v Speaker 1>you were only supposed to shoot whatever it was Gallagher

0:33:39.960 --> 0:33:43.160
<v Speaker 1>wanted you to shoot and leave everything else alone. Uh,

0:33:43.920 --> 0:33:45.920
<v Speaker 1>makes perfect sense. I really hope they do make a

0:33:45.920 --> 0:33:49.360
<v Speaker 1>sequel for the what I consider to be the spiritual

0:33:49.400 --> 0:33:54.600
<v Speaker 1>successor to Gallagher, Carrot top Um. That would be probably

0:33:55.280 --> 0:33:57.960
<v Speaker 1>I probably shouldn't even mention that. It's probably. If you

0:33:58.000 --> 0:34:00.600
<v Speaker 1>say his name three times, I think you're right. I

0:34:00.640 --> 0:34:02.760
<v Speaker 1>think you're right. I never I never look into the

0:34:02.760 --> 0:34:06.080
<v Speaker 1>mirror and say it um. So yeah again, all of

0:34:06.080 --> 0:34:08.600
<v Speaker 1>those games used a light gun as the controller. You

0:34:08.640 --> 0:34:11.560
<v Speaker 1>would have to reload your gun by aiming off screen

0:34:11.560 --> 0:34:13.799
<v Speaker 1>and pulling the trigger. I hear, by the way, if

0:34:13.840 --> 0:34:17.200
<v Speaker 1>you ever do encounter one of these old of games

0:34:17.200 --> 0:34:20.520
<v Speaker 1>from this company, that if you hold the light controller

0:34:20.600 --> 0:34:23.520
<v Speaker 1>gun upside down, I'm talking about the actual arcade games,

0:34:23.920 --> 0:34:26.600
<v Speaker 1>it will automatically reload whenever you pull the trigger, so

0:34:26.640 --> 0:34:29.080
<v Speaker 1>you don't have to aim off screen. But let us

0:34:29.080 --> 0:34:31.839
<v Speaker 1>know about this that that sounds important. Yeah, I want

0:34:31.840 --> 0:34:33.799
<v Speaker 1>to go try this and write us in. So if

0:34:33.800 --> 0:34:36.520
<v Speaker 1>you can just just remember to hold the gun upside

0:34:36.520 --> 0:34:39.000
<v Speaker 1>down the entire time while firing. I have not tried this.

0:34:39.239 --> 0:34:40.919
<v Speaker 1>I didn't know that. I used to play this game,

0:34:41.080 --> 0:34:43.440
<v Speaker 1>the Mad Dog McCrea game, all the time in the arcades,

0:34:43.760 --> 0:34:45.320
<v Speaker 1>and I was pretty good at it. I mean I

0:34:45.320 --> 0:34:49.200
<v Speaker 1>could get about halfway through. Uh, pretty good for me.

0:34:49.480 --> 0:34:51.279
<v Speaker 1>I could get about halfway through the game before I

0:34:51.719 --> 0:34:54.800
<v Speaker 1>would have to continue. And once I got about the

0:34:54.800 --> 0:34:58.400
<v Speaker 1>halfway point, uh, it got the difficulty wrapped up so

0:34:58.520 --> 0:35:01.399
<v Speaker 1>quickly that I just don't know how. Yeah. I've seen

0:35:01.440 --> 0:35:04.160
<v Speaker 1>people play through it though, and it's probably not that hard.

0:35:04.239 --> 0:35:07.560
<v Speaker 1>It was just harder than I could handle. Uh. These

0:35:07.640 --> 0:35:09.759
<v Speaker 1>A bunch of these were also released for the three

0:35:09.840 --> 0:35:13.000
<v Speaker 1>d O home game system when it did come out

0:35:14.760 --> 0:35:19.520
<v Speaker 1>at the incredibly low price of six hundred and nine dollars. Yeah,

0:35:19.640 --> 0:35:22.680
<v Speaker 1>it was really expensive. I think we might have mentioned

0:35:22.680 --> 0:35:25.480
<v Speaker 1>it in one of our console episodes. The three d

0:35:25.600 --> 0:35:29.719
<v Speaker 1>O was an incredibly ambitious game console. You can think

0:35:29.800 --> 0:35:33.000
<v Speaker 1>of it as a predecessor for things like the Xbox

0:35:33.040 --> 0:35:36.240
<v Speaker 1>three sixty in the PlayStation three and now the current

0:35:36.280 --> 0:35:39.160
<v Speaker 1>generation of consoles as well, and that it was supposed

0:35:39.200 --> 0:35:42.200
<v Speaker 1>to be an entertainment center as well as a video

0:35:42.239 --> 0:35:45.880
<v Speaker 1>game console. But it was also so expensive and the

0:35:45.960 --> 0:35:52.120
<v Speaker 1>games were not considered terribly um compelling or or what's

0:35:52.120 --> 0:35:56.839
<v Speaker 1>another word good, So it didn't do so well. But yes,

0:35:57.239 --> 0:36:00.840
<v Speaker 1>three d O was the other market beside it's arcade machines.

0:36:00.880 --> 0:36:06.560
<v Speaker 1>At this time, we see another game called Time Traveler,

0:36:06.560 --> 0:36:08.560
<v Speaker 1>and I played this one too. I played a lot

0:36:08.640 --> 0:36:12.360
<v Speaker 1>of crappy video games when I was a kid. Um,

0:36:12.600 --> 0:36:15.879
<v Speaker 1>time Traveler was a little bit uh you know how

0:36:15.920 --> 0:36:17.759
<v Speaker 1>I was talking about how the light gun games set

0:36:17.800 --> 0:36:20.479
<v Speaker 1>it apart from the home market. Time Traveler they also

0:36:20.480 --> 0:36:24.160
<v Speaker 1>tried to set apart their their arcade machine from what

0:36:24.200 --> 0:36:26.839
<v Speaker 1>you could get from a home Mark home computer game

0:36:26.920 --> 0:36:31.680
<v Speaker 1>set up by having a quote unquote holographic display. Now

0:36:31.680 --> 0:36:34.120
<v Speaker 1>it wasn't a real holographic display. They had a curved

0:36:34.200 --> 0:36:38.359
<v Speaker 1>mirror and they used projection so that it looked from

0:36:38.400 --> 0:36:42.640
<v Speaker 1>your perspective like the Yeah, they looked like three dimensional

0:36:42.719 --> 0:36:47.440
<v Speaker 1>holographic figures, kind of like the chess pieces in Star Wars.

0:36:47.920 --> 0:36:49.719
<v Speaker 1>So it looked like that was what was going on,

0:36:49.760 --> 0:36:52.440
<v Speaker 1>but it was really all trickery. And because you know,

0:36:52.600 --> 0:36:55.359
<v Speaker 1>you had to stand in a certain place because that's

0:36:55.360 --> 0:36:58.360
<v Speaker 1>where the controls were, they knew where the player was

0:36:58.360 --> 0:37:00.719
<v Speaker 1>gonna be, so it made it easier to design this

0:37:00.800 --> 0:37:03.640
<v Speaker 1>game around that. It was released by Sega. It was

0:37:03.680 --> 0:37:05.959
<v Speaker 1>designed by Rick Dyer, who was the guy who also

0:37:06.000 --> 0:37:10.480
<v Speaker 1>designed Dragon's lair Um And uh yeah, it was you know,

0:37:10.960 --> 0:37:13.920
<v Speaker 1>basic shooting him up game. You played another Cowboy because

0:37:14.040 --> 0:37:17.920
<v Speaker 1>that was really popular apparently. Yeah, I don't remember cowboys

0:37:17.960 --> 0:37:20.600
<v Speaker 1>paying that huge in the early nineties, but I think

0:37:20.600 --> 0:37:22.799
<v Speaker 1>for one thing, it just made a compelling kind of

0:37:23.080 --> 0:37:29.040
<v Speaker 1>protagonist to follow. His character was the Marshall Graham. I

0:37:29.040 --> 0:37:31.239
<v Speaker 1>don't think he was a Marshall, No, just his name

0:37:31.280 --> 0:37:34.000
<v Speaker 1>was Marshall. His name was Marshall and he was fighting

0:37:34.000 --> 0:37:38.719
<v Speaker 1>the evil scientist volcre Vocal, which is you know, typical

0:37:38.760 --> 0:37:42.920
<v Speaker 1>of a Western val Sorry it's Almos. It's almost as

0:37:42.920 --> 0:37:46.440
<v Speaker 1>good as Commander Um. But yeah. You had to fight

0:37:46.520 --> 0:37:49.480
<v Speaker 1>him through time, and time would be seven different levels

0:37:49.520 --> 0:37:52.360
<v Speaker 1>that were uh, dating all the way back to prehistoric

0:37:52.440 --> 0:37:54.920
<v Speaker 1>times to the future. You had some choice about which

0:37:54.960 --> 0:37:58.640
<v Speaker 1>era you would visit next um and you could get

0:37:59.480 --> 0:38:03.280
<v Speaker 1>some interest sting other elements to it, like time reversal cubes,

0:38:03.800 --> 0:38:06.240
<v Speaker 1>which would be something that we would see used in

0:38:06.239 --> 0:38:08.480
<v Speaker 1>in other formats and other games. The idea being that

0:38:08.880 --> 0:38:11.640
<v Speaker 1>you could actually reverse a small segment of time and

0:38:11.680 --> 0:38:14.400
<v Speaker 1>try a failed action again, rather than having to waste

0:38:14.440 --> 0:38:17.400
<v Speaker 1>an entire life and start the level over like in

0:38:17.440 --> 0:38:21.080
<v Speaker 1>like in BioShock there's chambers there, yeah, or like in

0:38:21.200 --> 0:38:23.640
<v Speaker 1>a Prince of Persia sense of Time, where you could

0:38:23.680 --> 0:38:27.440
<v Speaker 1>you could reverse the last few seconds. The the goal

0:38:27.480 --> 0:38:29.560
<v Speaker 1>here was that, you know, you would have a whole

0:38:29.560 --> 0:38:33.759
<v Speaker 1>sequence of events that would unfold in video, and you

0:38:33.800 --> 0:38:36.080
<v Speaker 1>couldn't really just PLoP the player down in the middle

0:38:36.080 --> 0:38:39.320
<v Speaker 1>of it. You essentially you would have divided up times

0:38:39.360 --> 0:38:42.160
<v Speaker 1>just again like DVD chapters, and you couldn't just go

0:38:42.239 --> 0:38:44.279
<v Speaker 1>into the middle of a DVD chapter, you had to

0:38:44.320 --> 0:38:47.760
<v Speaker 1>go to the beginning. So this way it could rewind

0:38:47.760 --> 0:38:50.359
<v Speaker 1>it to a specific point within that little segment, as

0:38:50.400 --> 0:38:53.279
<v Speaker 1>opposed to having you play the whole segment over. Yeah. No,

0:38:53.600 --> 0:38:57.640
<v Speaker 1>especially since saved games were not a huge part of

0:38:57.640 --> 0:38:59.680
<v Speaker 1>the industry at this point in time, and this one

0:38:59.760 --> 0:39:01.960
<v Speaker 1>was an arcade games, so you were just stuck with,

0:39:02.000 --> 0:39:04.680
<v Speaker 1>you know, feeding more and more coins into this machine,

0:39:04.760 --> 0:39:10.560
<v Speaker 1>which I did because I was dumb, you know, Lauren,

0:39:10.560 --> 0:39:14.759
<v Speaker 1>when we started this podcast, I had no idea that

0:39:14.800 --> 0:39:17.879
<v Speaker 1>we'd still be talking an hour and nine minutes later.

0:39:18.920 --> 0:39:23.240
<v Speaker 1>Me neither, because I don't see the future. Yeah, very well, anyway,

0:39:23.280 --> 0:39:26.520
<v Speaker 1>my future glasses are broken. So we decided after we

0:39:26.560 --> 0:39:29.520
<v Speaker 1>recorded an epic episode of Epic Nous that it makes

0:39:29.560 --> 0:39:31.640
<v Speaker 1>sense for us to end here where we're talking about

0:39:32.120 --> 0:39:34.919
<v Speaker 1>kind of the end of the arcade era for full

0:39:35.000 --> 0:39:39.240
<v Speaker 1>motion video, and then we can transition into the era

0:39:39.480 --> 0:39:42.960
<v Speaker 1>of the home video game networked for our next episode

0:39:42.960 --> 0:39:45.920
<v Speaker 1>and talk about all new levels of terrible F and B.

0:39:46.880 --> 0:39:49.480
<v Speaker 1>So listeners, stick with us. We're going to in our

0:39:49.520 --> 0:39:52.279
<v Speaker 1>next episode talk about home video games, and you know,

0:39:52.400 --> 0:39:54.799
<v Speaker 1>you sewer shark fans out there. Don't worry, We're going

0:39:54.840 --> 0:39:57.759
<v Speaker 1>to get you covered. And if you guys have suggestions

0:39:57.800 --> 0:39:59.799
<v Speaker 1>for any other topics you would like to hear us

0:39:59.800 --> 0:40:02.040
<v Speaker 1>talk about in the future, send us an email our

0:40:02.080 --> 0:40:04.840
<v Speaker 1>addresses tex stuff at how stuff works dot com, or

0:40:04.920 --> 0:40:07.360
<v Speaker 1>drop us a line on Twitter, Facebook or Tumbler or

0:40:07.400 --> 0:40:10.799
<v Speaker 1>handle it. All three is tech stuff hs W. We'll

0:40:10.800 --> 0:40:16.080
<v Speaker 1>talk to you again really soon for more on this

0:40:16.239 --> 0:40:18.760
<v Speaker 1>and thousands of other topics. Is it how stuff works

0:40:18.760 --> 0:40:28.880
<v Speaker 1>dot com.