1 00:00:00,320 --> 00:00:02,880 Speaker 1: Brought to you by the reinvented two thousand twelve camera. 2 00:00:03,240 --> 00:00:08,959 Speaker 1: It's ready. Are you get in touch with technology? With 3 00:00:09,080 --> 00:00:17,880 Speaker 1: tech style from how stuff works dot com. Hello again, everyone, 4 00:00:18,000 --> 00:00:20,840 Speaker 1: welcome to check stuff. My name is Chris Poulette and 5 00:00:20,880 --> 00:00:23,680 Speaker 1: I am an editor here at how stuff works dot Com. 6 00:00:23,720 --> 00:00:27,040 Speaker 1: Sitting across from me, as usual, is senior writer Jonathan 7 00:00:27,120 --> 00:00:29,680 Speaker 1: Strickland on the other side of the screen. It all 8 00:00:29,720 --> 00:00:34,720 Speaker 1: looks so easy. That's a quote. Never mind, I said, 9 00:00:34,760 --> 00:00:36,720 Speaker 1: I wasn't gonna say where it was farm anymore, so 10 00:00:36,840 --> 00:00:39,839 Speaker 1: people have to tell me where it's from. Uh. So, 11 00:00:39,880 --> 00:00:44,360 Speaker 1: today we're gonna talk about the great video game crash, 12 00:00:44,960 --> 00:00:48,440 Speaker 1: which really we should specify happened in North America. Yes, 13 00:00:49,040 --> 00:00:52,960 Speaker 1: and we're not talking about the video game crash that 14 00:00:53,040 --> 00:00:57,800 Speaker 1: we of arcade games. We're talking specifically of the home market. Yes. 15 00:00:57,920 --> 00:01:00,600 Speaker 1: So in order to understand this, we really have to 16 00:01:00,880 --> 00:01:04,759 Speaker 1: uh to think back to the origin of the video 17 00:01:04,800 --> 00:01:08,040 Speaker 1: game market the home market. Um, because it doesn't really 18 00:01:08,080 --> 00:01:09,920 Speaker 1: make sense to talk about the crash until you find 19 00:01:09,959 --> 00:01:11,440 Speaker 1: out how you got to where you were in the 20 00:01:11,480 --> 00:01:15,959 Speaker 1: first place. Right, True enough, and honestly, the the arcade 21 00:01:16,000 --> 00:01:19,520 Speaker 1: game market and the home market started roughly the same 22 00:01:19,560 --> 00:01:22,600 Speaker 1: time they were growing out of um you know some 23 00:01:22,680 --> 00:01:26,119 Speaker 1: work that different computer programmers were doing in the nineteen sixties, 24 00:01:26,280 --> 00:01:27,880 Speaker 1: even a little bit earlier. But it's kind of hard 25 00:01:27,920 --> 00:01:30,640 Speaker 1: to say that it was really becoming a video game 26 00:01:30,680 --> 00:01:32,440 Speaker 1: of any kind of sort until it got to the 27 00:01:32,520 --> 00:01:35,479 Speaker 1: late sixties and the early seventies is when you saw 28 00:01:35,680 --> 00:01:38,600 Speaker 1: the first arcade games and first home video games, and 29 00:01:38,600 --> 00:01:43,119 Speaker 1: I'm talking early seventies nine. Nineteen seventy two is when 30 00:01:43,120 --> 00:01:47,760 Speaker 1: we saw the very first home video game console in 31 00:01:48,080 --> 00:01:53,480 Speaker 1: the North American market, and it was a Magna Vox Odyssey. Man, 32 00:01:53,600 --> 00:01:56,520 Speaker 1: what a machine that was. Yeah, the original Odyssey. Now 33 00:01:56,560 --> 00:02:00,480 Speaker 1: there were lots and lots of future Odyssey consoles, which well, 34 00:02:00,520 --> 00:02:03,160 Speaker 1: I'll chat about briefly. I've got a kind of timeline 35 00:02:03,160 --> 00:02:05,400 Speaker 1: where i can talk about some of the consoles that 36 00:02:05,480 --> 00:02:08,560 Speaker 1: came out and the big years in video game the 37 00:02:08,600 --> 00:02:12,000 Speaker 1: home video game market. But nineteen seventy two is probably 38 00:02:12,000 --> 00:02:15,080 Speaker 1: the biggest year because it's the first one. Um So 39 00:02:15,680 --> 00:02:18,359 Speaker 1: you had the Odyssey, which was designed by an engineer 40 00:02:18,440 --> 00:02:21,720 Speaker 1: named Ralph Bear, and he had been working on the 41 00:02:21,760 --> 00:02:24,359 Speaker 1: prototype for this since the late sixties, like you had mentioned, 42 00:02:24,919 --> 00:02:29,560 Speaker 1: and uh, it's interesting. It was um it was powered 43 00:02:29,560 --> 00:02:32,240 Speaker 1: by batteries. It was not something that you plugged into 44 00:02:32,280 --> 00:02:36,960 Speaker 1: a wall at that point, and it was analog not digital, 45 00:02:37,320 --> 00:02:41,480 Speaker 1: so pretty lot. Also, no sound in the earliest console 46 00:02:41,520 --> 00:02:44,480 Speaker 1: there was no You didn't get audio. You just had 47 00:02:44,960 --> 00:02:47,320 Speaker 1: a video output. And the video output, of course, was 48 00:02:47,400 --> 00:02:48,960 Speaker 1: your television. You had to hook it up to a TV. 49 00:02:49,040 --> 00:02:51,640 Speaker 1: It didn't have its own screen or anything like that. 50 00:02:52,960 --> 00:02:54,639 Speaker 1: You know what I have to say about that? What's that? 51 00:02:56,639 --> 00:02:59,880 Speaker 1: Because there was no sounds really funny. So in nineteen seventy, 52 00:03:00,000 --> 00:03:03,880 Speaker 1: thank you for the pity there, You're welcome. In ninety three, 53 00:03:04,919 --> 00:03:09,480 Speaker 1: the the Pong coin operated game was starting to make 54 00:03:09,520 --> 00:03:12,080 Speaker 1: a splash. That's right. So Pong is like the first 55 00:03:12,120 --> 00:03:17,440 Speaker 1: like major breakthrough arcade game, uh to hit the arcades, 56 00:03:17,520 --> 00:03:19,679 Speaker 1: well not even arcades at that point, but bars and 57 00:03:19,680 --> 00:03:22,120 Speaker 1: and things like that. Yeah. Computer Space was the very 58 00:03:22,120 --> 00:03:25,239 Speaker 1: first coin operated game. Yeah but uh, and and that 59 00:03:25,440 --> 00:03:29,480 Speaker 1: was done Nolan Bushnell. Those of you longtime listeners or 60 00:03:29,520 --> 00:03:33,320 Speaker 1: computer game fans probably know who Nolan Bushnell was. But yeah, 61 00:03:33,360 --> 00:03:37,320 Speaker 1: Pong was actually the second of those games. Yeah. So 62 00:03:37,480 --> 00:03:43,000 Speaker 1: in nineteen Sears began to sell a Pong home console. 63 00:03:43,160 --> 00:03:46,600 Speaker 1: I remember that now I should point out I should 64 00:03:46,600 --> 00:03:48,720 Speaker 1: have said this for the Odyssey as well. These home 65 00:03:48,800 --> 00:03:52,800 Speaker 1: consoles had games hard coded into them. Yeah, we're talking 66 00:03:53,000 --> 00:03:56,680 Speaker 1: the chips actually very similar to arcade games. Yes, the 67 00:03:56,760 --> 00:03:59,400 Speaker 1: chips inside them would tell you what they would do. 68 00:03:59,560 --> 00:04:04,120 Speaker 1: So I mean you're not removing a cartridge, right, you know, 69 00:04:05,560 --> 00:04:08,080 Speaker 1: a CD or DVD which hadn't been invented yet. You 70 00:04:08,080 --> 00:04:10,240 Speaker 1: couldn't even switch a chip out like with with some 71 00:04:10,400 --> 00:04:13,560 Speaker 1: arcade machines you can switch out rams, so a RAM 72 00:04:13,640 --> 00:04:16,320 Speaker 1: would be what essentially has the game's programming on it, 73 00:04:16,360 --> 00:04:18,360 Speaker 1: And some arcade consoles, you know, you can switch one 74 00:04:18,440 --> 00:04:21,160 Speaker 1: ROM out for another and use the same cabinet to 75 00:04:21,279 --> 00:04:24,119 Speaker 1: house different games. So if one game is not getting 76 00:04:24,120 --> 00:04:26,440 Speaker 1: a lot of traffic in an arcade, you could swap 77 00:04:26,440 --> 00:04:29,000 Speaker 1: out the ROM for and put in a new game. Uh, 78 00:04:29,200 --> 00:04:31,320 Speaker 1: you couldn't do that with these home consoles. You're stuck 79 00:04:31,360 --> 00:04:33,520 Speaker 1: with whatever games they were able to put on there. 80 00:04:33,520 --> 00:04:37,159 Speaker 1: And so a lot of them were variations of pong um. 81 00:04:37,279 --> 00:04:38,840 Speaker 1: You know, like you might have pong and then you 82 00:04:38,880 --> 00:04:41,600 Speaker 1: might have handball, which is really just a slightly the 83 00:04:41,800 --> 00:04:45,760 Speaker 1: paddles are slightly smaller and it moves faster. Um and basketball, 84 00:04:45,800 --> 00:04:50,640 Speaker 1: in which case everything was was um horizontally oriented rather 85 00:04:50,680 --> 00:04:53,160 Speaker 1: than vertically oriented, but it was still using the same 86 00:04:53,200 --> 00:04:56,479 Speaker 1: sort of mechanics as pong. Uh. It was really just 87 00:04:56,600 --> 00:05:00,400 Speaker 1: variations on that for a while. So se you get 88 00:05:00,440 --> 00:05:04,400 Speaker 1: the Odyssey one and two hundred. Uh, this one was 89 00:05:04,480 --> 00:05:08,680 Speaker 1: kind of funny and that um the the PALNK system 90 00:05:08,720 --> 00:05:12,839 Speaker 1: that Sears put out in had an on screen scoring system. 91 00:05:13,279 --> 00:05:16,560 Speaker 1: It would keep track of your score. The Magnavox Odyssey 92 00:05:16,600 --> 00:05:20,560 Speaker 1: on two hundred did not have an on screen scoring system. 93 00:05:20,600 --> 00:05:23,960 Speaker 1: It had little plastic markers on the console itself, and 94 00:05:24,000 --> 00:05:27,200 Speaker 1: you would move your marker up a notch every time 95 00:05:27,200 --> 00:05:29,839 Speaker 1: you scored a point until whoever reached the you know, 96 00:05:29,880 --> 00:05:32,080 Speaker 1: whatever the limit was that you had decided, whether that 97 00:05:32,160 --> 00:05:34,680 Speaker 1: was the top of the notches or all right, we'll 98 00:05:34,720 --> 00:05:38,400 Speaker 1: play to whoever it gets to five points first. So 99 00:05:38,440 --> 00:05:39,960 Speaker 1: it's kind of like playing a game of pool. You 100 00:05:40,000 --> 00:05:44,240 Speaker 1: actually had to physically notate what your score was on 101 00:05:44,320 --> 00:05:47,600 Speaker 1: the console system. Do I get to throw in a 102 00:05:47,680 --> 00:05:52,040 Speaker 1: plug for my very first video game system? Go for it? 103 00:05:52,120 --> 00:05:54,560 Speaker 1: Because it was a clone of all these There were 104 00:05:54,600 --> 00:05:58,440 Speaker 1: lots and lots of Palm clones, but mine, which I 105 00:05:58,480 --> 00:06:01,040 Speaker 1: still have is colicos tells to our system that came 106 00:06:01,040 --> 00:06:04,960 Speaker 1: out in Yes, lots of them did. The fair Child 107 00:06:05,080 --> 00:06:07,799 Speaker 1: Channel F was out about that same time, which actually 108 00:06:07,880 --> 00:06:11,760 Speaker 1: that was one of the first ones to ever use cartridges. Yes, 109 00:06:12,279 --> 00:06:14,960 Speaker 1: in seventy six, you've got the Odyssey three hundred, four hundred, 110 00:06:14,960 --> 00:06:19,560 Speaker 1: five hundred, Super Pong, Wonder Wizard, and the Calico tell Star. 111 00:06:20,000 --> 00:06:21,560 Speaker 1: And like you said, the tell Star was one that 112 00:06:21,600 --> 00:06:24,600 Speaker 1: had hard coded games on it, right, the tell Star, 113 00:06:24,760 --> 00:06:27,000 Speaker 1: yes did, and it had three So this this is 114 00:06:27,040 --> 00:06:29,560 Speaker 1: before Kalika Vision. This is not that's not what we're 115 00:06:29,600 --> 00:06:32,400 Speaker 1: talking about. We're talking about earlier system than that. Yeah, 116 00:06:32,400 --> 00:06:34,120 Speaker 1: that's the that's the whole thing. When you were talking 117 00:06:34,120 --> 00:06:36,880 Speaker 1: about the cartridges, Um, we're talking about the rams again, 118 00:06:37,040 --> 00:06:40,480 Speaker 1: which are hard coded inside. But at least these newer 119 00:06:40,520 --> 00:06:43,440 Speaker 1: machines gave you a slot from which you could remove 120 00:06:43,800 --> 00:06:46,680 Speaker 1: a RAM and put a new cartridge in, so then 121 00:06:46,720 --> 00:06:49,240 Speaker 1: you could play. It was extensible, You could play lots 122 00:06:49,279 --> 00:06:51,440 Speaker 1: of different games on it. Yeah, So the fair Child 123 00:06:51,480 --> 00:06:53,760 Speaker 1: Channel F never really took off, but it was the 124 00:06:53,800 --> 00:06:56,520 Speaker 1: first one to actually start using a cartridge based system. 125 00:06:56,680 --> 00:07:00,280 Speaker 1: So the next year and seventy seven, uh well started 126 00:07:00,279 --> 00:07:02,680 Speaker 1: seeing things like the Atari Video Pinball Machine, the Atari 127 00:07:02,720 --> 00:07:06,240 Speaker 1: Stunt cycle machine. But also there were a couple more 128 00:07:06,440 --> 00:07:09,000 Speaker 1: to tell Star models that came out, and of course 129 00:07:09,080 --> 00:07:14,119 Speaker 1: more Odyssey games. What about the r C A Studio series. Uh, 130 00:07:14,240 --> 00:07:17,040 Speaker 1: there's that as well. But the but in seventy seven 131 00:07:17,680 --> 00:07:21,480 Speaker 1: a big one hit, probably the big one for the 132 00:07:21,560 --> 00:07:26,680 Speaker 1: earliest video game market story, which is the Atari VCS, 133 00:07:26,960 --> 00:07:30,280 Speaker 1: the video computer system, which was actually my very first. 134 00:07:30,400 --> 00:07:32,360 Speaker 1: The other one was technically my brothers, but you know, 135 00:07:32,360 --> 00:07:34,040 Speaker 1: I just wanted to plug the tell Star Yeah I 136 00:07:34,240 --> 00:07:37,040 Speaker 1: had as well. Now this was of course a cartridge 137 00:07:37,040 --> 00:07:40,880 Speaker 1: based system again, so there were no games pre programmed 138 00:07:41,040 --> 00:07:44,000 Speaker 1: on the console. Yeah, there was a game packaged with 139 00:07:44,080 --> 00:07:46,760 Speaker 1: the system though for mine it was Combat, Yes it 140 00:07:46,840 --> 00:07:50,320 Speaker 1: was mine. For Combat was mine as well. And I'll 141 00:07:50,360 --> 00:07:56,800 Speaker 1: never forget playing jet versus airplane. Yeah, fun times anyway. 142 00:07:56,920 --> 00:07:59,200 Speaker 1: So actually that that's going back to you, I'm sorry, 143 00:07:59,200 --> 00:08:01,480 Speaker 1: I didn't mean going back to your scoring thing. For 144 00:08:01,520 --> 00:08:05,360 Speaker 1: those of you who have never played an Atari. Um 145 00:08:05,440 --> 00:08:07,440 Speaker 1: the games and about which we were talking, they came 146 00:08:07,440 --> 00:08:10,280 Speaker 1: with an instruction book, and and most of the instruction 147 00:08:10,320 --> 00:08:13,000 Speaker 1: books that at Chari published. There the last couple of 148 00:08:13,040 --> 00:08:17,680 Speaker 1: pages or last page had a note field so that 149 00:08:17,720 --> 00:08:19,880 Speaker 1: you could write down your high scores because of course 150 00:08:20,000 --> 00:08:22,200 Speaker 1: at that point, well maybe not of course, but at 151 00:08:22,240 --> 00:08:24,720 Speaker 1: that point they didn't have any kind of onboard storage, 152 00:08:25,440 --> 00:08:27,400 Speaker 1: So so I didn't remember your high scores and you 153 00:08:27,440 --> 00:08:29,800 Speaker 1: wanted to keep it, keep track of it, you needed 154 00:08:29,800 --> 00:08:32,480 Speaker 1: to write it down. Yeah. This is also before like 155 00:08:33,280 --> 00:08:35,440 Speaker 1: at this point, the the video games that you would 156 00:08:35,440 --> 00:08:37,080 Speaker 1: get in the home market were a lot like the 157 00:08:37,080 --> 00:08:40,600 Speaker 1: ones in the arcade and that they were usually you know, 158 00:08:40,720 --> 00:08:44,000 Speaker 1: usually would only play them for short burst because uh, 159 00:08:44,120 --> 00:08:46,480 Speaker 1: there's no way to save your progress. So there was 160 00:08:46,520 --> 00:08:49,640 Speaker 1: no point in writing a longer game that would require 161 00:08:49,720 --> 00:08:52,839 Speaker 1: multiple sessions of play because there was no way to 162 00:08:52,840 --> 00:08:55,839 Speaker 1: to save and pick up where you left off. I mean, 163 00:08:56,080 --> 00:08:58,320 Speaker 1: why would you come back and and and just basically 164 00:08:58,400 --> 00:09:01,000 Speaker 1: leave the machine on for day is as you worked 165 00:09:01,040 --> 00:09:02,839 Speaker 1: your way through a game because there wasn't any way 166 00:09:02,880 --> 00:09:04,679 Speaker 1: to store that. There are a lot of people who 167 00:09:04,760 --> 00:09:07,800 Speaker 1: did that with later systems in particular. Um, well we'll 168 00:09:07,800 --> 00:09:10,920 Speaker 1: get to those. But so then let's go ahead to 169 00:09:10,960 --> 00:09:13,440 Speaker 1: seventy eight. We get some more tell Stars because you know, 170 00:09:13,600 --> 00:09:17,040 Speaker 1: every year has to pass with another tell Star getting Uh, 171 00:09:17,080 --> 00:09:19,280 Speaker 1: that's when the Odyssey Squared came out or Odyssely to 172 00:09:20,280 --> 00:09:25,000 Speaker 1: um that actually was a computer and it had basic programming. Uh. 173 00:09:25,200 --> 00:09:28,599 Speaker 1: Then you also had Colico tell Star Gemini, which was 174 00:09:28,640 --> 00:09:32,840 Speaker 1: an attenty sud clone that came out in Sight, and 175 00:09:33,559 --> 00:09:38,319 Speaker 1: the one and only entrigue from uh Bally the Ballet 176 00:09:38,360 --> 00:09:41,080 Speaker 1: Professional Arcade came out in that year. I remember that too, 177 00:09:41,440 --> 00:09:44,520 Speaker 1: And do you guys if you listen to our Midway podcast, 178 00:09:44,920 --> 00:09:48,560 Speaker 1: you know that Bally had purchased Midway. This was the 179 00:09:48,640 --> 00:09:52,520 Speaker 1: result of Bally Midway working together to create a home 180 00:09:52,679 --> 00:09:56,959 Speaker 1: arcade system use bitmap graphics. Did not succeed those that one. 181 00:09:57,840 --> 00:09:59,199 Speaker 1: You know, you may not have ever heard of it 182 00:09:59,240 --> 00:10:03,160 Speaker 1: because it never really well anywhere. Um, did you want 183 00:10:03,160 --> 00:10:05,080 Speaker 1: to have anything else to add? For seventy eight before 184 00:10:05,080 --> 00:10:08,360 Speaker 1: I go to see Okay? Seventy nine you had the 185 00:10:08,480 --> 00:10:11,599 Speaker 1: Zircon Channel F system to Wow, which was like the 186 00:10:11,640 --> 00:10:15,960 Speaker 1: fair Child is going back, and then um, the Atari 187 00:10:16,040 --> 00:10:20,440 Speaker 1: four hundred, yes, which also was really kind of a computer. Yeah. 188 00:10:20,480 --> 00:10:23,760 Speaker 1: It actually had its own keyboard built into that console 189 00:10:23,960 --> 00:10:25,400 Speaker 1: and uh, yeah it was. It was meant to be 190 00:10:25,520 --> 00:10:29,520 Speaker 1: like a kid's computer. Like my first computer was the 191 00:10:29,600 --> 00:10:32,520 Speaker 1: Atari four hundred and it was also cartridge based. It 192 00:10:32,600 --> 00:10:36,920 Speaker 1: did have an onboard program which was essentially a notepad program. 193 00:10:37,000 --> 00:10:39,840 Speaker 1: It was kind of like a very very basic word processor. 194 00:10:40,280 --> 00:10:43,920 Speaker 1: You should, uh, if you're an old if you're a 195 00:10:44,000 --> 00:10:45,920 Speaker 1: fan of old computers, I didn't want to say old 196 00:10:46,000 --> 00:10:49,360 Speaker 1: computer fan. If you're a fan of old computers, you 197 00:10:49,360 --> 00:10:53,040 Speaker 1: should definitely check out the Atari four and, as Jonathan 198 00:10:53,040 --> 00:10:56,240 Speaker 1: will mention shortly, the eight hundred, which looked very much 199 00:10:56,320 --> 00:10:58,800 Speaker 1: like it because they were kind of cool. They had 200 00:10:58,840 --> 00:11:02,280 Speaker 1: a big door and the top of them to remove 201 00:11:02,360 --> 00:11:05,120 Speaker 1: and insert cartridges from, so you can actually you know, 202 00:11:05,200 --> 00:11:07,600 Speaker 1: open it up and plug it in and then close 203 00:11:07,679 --> 00:11:10,600 Speaker 1: the door back again. Very kind of old school computer style, 204 00:11:10,640 --> 00:11:12,640 Speaker 1: and had a membrane keyboard, which is real pain and 205 00:11:12,760 --> 00:11:14,920 Speaker 1: neck to type on. It's not entirely differed from the 206 00:11:14,960 --> 00:11:18,960 Speaker 1: way the Nintendo had a door where she would flip 207 00:11:19,040 --> 00:11:21,120 Speaker 1: open and take a cartridge out in a way, no, 208 00:11:21,360 --> 00:11:24,079 Speaker 1: but it kind of reminds me of the old mainframe 209 00:11:24,200 --> 00:11:26,079 Speaker 1: style things where we had to open it up to 210 00:11:26,200 --> 00:11:27,800 Speaker 1: actually mess with it, rather than you know, like the 211 00:11:27,960 --> 00:11:30,560 Speaker 1: hr vcs, which the slot was just on the top 212 00:11:30,920 --> 00:11:33,160 Speaker 1: right where dust could get in it. Yes, where you 213 00:11:33,240 --> 00:11:35,640 Speaker 1: got into the hole let's blow into the cartridge before 214 00:11:35,679 --> 00:11:38,360 Speaker 1: we put it into the machine, because if dust got 215 00:11:38,440 --> 00:11:40,319 Speaker 1: in there, if enough dust got in there, it wouldn't 216 00:11:40,320 --> 00:11:45,280 Speaker 1: work anymore. Another big player hits the scene, which is 217 00:11:45,360 --> 00:11:48,120 Speaker 1: Mattel's in television. I believe you had one of these. 218 00:11:48,200 --> 00:11:50,640 Speaker 1: I did have an intelevision, and I had an intelevision 219 00:11:50,760 --> 00:11:55,240 Speaker 1: long after the heyday of intelevision games had had passed. Well, 220 00:11:55,240 --> 00:11:57,839 Speaker 1: people are still playing the games now, yeah, but there 221 00:11:57,960 --> 00:12:00,160 Speaker 1: was no way there were no new games coming out 222 00:12:00,200 --> 00:12:03,520 Speaker 1: by the time I had. I came into possession of one. 223 00:12:03,840 --> 00:12:08,880 Speaker 1: I inherited it essentially from a cousin, And yeah, it 224 00:12:09,000 --> 00:12:11,559 Speaker 1: was a It was a really neat game system. It 225 00:12:11,640 --> 00:12:14,360 Speaker 1: was I would call it more advanced than the Atari 226 00:12:14,440 --> 00:12:16,760 Speaker 1: twenty hundred. It still wasn't you know, it wouldn't blow 227 00:12:16,840 --> 00:12:19,640 Speaker 1: you away or anything, but but the games were a 228 00:12:19,640 --> 00:12:21,640 Speaker 1: little more sophisticated than the ones you would get on 229 00:12:21,679 --> 00:12:26,479 Speaker 1: the twenty. Well, I think it directly resulted in Atari's 230 00:12:26,559 --> 00:12:28,440 Speaker 1: next move, which we'll get into in a moment. Yeah, 231 00:12:28,600 --> 00:12:32,679 Speaker 1: so that's when we start seeing some more some more 232 00:12:32,920 --> 00:12:36,480 Speaker 1: interesting machines. We see the Clico vision, another big heavy 233 00:12:36,520 --> 00:12:40,720 Speaker 1: hitter in television and click a vision kind of battled 234 00:12:40,800 --> 00:12:43,800 Speaker 1: it out in the early eighties to see who would 235 00:12:43,840 --> 00:12:46,720 Speaker 1: have video game supremacy, and Attari had a leg up 236 00:12:46,760 --> 00:12:48,959 Speaker 1: just because it'd been around a little longer than the 237 00:12:49,000 --> 00:12:52,400 Speaker 1: other two, even though the other two had slightly better 238 00:12:53,200 --> 00:12:58,680 Speaker 1: graphics and and arguably a better controller, depending on whether 239 00:12:58,760 --> 00:13:00,360 Speaker 1: or not you felt like you got a couple tunnel 240 00:13:00,400 --> 00:13:04,559 Speaker 1: from it. Well, it's funny because at this point in 241 00:13:05,040 --> 00:13:08,040 Speaker 1: home video gaming there was sort of this weird crossover 242 00:13:08,160 --> 00:13:13,240 Speaker 1: between home computers and home video game systems. Um. Like 243 00:13:13,400 --> 00:13:16,960 Speaker 1: today you see stuff like the WE and the PlayStation 244 00:13:17,200 --> 00:13:21,199 Speaker 1: series and the the Xbox series, and they can do 245 00:13:21,320 --> 00:13:24,840 Speaker 1: things that computers do. But uh, some of these systems, 246 00:13:25,400 --> 00:13:28,800 Speaker 1: you know, um getting into the Colico Vision, and then 247 00:13:28,960 --> 00:13:31,920 Speaker 1: Colico also started a system called the Atom, which was 248 00:13:31,960 --> 00:13:33,640 Speaker 1: supposed to be a computer system, but they were sort 249 00:13:33,679 --> 00:13:36,920 Speaker 1: of compatible with one another, and you know the R 250 00:13:37,040 --> 00:13:41,400 Speaker 1: four eight hundred UM and uh, you know they're they're 251 00:13:42,000 --> 00:13:44,840 Speaker 1: things like that, and having the opportunity to use a keypad, 252 00:13:44,960 --> 00:13:47,400 Speaker 1: because the Colliquo Vision and the in Television both had 253 00:13:47,440 --> 00:13:51,400 Speaker 1: a Numeriic keypad on their their controllers, as did the 254 00:13:51,640 --> 00:13:54,719 Speaker 1: R and so for a while there, I think the 255 00:13:54,800 --> 00:13:57,360 Speaker 1: manufacturers were all sort of flirting with this idea that 256 00:13:57,600 --> 00:13:59,720 Speaker 1: you know, maybe creating a system that could do all 257 00:13:59,800 --> 00:14:04,360 Speaker 1: of the stuff. Um. Unfortunately, uh, that didn't come out 258 00:14:04,600 --> 00:14:07,000 Speaker 1: in the way I think that they really intended, or 259 00:14:07,160 --> 00:14:08,960 Speaker 1: you know, none of them, none of these companies were 260 00:14:08,960 --> 00:14:10,640 Speaker 1: able to capitalize on it. Yeah, a lot of the 261 00:14:10,840 --> 00:14:14,240 Speaker 1: a lot of the consumers seem to think that these games, 262 00:14:14,320 --> 00:14:18,720 Speaker 1: these systems were more game systems than computer systems. There 263 00:14:18,800 --> 00:14:20,800 Speaker 1: was more of a division of the two products in 264 00:14:20,840 --> 00:14:23,480 Speaker 1: the mind of the average consumer, and it was really 265 00:14:23,520 --> 00:14:26,120 Speaker 1: hard to bridge that gap. I think because I think 266 00:14:26,200 --> 00:14:28,120 Speaker 1: what they may have been trying to do, and this 267 00:14:28,240 --> 00:14:30,760 Speaker 1: is just speculation on my part, is that perhaps they 268 00:14:30,800 --> 00:14:33,680 Speaker 1: thought if they could embed some computer ability in it, 269 00:14:34,120 --> 00:14:37,240 Speaker 1: that it might encourage more moms and dads to fork 270 00:14:37,320 --> 00:14:39,320 Speaker 1: over the cash for a video game system that they 271 00:14:39,320 --> 00:14:42,080 Speaker 1: could do their taxes on. Yeah, you know, later on 272 00:14:42,120 --> 00:14:45,400 Speaker 1: it's like, well, you know, and like Kate video game 273 00:14:45,440 --> 00:14:49,920 Speaker 1: system exactly. But um, but yeah, I mean also, Atari 274 00:14:49,960 --> 00:14:52,000 Speaker 1: had a leg up on Colico because Atari was a, 275 00:14:52,400 --> 00:14:56,440 Speaker 1: if you will, a pure play h video game company, 276 00:14:56,680 --> 00:15:01,600 Speaker 1: whereas Colico stood for Kinnectic Get Leather company. They actually 277 00:15:01,640 --> 00:15:04,720 Speaker 1: had their roots in a completely different business. Yeah, the 278 00:15:04,800 --> 00:15:07,040 Speaker 1: games that you play with leather. I've made this joke. 279 00:15:07,400 --> 00:15:09,280 Speaker 1: I made this exact same joke, so I'm not gonna 280 00:15:09,320 --> 00:15:11,600 Speaker 1: several times I believe. Yeah, well, I mean on the 281 00:15:11,640 --> 00:15:13,920 Speaker 1: podcast specifically, I make the joke all the time. In 282 00:15:13,960 --> 00:15:16,600 Speaker 1: the office. Actually, HR will probably talk to me, no, no, 283 00:15:16,800 --> 00:15:18,480 Speaker 1: but but yeah, I mean they were they were doing 284 00:15:18,560 --> 00:15:20,560 Speaker 1: something else for a long time and then got into 285 00:15:21,000 --> 00:15:25,200 Speaker 1: two Electronics and uh, Colico bet hard and the Callico Vision, right, 286 00:15:25,440 --> 00:15:28,320 Speaker 1: and getting back to two. So Collico Vision comes out. 287 00:15:28,480 --> 00:15:32,320 Speaker 1: Also the at comes out, which is essentially the Atari 288 00:15:32,440 --> 00:15:35,640 Speaker 1: four hundred but without the keyboard. Right. You had the 289 00:15:35,920 --> 00:15:39,560 Speaker 1: vet trex come out. Look like a little console. I 290 00:15:39,600 --> 00:15:42,560 Speaker 1: had a little cabinet game. Yeah it actually it actually 291 00:15:42,600 --> 00:15:44,800 Speaker 1: had its own dedicated screen, so it looked like a 292 00:15:44,920 --> 00:15:49,080 Speaker 1: miniature arcade machine Kaid Cabinet Sorry, go ahead. And it's 293 00:15:49,120 --> 00:15:53,880 Speaker 1: also vector based and monochromatic. It was vector based on 294 00:15:53,960 --> 00:15:56,840 Speaker 1: the Grand Fields better but it was monochromatic. So what 295 00:15:57,040 --> 00:16:02,080 Speaker 1: they they shipped the game system and the games with overlays. Nice. 296 00:16:02,160 --> 00:16:04,160 Speaker 1: You put an overlay on the screen and that would 297 00:16:04,280 --> 00:16:10,160 Speaker 1: simulate color. Very nice. Yeah, groovy. Also, the Emmerson Arcadia 298 00:16:10,280 --> 00:16:13,160 Speaker 1: two thousand one came out in two as well as 299 00:16:13,280 --> 00:16:16,720 Speaker 1: the in television two. And uh, we're gonna we're gonna 300 00:16:17,000 --> 00:16:20,560 Speaker 1: pause the timeline there in two because now we're getting 301 00:16:20,640 --> 00:16:24,080 Speaker 1: up to the point where the actual crash began to 302 00:16:24,160 --> 00:16:26,280 Speaker 1: take place. And uh, and there are a lot of 303 00:16:26,360 --> 00:16:29,880 Speaker 1: different reasons for the crash. One of them we've already 304 00:16:30,080 --> 00:16:32,960 Speaker 1: established just by doing the timeline. There were lots and 305 00:16:33,120 --> 00:16:36,120 Speaker 1: lots of competing video game systems out there. Yeah, now 306 00:16:36,160 --> 00:16:41,480 Speaker 1: we've we've basically been going from two up through the 307 00:16:42,000 --> 00:16:46,960 Speaker 1: mid eighties, early eighties, about eight five, we're sort of 308 00:16:47,000 --> 00:16:50,480 Speaker 1: getting this thing and um, that's the whole thing that 309 00:16:50,600 --> 00:16:55,600 Speaker 1: we're in the third generation of consoles in you know, years, 310 00:16:55,680 --> 00:16:57,800 Speaker 1: ten years really, I mean because because if you look 311 00:16:57,800 --> 00:16:59,920 Speaker 1: at the crash, the crash is pretty much eighty three, 312 00:17:00,520 --> 00:17:03,520 Speaker 1: so you think of as the eleventh year. So home 313 00:17:03,600 --> 00:17:07,639 Speaker 1: video game market had ten amazing years. But as you 314 00:17:07,680 --> 00:17:12,720 Speaker 1: were pointing out, three generations within ten years, gets, especially 315 00:17:12,760 --> 00:17:16,040 Speaker 1: for a new kind of product, is hard for consumers 316 00:17:16,119 --> 00:17:19,240 Speaker 1: to swallow. Ye, I mean it's at that time it 317 00:17:19,359 --> 00:17:21,280 Speaker 1: was very difficult to think I need to I'm going 318 00:17:21,359 --> 00:17:24,600 Speaker 1: to make a two or more investment two hundred dollars 319 00:17:25,040 --> 00:17:28,240 Speaker 1: in those dollars those years, dollars which more than what 320 00:17:28,400 --> 00:17:30,520 Speaker 1: you would spend today. So you know, you look at 321 00:17:30,560 --> 00:17:32,560 Speaker 1: an arcade or a video game console as it comes 322 00:17:32,560 --> 00:17:34,560 Speaker 1: out today and you're thinking, wow, five hundred dollars, it's 323 00:17:34,560 --> 00:17:36,680 Speaker 1: a lot of money. Well, if you look at the 324 00:17:37,080 --> 00:17:39,800 Speaker 1: consoles that first came out in the seventies, uh, they 325 00:17:39,840 --> 00:17:42,359 Speaker 1: were priced around two hundred dollars, including the twenty hundred 326 00:17:42,640 --> 00:17:45,560 Speaker 1: um when adjusted for inflation, they might be the same 327 00:17:45,760 --> 00:17:48,440 Speaker 1: or more than what you will pay for a and 328 00:17:48,800 --> 00:17:52,239 Speaker 1: like a brand new console in today's market. Yeah, as 329 00:17:52,280 --> 00:17:54,159 Speaker 1: a matter of fact, I'm trying to look that up 330 00:17:54,359 --> 00:17:57,880 Speaker 1: as we speak, but while the computer is percolating, since 331 00:17:57,920 --> 00:18:00,920 Speaker 1: we have weird WiFi in this room. Um yeah, and 332 00:18:01,640 --> 00:18:05,160 Speaker 1: something else too. I mean, at this point, the home 333 00:18:05,280 --> 00:18:09,040 Speaker 1: video game industry was just huge, and other people were 334 00:18:09,080 --> 00:18:12,320 Speaker 1: trying to get into it. A little company starting up 335 00:18:12,440 --> 00:18:16,680 Speaker 1: you may have heard of, Activision, was fighting desperately to 336 00:18:16,760 --> 00:18:20,600 Speaker 1: get on the Yeah, let's talk about this. This is 337 00:18:20,680 --> 00:18:23,200 Speaker 1: where you can lay a lot of the blame for 338 00:18:23,400 --> 00:18:29,000 Speaker 1: the video game crash on Atari's shoulders. Oh yeah, and 339 00:18:29,280 --> 00:18:32,520 Speaker 1: here's here's what it boils down to. Ultimately is credit. 340 00:18:33,640 --> 00:18:37,040 Speaker 1: Video game developers wanted to start getting credit for their work. 341 00:18:37,480 --> 00:18:39,760 Speaker 1: They were designing these games, and they wanted to be 342 00:18:39,880 --> 00:18:42,480 Speaker 1: able to have their names attached to the games that 343 00:18:42,560 --> 00:18:47,119 Speaker 1: they were building. Atari meanwhile, wasn't too keen on that idea. 344 00:18:47,119 --> 00:18:50,040 Speaker 1: They didn't see any need to do that. They wanted 345 00:18:50,080 --> 00:18:53,160 Speaker 1: the games to look more like they all essentially were, 346 00:18:53,760 --> 00:18:56,119 Speaker 1: you know, just from Atari. They didn't want to to 347 00:18:56,440 --> 00:19:00,320 Speaker 1: differentiate that at all. Yeah, and uh, as a result 348 00:19:00,400 --> 00:19:04,639 Speaker 1: that that did, I would say that ultimately four is 349 00:19:04,720 --> 00:19:08,520 Speaker 1: the basis of what formed Activision. Yeah, it was game 350 00:19:08,560 --> 00:19:10,800 Speaker 1: developers who wanted to be able to create games that 351 00:19:10,880 --> 00:19:15,280 Speaker 1: they would get credit for, you know, they wouldn't remain anonymous. Um. 352 00:19:15,440 --> 00:19:18,320 Speaker 1: By the way, according to Will from Alpha, at an 353 00:19:18,359 --> 00:19:21,639 Speaker 1: average rate of inflation of two point nine one per year, 354 00:19:21,680 --> 00:19:25,639 Speaker 1: two hundred dollars would be approximately four d four dollars 355 00:19:25,680 --> 00:19:28,600 Speaker 1: and thirty four cents. So that's three. And remember that 356 00:19:28,640 --> 00:19:31,840 Speaker 1: the came out in the late seventies, So yeah, we're 357 00:19:31,880 --> 00:19:36,560 Speaker 1: talking about the early video game systems cost then in 358 00:19:36,760 --> 00:19:40,639 Speaker 1: purchasing power essentially what they cost today. Yep, and uh, 359 00:19:40,680 --> 00:19:43,560 Speaker 1: Woll from Alpha was working on that Toy seven debut 360 00:19:43,640 --> 00:19:48,000 Speaker 1: at the tred two hundred dollars at an average rate 361 00:19:48,040 --> 00:19:50,399 Speaker 1: of inflation of three point nine three percent per years, 362 00:19:50,440 --> 00:19:54,760 Speaker 1: seven dollars seventy six cents, so actually more expensive than 363 00:19:54,880 --> 00:19:57,520 Speaker 1: either the PlayStation three or the Xbox three sixty when 364 00:19:57,520 --> 00:20:02,480 Speaker 1: they debuted. Yes, and in relative terms. But um, but yeah, 365 00:20:02,520 --> 00:20:04,920 Speaker 1: I mean there was we talked about I think Warren 366 00:20:05,000 --> 00:20:09,560 Speaker 1: Robinett in an earlier podcast. Probably he was one of 367 00:20:09,640 --> 00:20:12,200 Speaker 1: the if I think he was the developer behind the 368 00:20:13,640 --> 00:20:16,119 Speaker 1: game Adventure, and one of the big things to do 369 00:20:17,119 --> 00:20:20,200 Speaker 1: back when that game was released was to find what 370 00:20:20,640 --> 00:20:23,320 Speaker 1: was called a micro dot, which is not a micro 371 00:20:23,400 --> 00:20:26,600 Speaker 1: dot in a classic sense, um in the spy terms, 372 00:20:26,680 --> 00:20:29,320 Speaker 1: if you will, but a micro dot. There was a 373 00:20:29,440 --> 00:20:34,080 Speaker 1: little glowing dot, a couple of pixels. I'm not sure 374 00:20:34,119 --> 00:20:36,360 Speaker 1: exactly how big it was in terms of pickles pixels 375 00:20:36,400 --> 00:20:41,159 Speaker 1: pickles pickles. It was about three gherkins wide. Anyway, I know, 376 00:20:41,280 --> 00:20:44,240 Speaker 1: I know it's right before lunchtime. So anyway, if you 377 00:20:44,280 --> 00:20:47,600 Speaker 1: could find this dot, you could take your character, which 378 00:20:47,680 --> 00:20:51,280 Speaker 1: was a square through a wall that normally you wouldn't 379 00:20:51,280 --> 00:20:53,520 Speaker 1: be able to go through. It was just basically cordoning 380 00:20:53,560 --> 00:20:56,600 Speaker 1: off part of the game. Yes, this was Easter Eggs podcast. Yes, 381 00:20:57,160 --> 00:20:59,960 Speaker 1: and you could see the name of the designer, Warren Robinett, 382 00:21:00,640 --> 00:21:02,879 Speaker 1: and uh, because otherwise you never would have seen it 383 00:21:02,960 --> 00:21:05,000 Speaker 1: at all. Yeah, it wasn't It wasn't listed down. There 384 00:21:05,040 --> 00:21:07,159 Speaker 1: weren't credits like like you see when you finish one 385 00:21:07,200 --> 00:21:09,159 Speaker 1: of these, uh, one of the newer video games, you 386 00:21:09,160 --> 00:21:11,159 Speaker 1: get a whole listing of all the animators and the 387 00:21:11,320 --> 00:21:14,320 Speaker 1: story developers and the story boarders anybody else who's worked 388 00:21:14,320 --> 00:21:16,080 Speaker 1: on the game. And it wasn't just a question of credit, 389 00:21:16,160 --> 00:21:20,160 Speaker 1: although that was definitely important, big it was also royalties. Yeah, 390 00:21:20,200 --> 00:21:23,040 Speaker 1: because I mean, without being credited for their work, these 391 00:21:23,119 --> 00:21:25,480 Speaker 1: developers weren't going to be able to claim royalties on 392 00:21:25,600 --> 00:21:29,880 Speaker 1: any sales. And uh, that's the that's probably the It's 393 00:21:29,920 --> 00:21:31,639 Speaker 1: hard for me to say because I wasn't there, but 394 00:21:32,000 --> 00:21:34,080 Speaker 1: I would guess that that was the main reason why 395 00:21:34,119 --> 00:21:37,920 Speaker 1: Atari resisted this whole credit thing. They didn't want to 396 00:21:37,920 --> 00:21:41,080 Speaker 1: pay out royalties to the developers, and um, so it 397 00:21:41,160 --> 00:21:45,479 Speaker 1: boils down to money. So that ended up make having Uh, 398 00:21:46,000 --> 00:21:50,160 Speaker 1: these these developers found activision, whether they're developing their own 399 00:21:50,240 --> 00:21:54,240 Speaker 1: game company. Uh, there's a there was essentially a big 400 00:21:54,320 --> 00:21:58,080 Speaker 1: restraining order that Atari put on on other game developers 401 00:21:58,119 --> 00:22:02,040 Speaker 1: saying you can't develop games for our proprietary console. But 402 00:22:02,359 --> 00:22:05,600 Speaker 1: it never panned out. So that kind of opened the 403 00:22:05,680 --> 00:22:10,280 Speaker 1: doors for third party developers yep, and that allowed all 404 00:22:10,359 --> 00:22:13,200 Speaker 1: sorts of games to flood on the market. Now, Activision 405 00:22:13,280 --> 00:22:16,440 Speaker 1: had some of the uh I liked them a lot. 406 00:22:16,560 --> 00:22:18,800 Speaker 1: I mean I played laser Blast for hours and hours, 407 00:22:18,840 --> 00:22:22,000 Speaker 1: and Activision do Pitfall. Activision did do that is like 408 00:22:22,600 --> 00:22:27,240 Speaker 1: and Mega Mania Pitfall. When I think of great home 409 00:22:27,400 --> 00:22:30,359 Speaker 1: video games, especially for the Atari, Pitfall has got to 410 00:22:30,400 --> 00:22:34,520 Speaker 1: be in the top ten. I mean it was a wonderful, 411 00:22:34,600 --> 00:22:39,240 Speaker 1: amazing game and uh I loved it, and um yeah, 412 00:22:39,400 --> 00:22:42,000 Speaker 1: so I mean the Activision put out some really good games. Now, 413 00:22:42,040 --> 00:22:44,920 Speaker 1: the problem was not all third party developers put out 414 00:22:45,000 --> 00:22:48,240 Speaker 1: games of the quality that Activision was creating. And because 415 00:22:48,320 --> 00:22:51,680 Speaker 1: those floodgates had opened, where now any third party developer 416 00:22:51,760 --> 00:22:55,960 Speaker 1: could build a an Atari game and sell it. You know, 417 00:22:56,040 --> 00:22:57,760 Speaker 1: they didn't have to go through Atari to sell it. 418 00:22:58,240 --> 00:22:59,639 Speaker 1: They just you know, they had to get their own 419 00:22:59,640 --> 00:23:02,200 Speaker 1: distribut it or whatever, but they didn't have to ship 420 00:23:02,280 --> 00:23:05,920 Speaker 1: stuff to Atari. Uh. It meant that anyone who had 421 00:23:06,119 --> 00:23:09,800 Speaker 1: some programming skill could build um an Atari game, and 422 00:23:10,359 --> 00:23:14,920 Speaker 1: that led to some pretty crappy games. Well, you know, 423 00:23:15,160 --> 00:23:17,320 Speaker 1: there were some pretty good developers. Oh no, there were 424 00:23:17,400 --> 00:23:21,760 Speaker 1: some great developers, but there were some really bad ones. Okay, 425 00:23:21,800 --> 00:23:24,800 Speaker 1: so we're gonna let's talk about two games that helped 426 00:23:25,200 --> 00:23:28,560 Speaker 1: perpetuate this crash. So we've already established that part of 427 00:23:28,600 --> 00:23:30,040 Speaker 1: the problem is that there were a lot of game 428 00:23:30,080 --> 00:23:32,880 Speaker 1: systems on the market, so consumers had way too much 429 00:23:33,800 --> 00:23:36,160 Speaker 1: choice in that sense, it was really hard for any 430 00:23:36,240 --> 00:23:39,520 Speaker 1: one console to to do well apart from like the 431 00:23:39,720 --> 00:23:43,560 Speaker 1: three big ones Collego, Vision and Television and at UM. 432 00:23:43,800 --> 00:23:47,080 Speaker 1: So that was one problem. Uh The other problems were 433 00:23:47,200 --> 00:23:51,320 Speaker 1: things like the the fact that the systems were so expensive, 434 00:23:51,400 --> 00:23:54,040 Speaker 1: so people didn't want to upgrade every few years because 435 00:23:54,119 --> 00:23:57,280 Speaker 1: they put in such a huge investment already. And then 436 00:23:57,320 --> 00:24:00,840 Speaker 1: we had the problem of the the the flood of 437 00:24:00,960 --> 00:24:05,040 Speaker 1: games hitting the market all at once. Uh two games 438 00:24:05,080 --> 00:24:09,440 Speaker 1: in particular, really heard Atari specifically, and then by extension, 439 00:24:09,480 --> 00:24:11,600 Speaker 1: the rest of the video game market. Are you going 440 00:24:11,720 --> 00:24:16,000 Speaker 1: to too? Are these uh Atari specific games? One of 441 00:24:16,080 --> 00:24:19,680 Speaker 1: them is pac Man. The adaptation of pac Man, which 442 00:24:19,760 --> 00:24:21,520 Speaker 1: was such a huge hit in the arcade, was an 443 00:24:21,720 --> 00:24:25,840 Speaker 1: enormous disappointment when it was brought to the problem was 444 00:24:26,000 --> 00:24:29,320 Speaker 1: that the timeline to develop the game was very very short. 445 00:24:29,400 --> 00:24:31,760 Speaker 1: Atari was putting pressure on the developers to get it 446 00:24:31,840 --> 00:24:34,280 Speaker 1: ready by the holiday season that year. I think this 447 00:24:35,359 --> 00:24:39,119 Speaker 1: in fact, and uh so, uh the developers have to 448 00:24:39,200 --> 00:24:41,879 Speaker 1: try and build this game in a fraction of the 449 00:24:41,960 --> 00:24:45,399 Speaker 1: time they would have used to put it together. So 450 00:24:45,560 --> 00:24:49,440 Speaker 1: when it launches, it looks hardly anything at all like 451 00:24:49,600 --> 00:24:51,800 Speaker 1: the pac Man of the arcade games. I mean, the 452 00:24:51,880 --> 00:24:54,920 Speaker 1: basic concept is the same, and that's it. The graphics 453 00:24:54,960 --> 00:24:58,320 Speaker 1: were terrible, the sound effects, everything was was dreadful, and 454 00:24:58,440 --> 00:25:01,360 Speaker 1: so people really got turned off by game. The next year, 455 00:25:01,800 --> 00:25:07,040 Speaker 1: that's when the granddaddy of all terrible arc home video games, 456 00:25:07,520 --> 00:25:11,400 Speaker 1: uh came out. And it's one that I've talked about 457 00:25:11,520 --> 00:25:13,800 Speaker 1: multiple times on this podcast and I'm gonna do it again. 458 00:25:14,040 --> 00:25:17,320 Speaker 1: It was ET. And you know, I have to say, 459 00:25:18,000 --> 00:25:21,760 Speaker 1: not everyone agrees with you that ET was the worst 460 00:25:21,840 --> 00:25:25,879 Speaker 1: game for the but not everyone is as smart as 461 00:25:25,920 --> 00:25:30,040 Speaker 1: I am. No, that's the that's the whole problem. I mean, 462 00:25:30,119 --> 00:25:34,600 Speaker 1: I remember, even when the A was very popular, going into, 463 00:25:34,960 --> 00:25:39,439 Speaker 1: for example, drug stores and seeing huge you know how 464 00:25:39,520 --> 00:25:42,359 Speaker 1: you go into the imagine most of our listeners probably 465 00:25:42,400 --> 00:25:44,080 Speaker 1: play some kind of video game. And if you've ever 466 00:25:44,119 --> 00:25:46,280 Speaker 1: been one of the used video store, video game stores, 467 00:25:46,600 --> 00:25:49,840 Speaker 1: you see those big baskets and it's like these are 468 00:25:50,000 --> 00:25:53,120 Speaker 1: five bucks, and they'll be games from five or six 469 00:25:53,200 --> 00:25:56,600 Speaker 1: years ago. I mean consoles like the PlayStation two. They 470 00:25:56,640 --> 00:25:59,520 Speaker 1: are still enjoying quite a bit of success, you know, 471 00:25:59,560 --> 00:26:02,719 Speaker 1: still alling new consoles. Um you know, basically they're going out. 472 00:26:02,880 --> 00:26:05,680 Speaker 1: You know what, we got thirty of these things here 473 00:26:05,920 --> 00:26:07,680 Speaker 1: take you know, twenty five of them are gonna stick 474 00:26:07,680 --> 00:26:09,200 Speaker 1: them in the bend, sell them for five bucks or 475 00:26:09,200 --> 00:26:12,639 Speaker 1: seven bucks or something like that. Was having that same thing, 476 00:26:12,720 --> 00:26:14,280 Speaker 1: only a lot of these were it was like straight 477 00:26:14,320 --> 00:26:16,199 Speaker 1: to video, if you will. A lot of them were 478 00:26:16,320 --> 00:26:20,680 Speaker 1: going straight into those bins of games that were just reprehensible. Yeah, 479 00:26:20,720 --> 00:26:23,399 Speaker 1: so you've got you've got a flood of really bad games, 480 00:26:23,920 --> 00:26:26,520 Speaker 1: You've got expensive hardware that keeps steaming to be upgraded. 481 00:26:27,000 --> 00:26:30,000 Speaker 1: You've got too many choices on the market. Uh, it 482 00:26:30,400 --> 00:26:34,080 Speaker 1: was just a recipe for disaster. And around in North America, 483 00:26:34,160 --> 00:26:37,600 Speaker 1: that's when it all came crashing down. And so uh, 484 00:26:37,840 --> 00:26:39,480 Speaker 1: you know what also helped was the rise of the 485 00:26:39,520 --> 00:26:43,879 Speaker 1: personal computer. At personal computers were starting to to have 486 00:26:44,200 --> 00:26:47,120 Speaker 1: their own set of games that were in a way 487 00:26:47,520 --> 00:26:50,359 Speaker 1: more sophisticated than the home video games. They were different, 488 00:26:50,640 --> 00:26:52,680 Speaker 1: you know, they didn't they weren't. They didn't have the 489 00:26:52,720 --> 00:26:54,960 Speaker 1: same kind of twitch based gameplay that a lot of 490 00:26:55,160 --> 00:26:58,359 Speaker 1: the home video games did. But they allowed you to 491 00:26:58,520 --> 00:27:00,840 Speaker 1: do more with those games, and once you were able 492 00:27:00,840 --> 00:27:03,480 Speaker 1: to do things like save games, that really started to 493 00:27:03,560 --> 00:27:07,399 Speaker 1: change things. So the home video game market really started 494 00:27:07,440 --> 00:27:10,520 Speaker 1: to crash in on itself. It imploded to the point 495 00:27:10,600 --> 00:27:14,800 Speaker 1: where there are famous stories about companies having to dispose 496 00:27:14,920 --> 00:27:20,040 Speaker 1: of enormous inventories of games, including ET, which if you've 497 00:27:20,160 --> 00:27:22,320 Speaker 1: heard the tales, where did where did all of those 498 00:27:22,320 --> 00:27:26,480 Speaker 1: ET cartridges end up? Those cartridges ended up in a 499 00:27:26,800 --> 00:27:31,160 Speaker 1: public landfill? And I believe it's Arizona. I actually found 500 00:27:31,160 --> 00:27:33,359 Speaker 1: the story on Snopes. I wanted to find out if 501 00:27:33,400 --> 00:27:35,160 Speaker 1: it was actually true, if it was a miss myth. 502 00:27:35,200 --> 00:27:37,879 Speaker 1: I'm sorry it's in New Mexico. Oh it was New Mexico. 503 00:27:37,920 --> 00:27:41,639 Speaker 1: I thought was Arizona. So yeah, yeah, Alama Gordo, New Mexico. 504 00:27:41,840 --> 00:27:47,720 Speaker 1: In late September. According to Snopes, um Atari took ET 505 00:27:48,119 --> 00:27:51,000 Speaker 1: and pac Man and dumped them in a city landfill. 506 00:27:51,920 --> 00:27:55,240 Speaker 1: Uh rolled over them with steamrollers, so you couldn't play 507 00:27:55,320 --> 00:28:02,800 Speaker 1: them right than that playable before and covered them with cement. Yeah, 508 00:28:02,840 --> 00:28:06,239 Speaker 1: it's it's interesting to note that they treated that as 509 00:28:06,280 --> 00:28:10,600 Speaker 1: if it were toxic waste kind of was considering the 510 00:28:10,640 --> 00:28:13,440 Speaker 1: amount of lead in them. Yeah, I'm talking about a 511 00:28:13,600 --> 00:28:20,600 Speaker 1: more like philosophical um but yes, but also that so yeah, anyway, 512 00:28:20,640 --> 00:28:23,600 Speaker 1: the this is all the stuff that kind of together 513 00:28:23,760 --> 00:28:27,280 Speaker 1: led to that huge crash, and in America it lasted 514 00:28:27,320 --> 00:28:30,600 Speaker 1: for about two years. It wouldn't be until the debut 515 00:28:30,800 --> 00:28:35,040 Speaker 1: of the Nintendo Entertainment System in America, which was before 516 00:28:35,080 --> 00:28:37,920 Speaker 1: the home video game market started to recover. So for 517 00:28:38,000 --> 00:28:40,760 Speaker 1: two years, home video game market was pretty much dead. 518 00:28:41,440 --> 00:28:45,200 Speaker 1: You could you could pick up titles for a fraction 519 00:28:45,560 --> 00:28:47,960 Speaker 1: of what they once went for as people were trying 520 00:28:48,000 --> 00:28:49,920 Speaker 1: to stores were trying to get rid of them because 521 00:28:49,960 --> 00:28:51,840 Speaker 1: no one was making new ones. They just needed to 522 00:28:51,920 --> 00:28:56,160 Speaker 1: get this stuff out of inventory. So uh, yeah, for 523 00:28:56,200 --> 00:28:58,080 Speaker 1: about two years, there was no way of getting like 524 00:28:58,360 --> 00:29:01,120 Speaker 1: a new system or new games. And we're gonna have 525 00:29:01,200 --> 00:29:03,200 Speaker 1: to probably cut it off here, but I think it 526 00:29:03,280 --> 00:29:05,840 Speaker 1: might be fun in the future. We'll we'll probably give 527 00:29:05,880 --> 00:29:08,280 Speaker 1: it some time. But to revisit this and talk about 528 00:29:08,480 --> 00:29:12,320 Speaker 1: how Nintendo helped usher in a new era of home 529 00:29:12,440 --> 00:29:15,960 Speaker 1: video game systems and and what it took to bring 530 00:29:16,080 --> 00:29:19,360 Speaker 1: home video game systems back from the dead because Nintendo 531 00:29:19,440 --> 00:29:22,400 Speaker 1: had a very specific way of doing things that that 532 00:29:22,640 --> 00:29:27,400 Speaker 1: really changed the whole paradigm of how video game consoles 533 00:29:27,880 --> 00:29:32,560 Speaker 1: were marketed and how how third party development was handled. 534 00:29:32,960 --> 00:29:35,080 Speaker 1: And we'll get into that in a future podcast. I 535 00:29:35,160 --> 00:29:37,480 Speaker 1: do think it's ironic. I'd like to mention you know 536 00:29:37,520 --> 00:29:40,320 Speaker 1: how I was talking about how Atari had an advantage 537 00:29:40,360 --> 00:29:43,680 Speaker 1: over Colco because they actually were a video game company. Well, 538 00:29:43,800 --> 00:29:46,920 Speaker 1: Nintendo wasn't exactly a video game company when it started 539 00:29:46,960 --> 00:29:52,680 Speaker 1: either Playing Card Company. Yes, still still game weighted, yes, indeed. 540 00:29:52,920 --> 00:29:56,840 Speaker 1: Whereas Leather, I have to leave it off there, all right, 541 00:29:56,920 --> 00:29:58,720 Speaker 1: So I guess it's time for us to wrap this 542 00:29:58,920 --> 00:30:01,120 Speaker 1: up in leather and we will talk to you guys 543 00:30:01,160 --> 00:30:04,000 Speaker 1: again soon. Remember you can email us. Our entrance is 544 00:30:04,080 --> 00:30:06,800 Speaker 1: your tex stuff at how stuff Works dot com. Chris 545 00:30:06,920 --> 00:30:08,880 Speaker 1: and I will chat with you again once Chris is 546 00:30:08,960 --> 00:30:15,040 Speaker 1: done crying. If you're a tech stuff and be sure 547 00:30:15,080 --> 00:30:18,760 Speaker 1: to check us out on Twitter, Text stuff, hs ws 548 00:30:18,840 --> 00:30:21,080 Speaker 1: R handle, and you can also find us on Facebook 549 00:30:21,120 --> 00:30:24,120 Speaker 1: at Facebook dot com, slash tech Stuff h s W 550 00:30:25,760 --> 00:30:28,200 Speaker 1: for more on this and thousands of other topics. Does 551 00:30:28,240 --> 00:30:30,520 Speaker 1: it How stuff works dot com and be sure to 552 00:30:30,600 --> 00:30:32,640 Speaker 1: check out the new tech stuff blog now on the 553 00:30:32,680 --> 00:30:40,120 Speaker 1: House Stuff Works homepage. Brought to you by the reinvented 554 00:30:40,160 --> 00:30:42,720 Speaker 1: two thousand twelve camera. It's ready, are you