WEBVTT - The Great Video Game Crash

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<v Speaker 1>Brought to you by the reinvented two thousand twelve camera.

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<v Speaker 1>It's ready. Are you get in touch with technology? With

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<v Speaker 1>tech style from how stuff works dot com. Hello again, everyone,

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<v Speaker 1>welcome to check stuff. My name is Chris Poulette and

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<v Speaker 1>I am an editor here at how stuff works dot Com.

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<v Speaker 1>Sitting across from me, as usual, is senior writer Jonathan

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<v Speaker 1>Strickland on the other side of the screen. It all

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<v Speaker 1>looks so easy. That's a quote. Never mind, I said,

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<v Speaker 1>I wasn't gonna say where it was farm anymore, so

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<v Speaker 1>people have to tell me where it's from. Uh. So,

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<v Speaker 1>today we're gonna talk about the great video game crash,

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<v Speaker 1>which really we should specify happened in North America. Yes,

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<v Speaker 1>and we're not talking about the video game crash that

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<v Speaker 1>we of arcade games. We're talking specifically of the home market. Yes.

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<v Speaker 1>So in order to understand this, we really have to

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<v Speaker 1>uh to think back to the origin of the video

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<v Speaker 1>game market the home market. Um, because it doesn't really

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<v Speaker 1>make sense to talk about the crash until you find

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<v Speaker 1>out how you got to where you were in the

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<v Speaker 1>first place. Right, True enough, and honestly, the the arcade

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<v Speaker 1>game market and the home market started roughly the same

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<v Speaker 1>time they were growing out of um you know some

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<v Speaker 1>work that different computer programmers were doing in the nineteen sixties,

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<v Speaker 1>even a little bit earlier. But it's kind of hard

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<v Speaker 1>to say that it was really becoming a video game

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<v Speaker 1>of any kind of sort until it got to the

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<v Speaker 1>late sixties and the early seventies is when you saw

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<v Speaker 1>the first arcade games and first home video games, and

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<v Speaker 1>I'm talking early seventies nine. Nineteen seventy two is when

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<v Speaker 1>we saw the very first home video game console in

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<v Speaker 1>the North American market, and it was a Magna Vox Odyssey. Man,

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<v Speaker 1>what a machine that was. Yeah, the original Odyssey. Now

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<v Speaker 1>there were lots and lots of future Odyssey consoles, which well,

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<v Speaker 1>I'll chat about briefly. I've got a kind of timeline

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<v Speaker 1>where i can talk about some of the consoles that

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<v Speaker 1>came out and the big years in video game the

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<v Speaker 1>home video game market. But nineteen seventy two is probably

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<v Speaker 1>the biggest year because it's the first one. Um So

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<v Speaker 1>you had the Odyssey, which was designed by an engineer

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<v Speaker 1>named Ralph Bear, and he had been working on the

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<v Speaker 1>prototype for this since the late sixties, like you had mentioned,

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<v Speaker 1>and uh, it's interesting. It was um it was powered

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<v Speaker 1>by batteries. It was not something that you plugged into

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<v Speaker 1>a wall at that point, and it was analog not digital,

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<v Speaker 1>so pretty lot. Also, no sound in the earliest console

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<v Speaker 1>there was no You didn't get audio. You just had

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<v Speaker 1>a video output. And the video output, of course, was

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<v Speaker 1>your television. You had to hook it up to a TV.

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<v Speaker 1>It didn't have its own screen or anything like that.

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<v Speaker 1>You know what I have to say about that? What's that?

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<v Speaker 1>Because there was no sounds really funny. So in nineteen seventy,

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<v Speaker 1>thank you for the pity there, You're welcome. In ninety three,

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<v Speaker 1>the the Pong coin operated game was starting to make

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<v Speaker 1>a splash. That's right. So Pong is like the first

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<v Speaker 1>like major breakthrough arcade game, uh to hit the arcades,

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<v Speaker 1>well not even arcades at that point, but bars and

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<v Speaker 1>and things like that. Yeah. Computer Space was the very

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<v Speaker 1>first coin operated game. Yeah but uh, and and that

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<v Speaker 1>was done Nolan Bushnell. Those of you longtime listeners or

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<v Speaker 1>computer game fans probably know who Nolan Bushnell was. But yeah,

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<v Speaker 1>Pong was actually the second of those games. Yeah. So

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<v Speaker 1>in nineteen Sears began to sell a Pong home console.

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<v Speaker 1>I remember that now I should point out I should

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<v Speaker 1>have said this for the Odyssey as well. These home

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<v Speaker 1>consoles had games hard coded into them. Yeah, we're talking

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<v Speaker 1>the chips actually very similar to arcade games. Yes, the

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<v Speaker 1>chips inside them would tell you what they would do.

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<v Speaker 1>So I mean you're not removing a cartridge, right, you know,

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<v Speaker 1>a CD or DVD which hadn't been invented yet. You

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<v Speaker 1>couldn't even switch a chip out like with with some

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<v Speaker 1>arcade machines you can switch out rams, so a RAM

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<v Speaker 1>would be what essentially has the game's programming on it,

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<v Speaker 1>And some arcade consoles, you know, you can switch one

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<v Speaker 1>ROM out for another and use the same cabinet to

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<v Speaker 1>house different games. So if one game is not getting

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<v Speaker 1>a lot of traffic in an arcade, you could swap

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<v Speaker 1>out the ROM for and put in a new game. Uh,

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<v Speaker 1>you couldn't do that with these home consoles. You're stuck

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<v Speaker 1>with whatever games they were able to put on there.

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<v Speaker 1>And so a lot of them were variations of pong um.

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<v Speaker 1>You know, like you might have pong and then you

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<v Speaker 1>might have handball, which is really just a slightly the

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<v Speaker 1>paddles are slightly smaller and it moves faster. Um and basketball,

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<v Speaker 1>in which case everything was was um horizontally oriented rather

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<v Speaker 1>than vertically oriented, but it was still using the same

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<v Speaker 1>sort of mechanics as pong. Uh. It was really just

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<v Speaker 1>variations on that for a while. So se you get

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<v Speaker 1>the Odyssey one and two hundred. Uh, this one was

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<v Speaker 1>kind of funny and that um the the PALNK system

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<v Speaker 1>that Sears put out in had an on screen scoring system.

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<v Speaker 1>It would keep track of your score. The Magnavox Odyssey

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<v Speaker 1>on two hundred did not have an on screen scoring system.

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<v Speaker 1>It had little plastic markers on the console itself, and

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<v Speaker 1>you would move your marker up a notch every time

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<v Speaker 1>you scored a point until whoever reached the you know,

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<v Speaker 1>whatever the limit was that you had decided, whether that

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<v Speaker 1>was the top of the notches or all right, we'll

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<v Speaker 1>play to whoever it gets to five points first. So

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<v Speaker 1>it's kind of like playing a game of pool. You

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<v Speaker 1>actually had to physically notate what your score was on

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<v Speaker 1>the console system. Do I get to throw in a

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<v Speaker 1>plug for my very first video game system? Go for it?

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<v Speaker 1>Because it was a clone of all these There were

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<v Speaker 1>lots and lots of Palm clones, but mine, which I

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<v Speaker 1>still have is colicos tells to our system that came

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<v Speaker 1>out in Yes, lots of them did. The fair Child

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<v Speaker 1>Channel F was out about that same time, which actually

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<v Speaker 1>that was one of the first ones to ever use cartridges. Yes,

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<v Speaker 1>in seventy six, you've got the Odyssey three hundred, four hundred,

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<v Speaker 1>five hundred, Super Pong, Wonder Wizard, and the Calico tell Star.

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<v Speaker 1>And like you said, the tell Star was one that

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<v Speaker 1>had hard coded games on it, right, the tell Star,

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<v Speaker 1>yes did, and it had three So this this is

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<v Speaker 1>before Kalika Vision. This is not that's not what we're

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<v Speaker 1>talking about. We're talking about earlier system than that. Yeah,

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<v Speaker 1>that's the that's the whole thing. When you were talking

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<v Speaker 1>about the cartridges, Um, we're talking about the rams again,

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<v Speaker 1>which are hard coded inside. But at least these newer

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<v Speaker 1>machines gave you a slot from which you could remove

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<v Speaker 1>a RAM and put a new cartridge in, so then

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<v Speaker 1>you could play. It was extensible, You could play lots

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<v Speaker 1>of different games on it. Yeah, So the fair Child

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<v Speaker 1>Channel F never really took off, but it was the

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<v Speaker 1>first one to actually start using a cartridge based system.

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<v Speaker 1>So the next year and seventy seven, uh well started

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<v Speaker 1>seeing things like the Atari Video Pinball Machine, the Atari

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<v Speaker 1>Stunt cycle machine. But also there were a couple more

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<v Speaker 1>to tell Star models that came out, and of course

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<v Speaker 1>more Odyssey games. What about the r C A Studio series. Uh,

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<v Speaker 1>there's that as well. But the but in seventy seven

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<v Speaker 1>a big one hit, probably the big one for the

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<v Speaker 1>earliest video game market story, which is the Atari VCS,

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<v Speaker 1>the video computer system, which was actually my very first.

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<v Speaker 1>The other one was technically my brothers, but you know,

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<v Speaker 1>I just wanted to plug the tell Star Yeah I

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<v Speaker 1>had as well. Now this was of course a cartridge

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<v Speaker 1>based system again, so there were no games pre programmed

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<v Speaker 1>on the console. Yeah, there was a game packaged with

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<v Speaker 1>the system though for mine it was Combat, Yes it

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<v Speaker 1>was mine. For Combat was mine as well. And I'll

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<v Speaker 1>never forget playing jet versus airplane. Yeah, fun times anyway.

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<v Speaker 1>So actually that that's going back to you, I'm sorry,

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<v Speaker 1>I didn't mean going back to your scoring thing. For

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<v Speaker 1>those of you who have never played an Atari. Um

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<v Speaker 1>the games and about which we were talking, they came

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<v Speaker 1>with an instruction book, and and most of the instruction

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<v Speaker 1>books that at Chari published. There the last couple of

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<v Speaker 1>pages or last page had a note field so that

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<v Speaker 1>you could write down your high scores because of course

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<v Speaker 1>at that point, well maybe not of course, but at

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<v Speaker 1>that point they didn't have any kind of onboard storage,

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<v Speaker 1>So so I didn't remember your high scores and you

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<v Speaker 1>wanted to keep it, keep track of it, you needed

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<v Speaker 1>to write it down. Yeah. This is also before like

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<v Speaker 1>at this point, the the video games that you would

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<v Speaker 1>get in the home market were a lot like the

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<v Speaker 1>ones in the arcade and that they were usually you know,

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<v Speaker 1>usually would only play them for short burst because uh,

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<v Speaker 1>there's no way to save your progress. So there was

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<v Speaker 1>no point in writing a longer game that would require

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<v Speaker 1>multiple sessions of play because there was no way to

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<v Speaker 1>to save and pick up where you left off. I mean,

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<v Speaker 1>why would you come back and and and just basically

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<v Speaker 1>leave the machine on for day is as you worked

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<v Speaker 1>your way through a game because there wasn't any way

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<v Speaker 1>to store that. There are a lot of people who

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<v Speaker 1>did that with later systems in particular. Um, well we'll

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<v Speaker 1>get to those. But so then let's go ahead to

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<v Speaker 1>seventy eight. We get some more tell Stars because you know,

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<v Speaker 1>every year has to pass with another tell Star getting Uh,

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<v Speaker 1>that's when the Odyssey Squared came out or Odyssely to

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<v Speaker 1>um that actually was a computer and it had basic programming. Uh.

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<v Speaker 1>Then you also had Colico tell Star Gemini, which was

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<v Speaker 1>an attenty sud clone that came out in Sight, and

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<v Speaker 1>the one and only entrigue from uh Bally the Ballet

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<v Speaker 1>Professional Arcade came out in that year. I remember that too,

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<v Speaker 1>And do you guys if you listen to our Midway podcast,

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<v Speaker 1>you know that Bally had purchased Midway. This was the

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<v Speaker 1>result of Bally Midway working together to create a home

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<v Speaker 1>arcade system use bitmap graphics. Did not succeed those that one.

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<v Speaker 1>You know, you may not have ever heard of it

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<v Speaker 1>because it never really well anywhere. Um, did you want

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<v Speaker 1>to have anything else to add? For seventy eight before

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<v Speaker 1>I go to see Okay? Seventy nine you had the

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<v Speaker 1>Zircon Channel F system to Wow, which was like the

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<v Speaker 1>fair Child is going back, and then um, the Atari

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<v Speaker 1>four hundred, yes, which also was really kind of a computer. Yeah.

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<v Speaker 1>It actually had its own keyboard built into that console

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<v Speaker 1>and uh, yeah it was. It was meant to be

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<v Speaker 1>like a kid's computer. Like my first computer was the

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<v Speaker 1>Atari four hundred and it was also cartridge based. It

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<v Speaker 1>did have an onboard program which was essentially a notepad program.

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<v Speaker 1>It was kind of like a very very basic word processor.

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<v Speaker 1>You should, uh, if you're an old if you're a

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<v Speaker 1>fan of old computers, I didn't want to say old

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<v Speaker 1>computer fan. If you're a fan of old computers, you

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<v Speaker 1>should definitely check out the Atari four and, as Jonathan

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<v Speaker 1>will mention shortly, the eight hundred, which looked very much

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<v Speaker 1>like it because they were kind of cool. They had

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<v Speaker 1>a big door and the top of them to remove

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<v Speaker 1>and insert cartridges from, so you can actually you know,

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<v Speaker 1>open it up and plug it in and then close

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<v Speaker 1>the door back again. Very kind of old school computer style,

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<v Speaker 1>and had a membrane keyboard, which is real pain and

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<v Speaker 1>neck to type on. It's not entirely differed from the

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<v Speaker 1>way the Nintendo had a door where she would flip

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<v Speaker 1>open and take a cartridge out in a way, no,

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<v Speaker 1>but it kind of reminds me of the old mainframe

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<v Speaker 1>style things where we had to open it up to

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<v Speaker 1>actually mess with it, rather than you know, like the

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<v Speaker 1>hr vcs, which the slot was just on the top

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<v Speaker 1>right where dust could get in it. Yes, where you

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<v Speaker 1>got into the hole let's blow into the cartridge before

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<v Speaker 1>we put it into the machine, because if dust got

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<v Speaker 1>in there, if enough dust got in there, it wouldn't

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<v Speaker 1>work anymore. Another big player hits the scene, which is

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<v Speaker 1>Mattel's in television. I believe you had one of these.

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<v Speaker 1>I did have an intelevision, and I had an intelevision

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<v Speaker 1>long after the heyday of intelevision games had had passed. Well,

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<v Speaker 1>people are still playing the games now, yeah, but there

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<v Speaker 1>was no way there were no new games coming out

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<v Speaker 1>by the time I had. I came into possession of one.

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<v Speaker 1>I inherited it essentially from a cousin, And yeah, it

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<v Speaker 1>was a It was a really neat game system. It

0:12:11.640 --> 0:12:14.360
<v Speaker 1>was I would call it more advanced than the Atari

0:12:14.440 --> 0:12:16.760
<v Speaker 1>twenty hundred. It still wasn't you know, it wouldn't blow

0:12:16.840 --> 0:12:19.640
<v Speaker 1>you away or anything, but but the games were a

0:12:19.640 --> 0:12:21.640
<v Speaker 1>little more sophisticated than the ones you would get on

0:12:21.679 --> 0:12:26.479
<v Speaker 1>the twenty. Well, I think it directly resulted in Atari's

0:12:26.559 --> 0:12:28.440
<v Speaker 1>next move, which we'll get into in a moment. Yeah,

0:12:28.600 --> 0:12:32.679
<v Speaker 1>so that's when we start seeing some more some more

0:12:32.920 --> 0:12:36.480
<v Speaker 1>interesting machines. We see the Clico vision, another big heavy

0:12:36.520 --> 0:12:40.720
<v Speaker 1>hitter in television and click a vision kind of battled

0:12:40.800 --> 0:12:43.800
<v Speaker 1>it out in the early eighties to see who would

0:12:43.840 --> 0:12:46.720
<v Speaker 1>have video game supremacy, and Attari had a leg up

0:12:46.760 --> 0:12:48.959
<v Speaker 1>just because it'd been around a little longer than the

0:12:49.000 --> 0:12:52.400
<v Speaker 1>other two, even though the other two had slightly better

0:12:53.200 --> 0:12:58.680
<v Speaker 1>graphics and and arguably a better controller, depending on whether

0:12:58.760 --> 0:13:00.360
<v Speaker 1>or not you felt like you got a couple tunnel

0:13:00.400 --> 0:13:04.559
<v Speaker 1>from it. Well, it's funny because at this point in

0:13:05.040 --> 0:13:08.040
<v Speaker 1>home video gaming there was sort of this weird crossover

0:13:08.160 --> 0:13:13.240
<v Speaker 1>between home computers and home video game systems. Um. Like

0:13:13.400 --> 0:13:16.960
<v Speaker 1>today you see stuff like the WE and the PlayStation

0:13:17.200 --> 0:13:21.199
<v Speaker 1>series and the the Xbox series, and they can do

0:13:21.320 --> 0:13:24.840
<v Speaker 1>things that computers do. But uh, some of these systems,

0:13:25.400 --> 0:13:28.800
<v Speaker 1>you know, um getting into the Colico Vision, and then

0:13:28.960 --> 0:13:31.920
<v Speaker 1>Colico also started a system called the Atom, which was

0:13:31.960 --> 0:13:33.640
<v Speaker 1>supposed to be a computer system, but they were sort

0:13:33.679 --> 0:13:36.920
<v Speaker 1>of compatible with one another, and you know the R

0:13:37.040 --> 0:13:41.400
<v Speaker 1>four eight hundred UM and uh, you know they're they're

0:13:42.000 --> 0:13:44.840
<v Speaker 1>things like that, and having the opportunity to use a keypad,

0:13:44.960 --> 0:13:47.400
<v Speaker 1>because the Colliquo Vision and the in Television both had

0:13:47.440 --> 0:13:51.400
<v Speaker 1>a Numeriic keypad on their their controllers, as did the

0:13:51.640 --> 0:13:54.719
<v Speaker 1>R and so for a while there, I think the

0:13:54.800 --> 0:13:57.360
<v Speaker 1>manufacturers were all sort of flirting with this idea that

0:13:57.600 --> 0:13:59.720
<v Speaker 1>you know, maybe creating a system that could do all

0:13:59.800 --> 0:14:04.360
<v Speaker 1>of the stuff. Um. Unfortunately, uh, that didn't come out

0:14:04.600 --> 0:14:07.000
<v Speaker 1>in the way I think that they really intended, or

0:14:07.160 --> 0:14:08.960
<v Speaker 1>you know, none of them, none of these companies were

0:14:08.960 --> 0:14:10.640
<v Speaker 1>able to capitalize on it. Yeah, a lot of the

0:14:10.840 --> 0:14:14.240
<v Speaker 1>a lot of the consumers seem to think that these games,

0:14:14.320 --> 0:14:18.720
<v Speaker 1>these systems were more game systems than computer systems. There

0:14:18.800 --> 0:14:20.800
<v Speaker 1>was more of a division of the two products in

0:14:20.840 --> 0:14:23.480
<v Speaker 1>the mind of the average consumer, and it was really

0:14:23.520 --> 0:14:26.120
<v Speaker 1>hard to bridge that gap. I think because I think

0:14:26.200 --> 0:14:28.120
<v Speaker 1>what they may have been trying to do, and this

0:14:28.240 --> 0:14:30.760
<v Speaker 1>is just speculation on my part, is that perhaps they

0:14:30.800 --> 0:14:33.680
<v Speaker 1>thought if they could embed some computer ability in it,

0:14:34.120 --> 0:14:37.240
<v Speaker 1>that it might encourage more moms and dads to fork

0:14:37.320 --> 0:14:39.320
<v Speaker 1>over the cash for a video game system that they

0:14:39.320 --> 0:14:42.080
<v Speaker 1>could do their taxes on. Yeah, you know, later on

0:14:42.120 --> 0:14:45.400
<v Speaker 1>it's like, well, you know, and like Kate video game

0:14:45.440 --> 0:14:49.920
<v Speaker 1>system exactly. But um, but yeah, I mean also, Atari

0:14:49.960 --> 0:14:52.000
<v Speaker 1>had a leg up on Colico because Atari was a,

0:14:52.400 --> 0:14:56.440
<v Speaker 1>if you will, a pure play h video game company,

0:14:56.680 --> 0:15:01.600
<v Speaker 1>whereas Colico stood for Kinnectic Get Leather company. They actually

0:15:01.640 --> 0:15:04.720
<v Speaker 1>had their roots in a completely different business. Yeah, the

0:15:04.800 --> 0:15:07.040
<v Speaker 1>games that you play with leather. I've made this joke.

0:15:07.400 --> 0:15:09.280
<v Speaker 1>I made this exact same joke, so I'm not gonna

0:15:09.320 --> 0:15:11.600
<v Speaker 1>several times I believe. Yeah, well, I mean on the

0:15:11.640 --> 0:15:13.920
<v Speaker 1>podcast specifically, I make the joke all the time. In

0:15:13.960 --> 0:15:16.600
<v Speaker 1>the office. Actually, HR will probably talk to me, no, no,

0:15:16.800 --> 0:15:18.480
<v Speaker 1>but but yeah, I mean they were they were doing

0:15:18.560 --> 0:15:20.560
<v Speaker 1>something else for a long time and then got into

0:15:21.000 --> 0:15:25.200
<v Speaker 1>two Electronics and uh, Colico bet hard and the Callico Vision, right,

0:15:25.440 --> 0:15:28.320
<v Speaker 1>and getting back to two. So Collico Vision comes out.

0:15:28.480 --> 0:15:32.320
<v Speaker 1>Also the at comes out, which is essentially the Atari

0:15:32.440 --> 0:15:35.640
<v Speaker 1>four hundred but without the keyboard. Right. You had the

0:15:35.920 --> 0:15:39.560
<v Speaker 1>vet trex come out. Look like a little console. I

0:15:39.600 --> 0:15:42.560
<v Speaker 1>had a little cabinet game. Yeah it actually it actually

0:15:42.600 --> 0:15:44.800
<v Speaker 1>had its own dedicated screen, so it looked like a

0:15:44.920 --> 0:15:49.080
<v Speaker 1>miniature arcade machine Kaid Cabinet Sorry, go ahead. And it's

0:15:49.120 --> 0:15:53.880
<v Speaker 1>also vector based and monochromatic. It was vector based on

0:15:53.960 --> 0:15:56.840
<v Speaker 1>the Grand Fields better but it was monochromatic. So what

0:15:57.040 --> 0:16:02.080
<v Speaker 1>they they shipped the game system and the games with overlays. Nice.

0:16:02.160 --> 0:16:04.160
<v Speaker 1>You put an overlay on the screen and that would

0:16:04.280 --> 0:16:10.160
<v Speaker 1>simulate color. Very nice. Yeah, groovy. Also, the Emmerson Arcadia

0:16:10.280 --> 0:16:13.160
<v Speaker 1>two thousand one came out in two as well as

0:16:13.280 --> 0:16:16.720
<v Speaker 1>the in television two. And uh, we're gonna we're gonna

0:16:17.000 --> 0:16:20.560
<v Speaker 1>pause the timeline there in two because now we're getting

0:16:20.640 --> 0:16:24.080
<v Speaker 1>up to the point where the actual crash began to

0:16:24.160 --> 0:16:26.280
<v Speaker 1>take place. And uh, and there are a lot of

0:16:26.360 --> 0:16:29.880
<v Speaker 1>different reasons for the crash. One of them we've already

0:16:30.080 --> 0:16:32.960
<v Speaker 1>established just by doing the timeline. There were lots and

0:16:33.120 --> 0:16:36.120
<v Speaker 1>lots of competing video game systems out there. Yeah, now

0:16:36.160 --> 0:16:41.480
<v Speaker 1>we've we've basically been going from two up through the

0:16:42.000 --> 0:16:46.960
<v Speaker 1>mid eighties, early eighties, about eight five, we're sort of

0:16:47.000 --> 0:16:50.480
<v Speaker 1>getting this thing and um, that's the whole thing that

0:16:50.600 --> 0:16:55.600
<v Speaker 1>we're in the third generation of consoles in you know, years,

0:16:55.680 --> 0:16:57.800
<v Speaker 1>ten years really, I mean because because if you look

0:16:57.800 --> 0:16:59.920
<v Speaker 1>at the crash, the crash is pretty much eighty three,

0:17:00.520 --> 0:17:03.520
<v Speaker 1>so you think of as the eleventh year. So home

0:17:03.600 --> 0:17:07.639
<v Speaker 1>video game market had ten amazing years. But as you

0:17:07.680 --> 0:17:12.720
<v Speaker 1>were pointing out, three generations within ten years, gets, especially

0:17:12.760 --> 0:17:16.040
<v Speaker 1>for a new kind of product, is hard for consumers

0:17:16.119 --> 0:17:19.240
<v Speaker 1>to swallow. Ye, I mean it's at that time it

0:17:19.359 --> 0:17:21.280
<v Speaker 1>was very difficult to think I need to I'm going

0:17:21.359 --> 0:17:24.600
<v Speaker 1>to make a two or more investment two hundred dollars

0:17:25.040 --> 0:17:28.240
<v Speaker 1>in those dollars those years, dollars which more than what

0:17:28.400 --> 0:17:30.520
<v Speaker 1>you would spend today. So you know, you look at

0:17:30.560 --> 0:17:32.560
<v Speaker 1>an arcade or a video game console as it comes

0:17:32.560 --> 0:17:34.560
<v Speaker 1>out today and you're thinking, wow, five hundred dollars, it's

0:17:34.560 --> 0:17:36.680
<v Speaker 1>a lot of money. Well, if you look at the

0:17:37.080 --> 0:17:39.800
<v Speaker 1>consoles that first came out in the seventies, uh, they

0:17:39.840 --> 0:17:42.359
<v Speaker 1>were priced around two hundred dollars, including the twenty hundred

0:17:42.640 --> 0:17:45.560
<v Speaker 1>um when adjusted for inflation, they might be the same

0:17:45.760 --> 0:17:48.440
<v Speaker 1>or more than what you will pay for a and

0:17:48.800 --> 0:17:52.239
<v Speaker 1>like a brand new console in today's market. Yeah, as

0:17:52.280 --> 0:17:54.159
<v Speaker 1>a matter of fact, I'm trying to look that up

0:17:54.359 --> 0:17:57.880
<v Speaker 1>as we speak, but while the computer is percolating, since

0:17:57.920 --> 0:18:00.920
<v Speaker 1>we have weird WiFi in this room. Um yeah, and

0:18:01.640 --> 0:18:05.160
<v Speaker 1>something else too. I mean, at this point, the home

0:18:05.280 --> 0:18:09.040
<v Speaker 1>video game industry was just huge, and other people were

0:18:09.080 --> 0:18:12.320
<v Speaker 1>trying to get into it. A little company starting up

0:18:12.440 --> 0:18:16.680
<v Speaker 1>you may have heard of, Activision, was fighting desperately to

0:18:16.760 --> 0:18:20.600
<v Speaker 1>get on the Yeah, let's talk about this. This is

0:18:20.680 --> 0:18:23.200
<v Speaker 1>where you can lay a lot of the blame for

0:18:23.400 --> 0:18:29.000
<v Speaker 1>the video game crash on Atari's shoulders. Oh yeah, and

0:18:29.280 --> 0:18:32.520
<v Speaker 1>here's here's what it boils down to. Ultimately is credit.

0:18:33.640 --> 0:18:37.040
<v Speaker 1>Video game developers wanted to start getting credit for their work.

0:18:37.480 --> 0:18:39.760
<v Speaker 1>They were designing these games, and they wanted to be

0:18:39.880 --> 0:18:42.480
<v Speaker 1>able to have their names attached to the games that

0:18:42.560 --> 0:18:47.119
<v Speaker 1>they were building. Atari meanwhile, wasn't too keen on that idea.

0:18:47.119 --> 0:18:50.040
<v Speaker 1>They didn't see any need to do that. They wanted

0:18:50.080 --> 0:18:53.160
<v Speaker 1>the games to look more like they all essentially were,

0:18:53.760 --> 0:18:56.119
<v Speaker 1>you know, just from Atari. They didn't want to to

0:18:56.440 --> 0:19:00.320
<v Speaker 1>differentiate that at all. Yeah, and uh, as a result

0:19:00.400 --> 0:19:04.639
<v Speaker 1>that that did, I would say that ultimately four is

0:19:04.720 --> 0:19:08.520
<v Speaker 1>the basis of what formed Activision. Yeah, it was game

0:19:08.560 --> 0:19:10.800
<v Speaker 1>developers who wanted to be able to create games that

0:19:10.880 --> 0:19:15.280
<v Speaker 1>they would get credit for, you know, they wouldn't remain anonymous. Um.

0:19:15.440 --> 0:19:18.320
<v Speaker 1>By the way, according to Will from Alpha, at an

0:19:18.359 --> 0:19:21.639
<v Speaker 1>average rate of inflation of two point nine one per year,

0:19:21.680 --> 0:19:25.639
<v Speaker 1>two hundred dollars would be approximately four d four dollars

0:19:25.680 --> 0:19:28.600
<v Speaker 1>and thirty four cents. So that's three. And remember that

0:19:28.640 --> 0:19:31.840
<v Speaker 1>the came out in the late seventies, So yeah, we're

0:19:31.880 --> 0:19:36.560
<v Speaker 1>talking about the early video game systems cost then in

0:19:36.760 --> 0:19:40.639
<v Speaker 1>purchasing power essentially what they cost today. Yep, and uh,

0:19:40.680 --> 0:19:43.560
<v Speaker 1>Woll from Alpha was working on that Toy seven debut

0:19:43.640 --> 0:19:48.000
<v Speaker 1>at the tred two hundred dollars at an average rate

0:19:48.040 --> 0:19:50.399
<v Speaker 1>of inflation of three point nine three percent per years,

0:19:50.440 --> 0:19:54.760
<v Speaker 1>seven dollars seventy six cents, so actually more expensive than

0:19:54.880 --> 0:19:57.520
<v Speaker 1>either the PlayStation three or the Xbox three sixty when

0:19:57.520 --> 0:20:02.480
<v Speaker 1>they debuted. Yes, and in relative terms. But um, but yeah,

0:20:02.520 --> 0:20:04.920
<v Speaker 1>I mean there was we talked about I think Warren

0:20:05.000 --> 0:20:09.560
<v Speaker 1>Robinett in an earlier podcast. Probably he was one of

0:20:09.640 --> 0:20:12.200
<v Speaker 1>the if I think he was the developer behind the

0:20:13.640 --> 0:20:16.119
<v Speaker 1>game Adventure, and one of the big things to do

0:20:17.119 --> 0:20:20.200
<v Speaker 1>back when that game was released was to find what

0:20:20.640 --> 0:20:23.320
<v Speaker 1>was called a micro dot, which is not a micro

0:20:23.400 --> 0:20:26.600
<v Speaker 1>dot in a classic sense, um in the spy terms,

0:20:26.680 --> 0:20:29.320
<v Speaker 1>if you will, but a micro dot. There was a

0:20:29.440 --> 0:20:34.080
<v Speaker 1>little glowing dot, a couple of pixels. I'm not sure

0:20:34.119 --> 0:20:36.360
<v Speaker 1>exactly how big it was in terms of pickles pixels

0:20:36.400 --> 0:20:41.159
<v Speaker 1>pickles pickles. It was about three gherkins wide. Anyway, I know,

0:20:41.280 --> 0:20:44.240
<v Speaker 1>I know it's right before lunchtime. So anyway, if you

0:20:44.280 --> 0:20:47.600
<v Speaker 1>could find this dot, you could take your character, which

0:20:47.680 --> 0:20:51.280
<v Speaker 1>was a square through a wall that normally you wouldn't

0:20:51.280 --> 0:20:53.520
<v Speaker 1>be able to go through. It was just basically cordoning

0:20:53.560 --> 0:20:56.600
<v Speaker 1>off part of the game. Yes, this was Easter Eggs podcast. Yes,

0:20:57.160 --> 0:20:59.960
<v Speaker 1>and you could see the name of the designer, Warren Robinett,

0:21:00.640 --> 0:21:02.879
<v Speaker 1>and uh, because otherwise you never would have seen it

0:21:02.960 --> 0:21:05.000
<v Speaker 1>at all. Yeah, it wasn't It wasn't listed down. There

0:21:05.040 --> 0:21:07.159
<v Speaker 1>weren't credits like like you see when you finish one

0:21:07.200 --> 0:21:09.159
<v Speaker 1>of these, uh, one of the newer video games, you

0:21:09.160 --> 0:21:11.159
<v Speaker 1>get a whole listing of all the animators and the

0:21:11.320 --> 0:21:14.320
<v Speaker 1>story developers and the story boarders anybody else who's worked

0:21:14.320 --> 0:21:16.080
<v Speaker 1>on the game. And it wasn't just a question of credit,

0:21:16.160 --> 0:21:20.160
<v Speaker 1>although that was definitely important, big it was also royalties. Yeah,

0:21:20.200 --> 0:21:23.040
<v Speaker 1>because I mean, without being credited for their work, these

0:21:23.119 --> 0:21:25.480
<v Speaker 1>developers weren't going to be able to claim royalties on

0:21:25.600 --> 0:21:29.880
<v Speaker 1>any sales. And uh, that's the that's probably the It's

0:21:29.920 --> 0:21:31.639
<v Speaker 1>hard for me to say because I wasn't there, but

0:21:32.000 --> 0:21:34.080
<v Speaker 1>I would guess that that was the main reason why

0:21:34.119 --> 0:21:37.920
<v Speaker 1>Atari resisted this whole credit thing. They didn't want to

0:21:37.920 --> 0:21:41.080
<v Speaker 1>pay out royalties to the developers, and um, so it

0:21:41.160 --> 0:21:45.479
<v Speaker 1>boils down to money. So that ended up make having Uh,

0:21:46.000 --> 0:21:50.160
<v Speaker 1>these these developers found activision, whether they're developing their own

0:21:50.240 --> 0:21:54.240
<v Speaker 1>game company. Uh, there's a there was essentially a big

0:21:54.320 --> 0:21:58.080
<v Speaker 1>restraining order that Atari put on on other game developers

0:21:58.119 --> 0:22:02.040
<v Speaker 1>saying you can't develop games for our proprietary console. But

0:22:02.359 --> 0:22:05.600
<v Speaker 1>it never panned out. So that kind of opened the

0:22:05.680 --> 0:22:10.280
<v Speaker 1>doors for third party developers yep, and that allowed all

0:22:10.359 --> 0:22:13.200
<v Speaker 1>sorts of games to flood on the market. Now, Activision

0:22:13.280 --> 0:22:16.440
<v Speaker 1>had some of the uh I liked them a lot.

0:22:16.560 --> 0:22:18.800
<v Speaker 1>I mean I played laser Blast for hours and hours,

0:22:18.840 --> 0:22:22.000
<v Speaker 1>and Activision do Pitfall. Activision did do that is like

0:22:22.600 --> 0:22:27.240
<v Speaker 1>and Mega Mania Pitfall. When I think of great home

0:22:27.400 --> 0:22:30.359
<v Speaker 1>video games, especially for the Atari, Pitfall has got to

0:22:30.400 --> 0:22:34.520
<v Speaker 1>be in the top ten. I mean it was a wonderful,

0:22:34.600 --> 0:22:39.240
<v Speaker 1>amazing game and uh I loved it, and um yeah,

0:22:39.400 --> 0:22:42.000
<v Speaker 1>so I mean the Activision put out some really good games. Now,

0:22:42.040 --> 0:22:44.920
<v Speaker 1>the problem was not all third party developers put out

0:22:45.000 --> 0:22:48.240
<v Speaker 1>games of the quality that Activision was creating. And because

0:22:48.320 --> 0:22:51.680
<v Speaker 1>those floodgates had opened, where now any third party developer

0:22:51.760 --> 0:22:55.960
<v Speaker 1>could build a an Atari game and sell it. You know,

0:22:56.040 --> 0:22:57.760
<v Speaker 1>they didn't have to go through Atari to sell it.

0:22:58.240 --> 0:22:59.639
<v Speaker 1>They just you know, they had to get their own

0:22:59.640 --> 0:23:02.200
<v Speaker 1>distribut it or whatever, but they didn't have to ship

0:23:02.280 --> 0:23:05.920
<v Speaker 1>stuff to Atari. Uh. It meant that anyone who had

0:23:06.119 --> 0:23:09.800
<v Speaker 1>some programming skill could build um an Atari game, and

0:23:10.359 --> 0:23:14.920
<v Speaker 1>that led to some pretty crappy games. Well, you know,

0:23:15.160 --> 0:23:17.320
<v Speaker 1>there were some pretty good developers. Oh no, there were

0:23:17.400 --> 0:23:21.760
<v Speaker 1>some great developers, but there were some really bad ones. Okay,

0:23:21.800 --> 0:23:24.800
<v Speaker 1>so we're gonna let's talk about two games that helped

0:23:25.200 --> 0:23:28.560
<v Speaker 1>perpetuate this crash. So we've already established that part of

0:23:28.600 --> 0:23:30.040
<v Speaker 1>the problem is that there were a lot of game

0:23:30.080 --> 0:23:32.880
<v Speaker 1>systems on the market, so consumers had way too much

0:23:33.800 --> 0:23:36.160
<v Speaker 1>choice in that sense, it was really hard for any

0:23:36.240 --> 0:23:39.520
<v Speaker 1>one console to to do well apart from like the

0:23:39.720 --> 0:23:43.560
<v Speaker 1>three big ones Collego, Vision and Television and at UM.

0:23:43.800 --> 0:23:47.080
<v Speaker 1>So that was one problem. Uh The other problems were

0:23:47.200 --> 0:23:51.320
<v Speaker 1>things like the the fact that the systems were so expensive,

0:23:51.400 --> 0:23:54.040
<v Speaker 1>so people didn't want to upgrade every few years because

0:23:54.119 --> 0:23:57.280
<v Speaker 1>they put in such a huge investment already. And then

0:23:57.320 --> 0:24:00.840
<v Speaker 1>we had the problem of the the the flood of

0:24:00.960 --> 0:24:05.040
<v Speaker 1>games hitting the market all at once. Uh two games

0:24:05.080 --> 0:24:09.440
<v Speaker 1>in particular, really heard Atari specifically, and then by extension,

0:24:09.480 --> 0:24:11.600
<v Speaker 1>the rest of the video game market. Are you going

0:24:11.720 --> 0:24:16.000
<v Speaker 1>to too? Are these uh Atari specific games? One of

0:24:16.080 --> 0:24:19.680
<v Speaker 1>them is pac Man. The adaptation of pac Man, which

0:24:19.760 --> 0:24:21.520
<v Speaker 1>was such a huge hit in the arcade, was an

0:24:21.720 --> 0:24:25.840
<v Speaker 1>enormous disappointment when it was brought to the problem was

0:24:26.000 --> 0:24:29.320
<v Speaker 1>that the timeline to develop the game was very very short.

0:24:29.400 --> 0:24:31.760
<v Speaker 1>Atari was putting pressure on the developers to get it

0:24:31.840 --> 0:24:34.280
<v Speaker 1>ready by the holiday season that year. I think this

0:24:35.359 --> 0:24:39.119
<v Speaker 1>in fact, and uh so, uh the developers have to

0:24:39.200 --> 0:24:41.879
<v Speaker 1>try and build this game in a fraction of the

0:24:41.960 --> 0:24:45.399
<v Speaker 1>time they would have used to put it together. So

0:24:45.560 --> 0:24:49.440
<v Speaker 1>when it launches, it looks hardly anything at all like

0:24:49.600 --> 0:24:51.800
<v Speaker 1>the pac Man of the arcade games. I mean, the

0:24:51.880 --> 0:24:54.920
<v Speaker 1>basic concept is the same, and that's it. The graphics

0:24:54.960 --> 0:24:58.320
<v Speaker 1>were terrible, the sound effects, everything was was dreadful, and

0:24:58.440 --> 0:25:01.360
<v Speaker 1>so people really got turned off by game. The next year,

0:25:01.800 --> 0:25:07.040
<v Speaker 1>that's when the granddaddy of all terrible arc home video games,

0:25:07.520 --> 0:25:11.400
<v Speaker 1>uh came out. And it's one that I've talked about

0:25:11.520 --> 0:25:13.800
<v Speaker 1>multiple times on this podcast and I'm gonna do it again.

0:25:14.040 --> 0:25:17.320
<v Speaker 1>It was ET. And you know, I have to say,

0:25:18.000 --> 0:25:21.760
<v Speaker 1>not everyone agrees with you that ET was the worst

0:25:21.840 --> 0:25:25.879
<v Speaker 1>game for the but not everyone is as smart as

0:25:25.920 --> 0:25:30.040
<v Speaker 1>I am. No, that's the that's the whole problem. I mean,

0:25:30.119 --> 0:25:34.600
<v Speaker 1>I remember, even when the A was very popular, going into,

0:25:34.960 --> 0:25:39.439
<v Speaker 1>for example, drug stores and seeing huge you know how

0:25:39.520 --> 0:25:42.359
<v Speaker 1>you go into the imagine most of our listeners probably

0:25:42.400 --> 0:25:44.080
<v Speaker 1>play some kind of video game. And if you've ever

0:25:44.119 --> 0:25:46.280
<v Speaker 1>been one of the used video store, video game stores,

0:25:46.600 --> 0:25:49.840
<v Speaker 1>you see those big baskets and it's like these are

0:25:50.000 --> 0:25:53.120
<v Speaker 1>five bucks, and they'll be games from five or six

0:25:53.200 --> 0:25:56.600
<v Speaker 1>years ago. I mean consoles like the PlayStation two. They

0:25:56.640 --> 0:25:59.520
<v Speaker 1>are still enjoying quite a bit of success, you know,

0:25:59.560 --> 0:26:02.719
<v Speaker 1>still alling new consoles. Um you know, basically they're going out.

0:26:02.880 --> 0:26:05.680
<v Speaker 1>You know what, we got thirty of these things here

0:26:05.920 --> 0:26:07.680
<v Speaker 1>take you know, twenty five of them are gonna stick

0:26:07.680 --> 0:26:09.200
<v Speaker 1>them in the bend, sell them for five bucks or

0:26:09.200 --> 0:26:12.639
<v Speaker 1>seven bucks or something like that. Was having that same thing,

0:26:12.720 --> 0:26:14.280
<v Speaker 1>only a lot of these were it was like straight

0:26:14.320 --> 0:26:16.199
<v Speaker 1>to video, if you will. A lot of them were

0:26:16.320 --> 0:26:20.680
<v Speaker 1>going straight into those bins of games that were just reprehensible. Yeah,

0:26:20.720 --> 0:26:23.399
<v Speaker 1>so you've got you've got a flood of really bad games,

0:26:23.920 --> 0:26:26.520
<v Speaker 1>You've got expensive hardware that keeps steaming to be upgraded.

0:26:27.000 --> 0:26:30.000
<v Speaker 1>You've got too many choices on the market. Uh, it

0:26:30.400 --> 0:26:34.080
<v Speaker 1>was just a recipe for disaster. And around in North America,

0:26:34.160 --> 0:26:37.600
<v Speaker 1>that's when it all came crashing down. And so uh,

0:26:37.840 --> 0:26:39.480
<v Speaker 1>you know what also helped was the rise of the

0:26:39.520 --> 0:26:43.879
<v Speaker 1>personal computer. At personal computers were starting to to have

0:26:44.200 --> 0:26:47.120
<v Speaker 1>their own set of games that were in a way

0:26:47.520 --> 0:26:50.359
<v Speaker 1>more sophisticated than the home video games. They were different,

0:26:50.640 --> 0:26:52.680
<v Speaker 1>you know, they didn't they weren't. They didn't have the

0:26:52.720 --> 0:26:54.960
<v Speaker 1>same kind of twitch based gameplay that a lot of

0:26:55.160 --> 0:26:58.359
<v Speaker 1>the home video games did. But they allowed you to

0:26:58.520 --> 0:27:00.840
<v Speaker 1>do more with those games, and once you were able

0:27:00.840 --> 0:27:03.480
<v Speaker 1>to do things like save games, that really started to

0:27:03.560 --> 0:27:07.399
<v Speaker 1>change things. So the home video game market really started

0:27:07.440 --> 0:27:10.520
<v Speaker 1>to crash in on itself. It imploded to the point

0:27:10.600 --> 0:27:14.800
<v Speaker 1>where there are famous stories about companies having to dispose

0:27:14.920 --> 0:27:20.040
<v Speaker 1>of enormous inventories of games, including ET, which if you've

0:27:20.160 --> 0:27:22.320
<v Speaker 1>heard the tales, where did where did all of those

0:27:22.320 --> 0:27:26.480
<v Speaker 1>ET cartridges end up? Those cartridges ended up in a

0:27:26.800 --> 0:27:31.160
<v Speaker 1>public landfill? And I believe it's Arizona. I actually found

0:27:31.160 --> 0:27:33.359
<v Speaker 1>the story on Snopes. I wanted to find out if

0:27:33.400 --> 0:27:35.160
<v Speaker 1>it was actually true, if it was a miss myth.

0:27:35.200 --> 0:27:37.879
<v Speaker 1>I'm sorry it's in New Mexico. Oh it was New Mexico.

0:27:37.920 --> 0:27:41.639
<v Speaker 1>I thought was Arizona. So yeah, yeah, Alama Gordo, New Mexico.

0:27:41.840 --> 0:27:47.720
<v Speaker 1>In late September. According to Snopes, um Atari took ET

0:27:48.119 --> 0:27:51.000
<v Speaker 1>and pac Man and dumped them in a city landfill.

0:27:51.920 --> 0:27:55.240
<v Speaker 1>Uh rolled over them with steamrollers, so you couldn't play

0:27:55.320 --> 0:28:02.800
<v Speaker 1>them right than that playable before and covered them with cement. Yeah,

0:28:02.840 --> 0:28:06.239
<v Speaker 1>it's it's interesting to note that they treated that as

0:28:06.280 --> 0:28:10.600
<v Speaker 1>if it were toxic waste kind of was considering the

0:28:10.640 --> 0:28:13.440
<v Speaker 1>amount of lead in them. Yeah, I'm talking about a

0:28:13.600 --> 0:28:20.600
<v Speaker 1>more like philosophical um but yes, but also that so yeah, anyway,

0:28:20.640 --> 0:28:23.600
<v Speaker 1>the this is all the stuff that kind of together

0:28:23.760 --> 0:28:27.280
<v Speaker 1>led to that huge crash, and in America it lasted

0:28:27.320 --> 0:28:30.600
<v Speaker 1>for about two years. It wouldn't be until the debut

0:28:30.800 --> 0:28:35.040
<v Speaker 1>of the Nintendo Entertainment System in America, which was before

0:28:35.080 --> 0:28:37.920
<v Speaker 1>the home video game market started to recover. So for

0:28:38.000 --> 0:28:40.760
<v Speaker 1>two years, home video game market was pretty much dead.

0:28:41.440 --> 0:28:45.200
<v Speaker 1>You could you could pick up titles for a fraction

0:28:45.560 --> 0:28:47.960
<v Speaker 1>of what they once went for as people were trying

0:28:48.000 --> 0:28:49.920
<v Speaker 1>to stores were trying to get rid of them because

0:28:49.960 --> 0:28:51.840
<v Speaker 1>no one was making new ones. They just needed to

0:28:51.920 --> 0:28:56.160
<v Speaker 1>get this stuff out of inventory. So uh, yeah, for

0:28:56.200 --> 0:28:58.080
<v Speaker 1>about two years, there was no way of getting like

0:28:58.360 --> 0:29:01.120
<v Speaker 1>a new system or new games. And we're gonna have

0:29:01.200 --> 0:29:03.200
<v Speaker 1>to probably cut it off here, but I think it

0:29:03.280 --> 0:29:05.840
<v Speaker 1>might be fun in the future. We'll we'll probably give

0:29:05.880 --> 0:29:08.280
<v Speaker 1>it some time. But to revisit this and talk about

0:29:08.480 --> 0:29:12.320
<v Speaker 1>how Nintendo helped usher in a new era of home

0:29:12.440 --> 0:29:15.960
<v Speaker 1>video game systems and and what it took to bring

0:29:16.080 --> 0:29:19.360
<v Speaker 1>home video game systems back from the dead because Nintendo

0:29:19.440 --> 0:29:22.400
<v Speaker 1>had a very specific way of doing things that that

0:29:22.640 --> 0:29:27.400
<v Speaker 1>really changed the whole paradigm of how video game consoles

0:29:27.880 --> 0:29:32.560
<v Speaker 1>were marketed and how how third party development was handled.

0:29:32.960 --> 0:29:35.080
<v Speaker 1>And we'll get into that in a future podcast. I

0:29:35.160 --> 0:29:37.480
<v Speaker 1>do think it's ironic. I'd like to mention you know

0:29:37.520 --> 0:29:40.320
<v Speaker 1>how I was talking about how Atari had an advantage

0:29:40.360 --> 0:29:43.680
<v Speaker 1>over Colco because they actually were a video game company. Well,

0:29:43.800 --> 0:29:46.920
<v Speaker 1>Nintendo wasn't exactly a video game company when it started

0:29:46.960 --> 0:29:52.680
<v Speaker 1>either Playing Card Company. Yes, still still game weighted, yes, indeed.

0:29:52.920 --> 0:29:56.840
<v Speaker 1>Whereas Leather, I have to leave it off there, all right,

0:29:56.920 --> 0:29:58.720
<v Speaker 1>So I guess it's time for us to wrap this

0:29:58.920 --> 0:30:01.120
<v Speaker 1>up in leather and we will talk to you guys

0:30:01.160 --> 0:30:04.000
<v Speaker 1>again soon. Remember you can email us. Our entrance is

0:30:04.080 --> 0:30:06.800
<v Speaker 1>your tex stuff at how stuff Works dot com. Chris

0:30:06.920 --> 0:30:08.880
<v Speaker 1>and I will chat with you again once Chris is

0:30:08.960 --> 0:30:15.040
<v Speaker 1>done crying. If you're a tech stuff and be sure

0:30:15.080 --> 0:30:18.760
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0:30:18.840 --> 0:30:21.080
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0:30:21.120 --> 0:30:24.120
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0:30:25.760 --> 0:30:28.200
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0:30:28.240 --> 0:30:30.520
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0:30:30.600 --> 0:30:32.640
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0:30:32.680 --> 0:30:40.120
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