WEBVTT - Intellivision and the Blue Sky Rangers

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<v Speaker 1>Welcome to tech Stuff, a production from iHeartRadio. Hey there,

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<v Speaker 1>and welcome to tech Stuff. I'm your host, Jonathan Strickland.

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<v Speaker 1>I'm an executive producer with iHeart Podcasts and how the

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<v Speaker 1>tech are You? So this past weekend and I'm recording

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<v Speaker 1>this June twelfth, twenty twenty four, But this past weekend

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<v Speaker 1>was the Summer Games Festival, which is kind of a

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<v Speaker 1>marketing extravaganza for the video game industry. The festival has

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<v Speaker 1>grown in importance, especially since the dissolution of E three

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<v Speaker 1>May at Rest in Peace, and while several of the

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<v Speaker 1>big companies in the space now tend to hold their

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<v Speaker 1>own events that are completely independent, the festival still remains

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<v Speaker 1>a really important tool for tons of developers who might

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<v Speaker 1>otherwise find it difficult to get their work showcased. But

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<v Speaker 1>one thing I did see during the festival was news

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<v Speaker 1>on the long awaited piece of retro hardware called the

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<v Speaker 1>Intellivision Amiko, and that reminded me that I've never really

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<v Speaker 1>done an episode dedicated to in television either. So we're

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<v Speaker 1>going to address that today. And before I get to

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<v Speaker 1>all of that, if you're really, really really into in television,

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<v Speaker 1>well chances are you already know about the Intellivisionaries podcast,

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<v Speaker 1>which I have no connection to, by the way, but

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<v Speaker 1>it's a show that has episodes that dive super duper deep, deep, deep,

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<v Speaker 1>deep down into all things in television. I listened to

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<v Speaker 1>about a third of one episode in which they interviewed

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<v Speaker 1>authors Braxton Soderman and Tom Belstorf. Those two wrote a

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<v Speaker 1>book that's titled in Television, How a Video Game System

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<v Speaker 1>Battled Atari and Almost Bankrupted Barbie. That book actually comes

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<v Speaker 1>out later this year, so sadly I wasn't able to

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<v Speaker 1>use it for this episode. Maybe I'll reach out to

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<v Speaker 1>them and we'll do an episode later in the year

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<v Speaker 1>when the book comes out. But I really did listen

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<v Speaker 1>to like a third of the episode they were on

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<v Speaker 1>because that interview is about an hour long, but the

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<v Speaker 1>whole episode is five and a half hours long. So

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<v Speaker 1>y'all thought my shows get lengthy, I got nothing on

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<v Speaker 1>The intellivision Areies. Turns out like the more I think

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<v Speaker 1>focused your podcast is, the longer the episodes tend to get. Anyway,

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<v Speaker 1>for those of us of a certain age, the brand

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<v Speaker 1>in television conjures up memories of very early console wars. Technically,

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<v Speaker 1>the second generation of video game consoles. So in television,

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<v Speaker 1>along with things like I would say Kalico and Atari

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<v Speaker 1>would compete in the burgeoning home video game system market

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<v Speaker 1>more than forty years ago at this point. So let's

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<v Speaker 1>talk about where in television came from, what happened to it,

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<v Speaker 1>and how recent efforts to resurrect it have in countered

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<v Speaker 1>new road bumps along the way, as well as the

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<v Speaker 1>tale of an old enemy coming back to pick over

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<v Speaker 1>the bones of its former competitor, which is foreshadowing. So

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<v Speaker 1>let us set the scene now, before home video game

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<v Speaker 1>consoles or video game arcades, there were nerdy computer science students,

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<v Speaker 1>and these students were some of the only folks to

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<v Speaker 1>have regular access to computers. Computers in those days were huge,

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<v Speaker 1>they were expensive, they were super complicated. You know, a

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<v Speaker 1>small computer might be the size of your typical refrigerator,

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<v Speaker 1>and many of them were much much bigger than that.

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<v Speaker 1>And while the computers were meant to do all sorts

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<v Speaker 1>of important number crunching things, creative students would naturally begin

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<v Speaker 1>to experiment with them in order to make them, you know,

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<v Speaker 1>do other stuff like games, for example. And so in

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<v Speaker 1>the early days, and we're talking like the nineteen sixties.

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<v Speaker 1>Here the only folks who even knew that video games

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<v Speaker 1>could be a thing where college students working in computer labs.

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<v Speaker 1>But eventually these ideas were able to creep their way

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<v Speaker 1>into the mainstream. Nolan Bushnell, who will mention a few

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<v Speaker 1>times in this episode because he did not work in

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<v Speaker 1>television at all, he would be a co founder of Atari,

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<v Speaker 1>the other really huge important video game console company in

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<v Speaker 1>the late seventies early eighties, and he took an idea

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<v Speaker 1>that began in computer labs. It was a game that

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<v Speaker 1>was called Space War, and he adapted this into a

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<v Speaker 1>coin operated arcade cabinet called Computer Space. This was back

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<v Speaker 1>in nineteen seventy one. However, this game failed to take

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<v Speaker 1>the world by storm. It was a complicated game. It

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<v Speaker 1>was very difficult. It did not get much traction, but

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<v Speaker 1>it was a start. The first home video game console,

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<v Speaker 1>and at least this is what the general agreement is on,

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<v Speaker 1>was the Magnavox Odyssey. This launched way back in September

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<v Speaker 1>nineteen seventy two, and it was Pong before there was

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<v Speaker 1>a Pong. Quick side note, the aforementioned Nolan Bushnell, who

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<v Speaker 1>again co founded Atari, would actually assign his brand new engineer,

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<v Speaker 1>Alan Alcorn, the job of building a table tennis arcade cabinet.

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<v Speaker 1>So essentially what Bushnell did was he described to Alcorn

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<v Speaker 1>all the elements of the table tennis game on the Odyssey,

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<v Speaker 1>like he knew of that version, the home video game

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<v Speaker 1>console version, but Alcorn had never seen it. He had

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<v Speaker 1>never played that, and this was a test of Alcorn's abilities.

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<v Speaker 1>He essentially said, hey, I need you to build this game,

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<v Speaker 1>and he was able to describe specifically what he wanted

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<v Speaker 1>because he was describing a game that already existed. It's

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<v Speaker 1>just that Alcorn didn't know about that. And Bushnell claimed

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<v Speaker 1>that this was all part of a contract job with

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<v Speaker 1>General Electric, which turned out to be a total fabrication.

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<v Speaker 1>So Alcorn took the assignment and eventually he made Pong.

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<v Speaker 1>Pong ended up going on to be a huge hit

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<v Speaker 1>arcade cabinet for the fledgling Atari company. In fact, you

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<v Speaker 1>could argue it was the first like mega hit as

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<v Speaker 1>far as arcade cabinets go. Anyway, my point is that

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<v Speaker 1>the home video game console market got its start in

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<v Speaker 1>the early nineteen seventies. The Magnavox Odyssey was a dedicated console.

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<v Speaker 1>Now that meant you could only play what had been

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<v Speaker 1>hard coded onto the console itself. The game was integrated

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<v Speaker 1>into the console, so there was no cartridge slot. There

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<v Speaker 1>certainly wasn't something like an optical drive or anything like that.

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<v Speaker 1>All of that would come on later. So in a way,

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<v Speaker 1>it was sort of like those retro consoles that you

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<v Speaker 1>sometimes find that have a limited library of games pre

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<v Speaker 1>programmed onto the device itself, right Like there's some of

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<v Speaker 1>those for the Atari twenty six hundred or Nintendo Entertainment

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<v Speaker 1>System or SNS, all of those old systems have like

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<v Speaker 1>these dedicated retro consoles that have a limited library available

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<v Speaker 1>on them. That's kind of what the first video game

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<v Speaker 1>consoles were like, except the library often was just one game,

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<v Speaker 1>and it was just some variation of Pong. In nineteen

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<v Speaker 1>seventy six, the Fairchild Channel F console would introduce an innovation.

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<v Speaker 1>It was a console that could accept ROM cartridges and

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<v Speaker 1>therefore it was not limited to games that had been

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<v Speaker 1>hard coded onto the console itself. BROM stands for read

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<v Speaker 1>only memory. That means the games were physically programmed on

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<v Speaker 1>circuit boards and there was no way to write new

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<v Speaker 1>information to the games themselves. The circuit boards had a

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<v Speaker 1>little electrical contacts on them, and those contexts would connect

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<v Speaker 1>to matching contexts in the console itself. When you plug

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<v Speaker 1>the cartridgeen, that's what would complete the circuit. It would

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<v Speaker 1>let you play whatever game had been programmed on the cartridge.

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<v Speaker 1>While the Channel F hit the market months before Atari

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<v Speaker 1>launched the twenty six hundred, initially called the Video Computer

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<v Speaker 1>System or VCS, Atari's library of games would have a

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<v Speaker 1>much broader appeal than the Channel f's selection. The Atari

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<v Speaker 1>twenty six hundred became a really popular video game console,

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<v Speaker 1>and there was a huge demand for the technology. Folks

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<v Speaker 1>who worked at Atari began to enjoy a sort of

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<v Speaker 1>rock and roll lifestyle as the money came flooding in. Seriously,

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<v Speaker 1>if you read the articles about Atari in its early days,

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<v Speaker 1>it comes across as a bit rock and roll. Probably

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<v Speaker 1>not as wild and crazy as some of the articles indicate,

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<v Speaker 1>but it certainly presages, i would say, the startup culture

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<v Speaker 1>that we would associate with companies in like the late

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<v Speaker 1>nineteen nineties before the dot com bubble burst. Of course,

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<v Speaker 1>lots of companies wanted to cash in on this growing trend,

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<v Speaker 1>whether it was considered a fad or an actual trend

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<v Speaker 1>at the time didn't matter. Companies saw that people were

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<v Speaker 1>interested in video games and they wanted to be able

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<v Speaker 1>to get in on that. So some of the consoles

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<v Speaker 1>that popped up in the mid to late seventies and

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<v Speaker 1>into the early eighties were pretty much garbage. In fact,

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<v Speaker 1>the number of consoles that essentially were just Pong clones

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<v Speaker 1>created an unstable market, and consumers grew disenchanted with the

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<v Speaker 1>limited offerings that these consoles made and that some of

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<v Speaker 1>them were just really poorly designed. Ultimately, this led to

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<v Speaker 1>the first video game crash of the home video game

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<v Speaker 1>console market. This happened in nineteen seventy seven. Now, when

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<v Speaker 1>you hear me talk about the video game crash, typically

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<v Speaker 1>what I'm referencing is a much larger market crash that

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<v Speaker 1>happened in the United States in nineteen eighty three. But

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<v Speaker 1>the first generation of consoles had its own crash six

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<v Speaker 1>years earlier. Again, these were for consoles that were mostly

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<v Speaker 1>dedicated consoles are Pong clones. Anyway, there's overlap between the

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<v Speaker 1>first generation of conso and the second generation. It's not

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<v Speaker 1>like we can just draw a line in years and

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<v Speaker 1>say everything before this is first generation and everything after

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<v Speaker 1>this is second generation. There was a lot more crossover

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<v Speaker 1>than that. Really, when we say first generation and second generation,

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<v Speaker 1>we're talking about a generation of consoles that were primarily

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<v Speaker 1>dedicated systems where you could not change out what game

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<v Speaker 1>you were playing. It was just limited to whatever was

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<v Speaker 1>on the console itself. And the second generation would have

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<v Speaker 1>more of the cartridge based approach where you could buy

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<v Speaker 1>different cartridges and thus you could accumulate a library of games,

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<v Speaker 1>and you know, playing a different game was as simple

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<v Speaker 1>as turning the system off, pulling a cartridge out, putting

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<v Speaker 1>a new one in, turning the system on again, and

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<v Speaker 1>they're your way to go. So there is overlap between

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<v Speaker 1>those two generations. Atari would become the dominant company in

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<v Speaker 1>this space, but there were quite a few other competitors

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<v Speaker 1>that also stood out with systems that sometimes had features

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<v Speaker 1>and function that made them a more serious threat to

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<v Speaker 1>Atari's dominance because the systems were more sophisticated and had

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<v Speaker 1>you know, a leg up in some technical aspect. But

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<v Speaker 1>Atari had a really big head start and that was

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<v Speaker 1>a huge help because they were able to establish a

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<v Speaker 1>pretty significant customer base early on, and that's invaluable. Well,

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<v Speaker 1>one company that saw opportunity in the video game space

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<v Speaker 1>was the giant toy company Mattel. So Mattel got started

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<v Speaker 1>as a little home business made out of a garage

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<v Speaker 1>way back in nineteen forty five, and originally Mattel made

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<v Speaker 1>stuff like you know, like dollhouse furniture and picture frames

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<v Speaker 1>and that kind of thing. But in nineteen forty seven

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<v Speaker 1>Mattel introduced a toy ukulele as a new product and

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<v Speaker 1>then began to make toys more regularly. Things really got

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<v Speaker 1>moving in nineteen fifty nine with the introduction of a

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<v Speaker 1>little toy called the Barbie Doll Hi Barbie. That Doll's

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<v Speaker 1>massive sitcess propelled Mattel into becoming a publicly traded company,

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<v Speaker 1>and it really took off, and flush with cash from

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<v Speaker 1>this IPO, Mattel started doing what a lot of other

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<v Speaker 1>companies do when they get tons of money. It started

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<v Speaker 1>to gobble up other toy companies left, right and center.

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<v Speaker 1>And not just toy companies. Mattel would also acquire everything

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<v Speaker 1>from the Wringling brothers in Barnum and Bailey Circus to

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<v Speaker 1>industrial companies specializing in everything from plastic production to die casting.

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<v Speaker 1>So by the nineteen seventies, Mattel was a really big deal,

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<v Speaker 1>despite some missteps along the way, Like there were some

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<v Speaker 1>times where Mattel was in some financial trouble, but the

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<v Speaker 1>company had managed to survive all of that. In the

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<v Speaker 1>early to mid nineteen seventies, Mattel leadership was reluctant to

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<v Speaker 1>get into the video game console space because remember, in

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<v Speaker 1>this time, the market's still very young, right, it's unproven.

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<v Speaker 1>This is also really still the era of the first

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<v Speaker 1>generation video game consoles, so tell executives weren't entirely sure

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<v Speaker 1>that this was going to be a sustainable business. So

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<v Speaker 1>it should come as no surprise that the company kind

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<v Speaker 1>of held back at first. And to be totally fair

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<v Speaker 1>to Mattel, the corporation had some rocky financial situations earlier

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<v Speaker 1>that decade, so you know they were a little gun

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<v Speaker 1>shy as well. But then enter Richard Chang, Mattel's head

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<v Speaker 1>of toy design and development. In the mid to late

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<v Speaker 1>nineteen seventies, he began considering the possibility of getting into

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<v Speaker 1>home video games. There were some competing ideas within Mattel

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<v Speaker 1>at the time. Some engineers wanted to focus on handheld games.

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<v Speaker 1>These would be similar to the dedicated consoles in that

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<v Speaker 1>they would have a game hard coded onto the circuitry

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<v Speaker 1>of the system itself. Others wanted to make an actual

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<v Speaker 1>video game console for hooking up to your television. Ultimately,

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<v Speaker 1>Mattel would do both, though at first the company would

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<v Speaker 1>produce and release the handheld systems while some within the

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<v Speaker 1>company worked on what would become the in television. Okay,

0:13:57.280 --> 0:13:59.319
<v Speaker 1>we've got a lot more to this story, but before

0:13:59.320 --> 0:14:01.040
<v Speaker 1>we get to that, let's take a quick break to

0:14:01.080 --> 0:14:14.200
<v Speaker 1>think our sponsors. We're back. So Chang, the head of

0:14:14.520 --> 0:14:17.760
<v Speaker 1>development over at Mattel's toy division, reached out to a

0:14:17.800 --> 0:14:23.440
<v Speaker 1>company called APH Technology Consultants to help with the various

0:14:23.880 --> 0:14:27.320
<v Speaker 1>video game projects within Mattel and Mittel would actually spin

0:14:27.480 --> 0:14:31.240
<v Speaker 1>up a kind of a subsidiary called Mattel Electronics to

0:14:31.280 --> 0:14:34.840
<v Speaker 1>oversee this stuff. So this consulting group would ultimately do

0:14:34.920 --> 0:14:37.880
<v Speaker 1>a lot of the programming for the handheld systems. Mattel

0:14:37.960 --> 0:14:40.960
<v Speaker 1>worked with a company called General Instruments to tweak the

0:14:41.000 --> 0:14:45.280
<v Speaker 1>design of a platform that General Instruments or GI had

0:14:45.320 --> 0:14:49.480
<v Speaker 1>created called the Jiminy sixty nine hundred. I guess it's Jimminy.

0:14:49.560 --> 0:14:55.320
<v Speaker 1>It's spelled Gimni, and I know that some astronauts referred

0:14:55.360 --> 0:14:58.280
<v Speaker 1>to the Gemini spacecraft as the jim and E spacecraft,

0:14:58.360 --> 0:15:01.560
<v Speaker 1>so I'm guessing it's the same here. Anyway. The whole

0:15:01.680 --> 0:15:05.200
<v Speaker 1>concept was to take this platform, this Jiminy sixty nine

0:15:05.240 --> 0:15:07.360
<v Speaker 1>hundred and tweak it so that it would be easier

0:15:07.400 --> 0:15:10.920
<v Speaker 1>for programmers to use the same basic foundation to program

0:15:10.920 --> 0:15:14.600
<v Speaker 1>different games that would speed things up and bring costs down.

0:15:15.000 --> 0:15:18.440
<v Speaker 1>And GI was eager to do this because they saw

0:15:18.640 --> 0:15:22.200
<v Speaker 1>this as an opportunity to really have a profitable business

0:15:22.360 --> 0:15:27.600
<v Speaker 1>working in chips meant for specific applications like this. Mattel

0:15:27.680 --> 0:15:31.040
<v Speaker 1>began to release the games these handheld systems, and they

0:15:31.080 --> 0:15:34.360
<v Speaker 1>did well, and this helped build some momentum toward pushing

0:15:34.360 --> 0:15:38.120
<v Speaker 1>out a fully fledged home video game console system. So

0:15:38.160 --> 0:15:42.040
<v Speaker 1>this was around nineteen seventy eight or so. Atari had

0:15:42.080 --> 0:15:45.920
<v Speaker 1>released the VCS in nineteen seventy seven. And the dates

0:15:45.920 --> 0:15:48.120
<v Speaker 1>get a little fuzzy when I talk about this kind

0:15:48.120 --> 0:15:50.360
<v Speaker 1>of stuff, because, as it turns out, no one was

0:15:50.400 --> 0:15:54.320
<v Speaker 1>really acting like an historian during the whole process. Like

0:15:54.360 --> 0:15:57.320
<v Speaker 1>that's true for a lot of the technologies that came

0:15:57.360 --> 0:16:00.800
<v Speaker 1>out in the seventies and eighties. The documentation is limited.

0:16:01.200 --> 0:16:04.200
<v Speaker 1>Sometimes it doesn't even exist, or no one knows about

0:16:04.440 --> 0:16:08.120
<v Speaker 1>where it might exist, because the company is responsible may

0:16:08.120 --> 0:16:11.080
<v Speaker 1>have gone out of business decades ago. So the book

0:16:11.080 --> 0:16:14.000
<v Speaker 1>I mentioned earlier in this episode, the one that was

0:16:14.080 --> 0:16:17.640
<v Speaker 1>featured in that interview of the epic podcast, that book

0:16:17.680 --> 0:16:20.840
<v Speaker 1>isn't out yet. It comes out later this year, the

0:16:20.880 --> 0:16:25.400
<v Speaker 1>fall of twenty twenty four, so I can't reference it,

0:16:25.880 --> 0:16:28.160
<v Speaker 1>so I can't look to see what the more heavily

0:16:28.200 --> 0:16:32.160
<v Speaker 1>researched bits actually say. Maybe again, I'll revisit this when

0:16:32.160 --> 0:16:36.120
<v Speaker 1>that book comes out to see if it clarifies things.

0:16:36.320 --> 0:16:39.560
<v Speaker 1>But within Mattel, there was a guy named Dave Chandler

0:16:39.680 --> 0:16:43.120
<v Speaker 1>who also got the nickname Papa in television, who led

0:16:43.120 --> 0:16:46.480
<v Speaker 1>a team to develop the actual physical hardware. The software

0:16:46.520 --> 0:16:50.040
<v Speaker 1>side went to the APH Technology Consultants Group, and the

0:16:50.080 --> 0:16:53.040
<v Speaker 1>operating system for it in television would receive the code

0:16:53.120 --> 0:16:57.920
<v Speaker 1>name the Executive or sometimes the exec. The team was

0:16:57.960 --> 0:17:01.400
<v Speaker 1>sticking with General Instruments for the chipset that would ultimately

0:17:01.440 --> 0:17:06.560
<v Speaker 1>be used within the intelevision console. Reportedly, Texas Instruments at

0:17:06.600 --> 0:17:10.600
<v Speaker 1>one point pushed to have Mattel jettison the GI chipset

0:17:10.840 --> 0:17:14.359
<v Speaker 1>in favor of a chipset from Texas Instruments, but ultimately

0:17:14.359 --> 0:17:17.960
<v Speaker 1>Mattel stuck with their previous partner for those handheld systems,

0:17:18.080 --> 0:17:21.720
<v Speaker 1>partly because changing course would have set the whole project

0:17:21.760 --> 0:17:24.400
<v Speaker 1>back by at least half a year, and the home

0:17:24.520 --> 0:17:29.119
<v Speaker 1>video game market was really getting red hot in the

0:17:29.200 --> 0:17:32.239
<v Speaker 1>late seventies, so a six month delay could have been

0:17:32.359 --> 0:17:35.280
<v Speaker 1>very costly because who knew how long this video game

0:17:35.280 --> 0:17:38.879
<v Speaker 1>fad would actually last. Well, the hardware was interesting, and

0:17:38.920 --> 0:17:41.760
<v Speaker 1>Mattel would introduce some add on components to make it

0:17:41.840 --> 0:17:45.800
<v Speaker 1>even more interesting and introduce or developed some that did

0:17:45.800 --> 0:17:50.040
<v Speaker 1>not get widespread adoption, but probably would have made the

0:17:50.080 --> 0:17:53.560
<v Speaker 1>system pretty incredible if Mattel had been able to get

0:17:53.560 --> 0:17:57.480
<v Speaker 1>a handle on some very tough problems. But first off,

0:17:57.560 --> 0:18:00.720
<v Speaker 1>the initial console bore at least some so samilarities to

0:18:00.760 --> 0:18:04.520
<v Speaker 1>the early Atari twenty six hundred console, complete with faux

0:18:04.560 --> 0:18:08.000
<v Speaker 1>wood paneling on the edges, because well, because it was

0:18:08.040 --> 0:18:11.600
<v Speaker 1>the nineteen seventies and we were all crazy for wood paneling.

0:18:11.920 --> 0:18:14.639
<v Speaker 1>I actually think it's pretty amazing that the Intellivision didn't

0:18:14.640 --> 0:18:17.760
<v Speaker 1>also have orange brown shag carpet on it, if I'm

0:18:17.760 --> 0:18:22.119
<v Speaker 1>being honest. The controllers for the Intellivision were a major

0:18:22.200 --> 0:18:25.359
<v Speaker 1>departure from the Atari twenty six hundred. So while the

0:18:25.720 --> 0:18:28.080
<v Speaker 1>faux paneling made it kind of look a little bit

0:18:28.119 --> 0:18:31.280
<v Speaker 1>like an Atari system, the controllers were their own thing.

0:18:31.640 --> 0:18:34.960
<v Speaker 1>Kalika Vision had its own controllers that were kind of similar,

0:18:35.280 --> 0:18:40.639
<v Speaker 1>but in television man so, the Atari controller was just

0:18:40.680 --> 0:18:44.720
<v Speaker 1>a basic joystick that had a single red button on it.

0:18:45.240 --> 0:18:48.480
<v Speaker 1>The Atari twenty six hundred joystick was digital, which meant

0:18:48.800 --> 0:18:51.640
<v Speaker 1>moving the stick in one of the four primary directions

0:18:51.640 --> 0:18:54.159
<v Speaker 1>would just complete a circuit and send a command to

0:18:54.240 --> 0:18:56.840
<v Speaker 1>the console. It's not like you could press harder or

0:18:56.880 --> 0:19:00.240
<v Speaker 1>softer to make your character move faster or slower. It

0:19:00.320 --> 0:19:02.879
<v Speaker 1>was either moving that way or it wasn't. Now, you

0:19:02.920 --> 0:19:06.200
<v Speaker 1>could also move the joystick on the diagonal and thus

0:19:06.280 --> 0:19:10.359
<v Speaker 1>complete two points of contact, and that would allow the

0:19:11.080 --> 0:19:13.920
<v Speaker 1>system to let you move characters on a diagonal path

0:19:13.960 --> 0:19:17.320
<v Speaker 1>if the game supported that, so which meant that ultimately

0:19:17.359 --> 0:19:20.960
<v Speaker 1>with an Atari joystick, you had up to eight directions

0:19:21.000 --> 0:19:25.399
<v Speaker 1>of movement possible. Now, the in television controller looked kind

0:19:25.400 --> 0:19:28.399
<v Speaker 1>of like a remote control with a direction pad disc

0:19:29.119 --> 0:19:32.520
<v Speaker 1>that was set either above or below a number pad.

0:19:33.119 --> 0:19:36.480
<v Speaker 1>Whether it was above or below dependent upon the generation

0:19:36.560 --> 0:19:39.040
<v Speaker 1>of controller. You had but yeah, think of like a

0:19:39.119 --> 0:19:42.840
<v Speaker 1>remote control with a number pad that's three numbers wide,

0:19:43.200 --> 0:19:45.480
<v Speaker 1>so you get the you know, one, two, three, four, five, six, seven,

0:19:45.520 --> 0:19:48.600
<v Speaker 1>eight nine, maybe some other little command buttons, and then

0:19:48.880 --> 0:19:50.879
<v Speaker 1>would have this disc either at the base or at

0:19:50.920 --> 0:19:53.400
<v Speaker 1>the top, and the disc was a direction pad where

0:19:53.400 --> 0:19:55.240
<v Speaker 1>you'd press on the edge of the disk and you

0:19:55.280 --> 0:19:59.879
<v Speaker 1>could make stuff move that way. This had sixteen different

0:20:00.200 --> 0:20:04.240
<v Speaker 1>points of directional control, and the number pad meant that

0:20:04.320 --> 0:20:07.840
<v Speaker 1>the Intellivision games could have a much more complicated interface

0:20:07.880 --> 0:20:10.920
<v Speaker 1>than your basic Guitari games. The pad itself, I would say,

0:20:11.000 --> 0:20:14.160
<v Speaker 1>was a real thumb killer. It was just the circular

0:20:14.240 --> 0:20:16.160
<v Speaker 1>disk and you would press along the edges to give

0:20:16.200 --> 0:20:21.120
<v Speaker 1>commands to the game. You could eventually buy little joystick

0:20:21.119 --> 0:20:24.400
<v Speaker 1>adapters that clipped on over that part of the controller.

0:20:24.600 --> 0:20:28.160
<v Speaker 1>The joystick would just manipulate the disc underneath. That's actually

0:20:28.200 --> 0:20:32.360
<v Speaker 1>how I played most of my intelevision games, because otherwise

0:20:32.359 --> 0:20:34.960
<v Speaker 1>my hands would really cramp up pretty fast just trying

0:20:34.960 --> 0:20:39.200
<v Speaker 1>to manipulate the disc. Just holding the controller could be

0:20:39.280 --> 0:20:42.359
<v Speaker 1>pretty uncomfortable. There were also, as I would call buttons

0:20:42.480 --> 0:20:48.080
<v Speaker 1>along one side of that gave you some more input options,

0:20:48.400 --> 0:20:50.160
<v Speaker 1>and it meant that you had to hold the controller

0:20:50.160 --> 0:20:54.480
<v Speaker 1>a specific way because the buttons would be inaccessible if

0:20:54.520 --> 0:20:56.879
<v Speaker 1>you held the base of the controller, say in your

0:20:56.960 --> 0:20:59.959
<v Speaker 1>left hand instead of your right hand, which could be frustrating,

0:21:00.240 --> 0:21:02.280
<v Speaker 1>you know, if you were you know, if you weren't

0:21:02.320 --> 0:21:05.080
<v Speaker 1>right handed, it could be a little difficult. I'm not

0:21:05.200 --> 0:21:07.080
<v Speaker 1>right handed, so I guess what I'm saying is, I've

0:21:07.119 --> 0:21:10.639
<v Speaker 1>personally found it very difficult. But interestingly, because of that

0:21:10.760 --> 0:21:14.919
<v Speaker 1>number pad, game developers could create little plastic overlays, and

0:21:14.960 --> 0:21:18.320
<v Speaker 1>these overlays would slide into a slot on the face

0:21:18.359 --> 0:21:22.040
<v Speaker 1>of your controller and would fit over the number pad,

0:21:22.320 --> 0:21:25.679
<v Speaker 1>and the overlays could indicate to gamers what each button did,

0:21:26.040 --> 0:21:28.199
<v Speaker 1>if they did anything at all within the game. So

0:21:28.320 --> 0:21:30.840
<v Speaker 1>rather than just having to remember that you would need

0:21:30.880 --> 0:21:34.120
<v Speaker 1>to push I'll give you hypothetical you needed to push

0:21:34.160 --> 0:21:37.399
<v Speaker 1>the number two button to pull up an inventory or

0:21:37.400 --> 0:21:39.480
<v Speaker 1>something like that, instead of that, you would have this

0:21:39.600 --> 0:21:41.600
<v Speaker 1>overlay and you would see like there'd be a little

0:21:42.160 --> 0:21:46.600
<v Speaker 1>marking that represents inventory, and it's over top the number two.

0:21:46.680 --> 0:21:48.240
<v Speaker 1>But it meant you didn't have to remember you needed

0:21:48.240 --> 0:21:50.479
<v Speaker 1>to press number two. You just pressed the picture that

0:21:50.480 --> 0:21:52.840
<v Speaker 1>made it look like a backpack or whatever it might be,

0:21:53.280 --> 0:21:55.240
<v Speaker 1>and so you could just look at the overlay to

0:21:55.280 --> 0:21:57.920
<v Speaker 1>see what you needed to push in order to do

0:21:57.960 --> 0:22:00.920
<v Speaker 1>a specific action within the game. Of course, each game

0:22:01.359 --> 0:22:04.600
<v Speaker 1>would have its own overlay, which meant you had twice

0:22:04.600 --> 0:22:07.680
<v Speaker 1>as many components you could misplace and thus make it

0:22:07.720 --> 0:22:10.360
<v Speaker 1>hard or impossible to play the game, because I mean, obviously,

0:22:10.359 --> 0:22:12.600
<v Speaker 1>if you misplace the cartridge, well then you don't have

0:22:12.640 --> 0:22:15.440
<v Speaker 1>a game to play. If you misplace the overlay, well

0:22:15.480 --> 0:22:18.320
<v Speaker 1>then you don't have the indicator for what the controller does,

0:22:18.480 --> 0:22:20.479
<v Speaker 1>and you would be down to trial and error, and

0:22:20.520 --> 0:22:22.840
<v Speaker 1>then you'd have to try and remember from that point forward.

0:22:23.200 --> 0:22:25.680
<v Speaker 1>But still, the overlay thing was a really cool idea.

0:22:25.800 --> 0:22:28.679
<v Speaker 1>It was a little challenging for folks like me because

0:22:28.720 --> 0:22:32.720
<v Speaker 1>I inherited my in television game system and all the

0:22:32.800 --> 0:22:35.280
<v Speaker 1>games for it and all the overlays, and it meant

0:22:35.280 --> 0:22:38.760
<v Speaker 1>that I had maybe overlays for about half the games

0:22:39.040 --> 0:22:41.560
<v Speaker 1>that came with the box that I got, So I

0:22:41.600 --> 0:22:44.080
<v Speaker 1>had overlays for games that were not in the box,

0:22:44.160 --> 0:22:46.600
<v Speaker 1>but sounded really cool, like I'm like, oh man, I

0:22:46.640 --> 0:22:48.679
<v Speaker 1>wish I had the game that went with this overlay.

0:22:48.840 --> 0:22:51.320
<v Speaker 1>And then I also had games where there was no

0:22:51.400 --> 0:22:55.240
<v Speaker 1>overlay whatsoever, or at least I didn't have the overlays,

0:22:55.280 --> 0:22:58.200
<v Speaker 1>so whether one was never made or it was lost

0:22:58.280 --> 0:23:01.600
<v Speaker 1>or whatever, I don't know. Still, I mean, I had

0:23:01.640 --> 0:23:04.840
<v Speaker 1>an intelevision, gosh darn' it, so I guess I shouldn't

0:23:05.320 --> 0:23:07.480
<v Speaker 1>look at a gift horse in the mouth or anything.

0:23:07.920 --> 0:23:11.040
<v Speaker 1>The cartridge slot on the original intelevision was on the

0:23:11.119 --> 0:23:13.679
<v Speaker 1>right side of the system, so it wasn't in the

0:23:13.720 --> 0:23:15.520
<v Speaker 1>top or the face of it. It was on the

0:23:15.600 --> 0:23:19.280
<v Speaker 1>right side, and the cartridges themselves were narrower than Atari

0:23:19.320 --> 0:23:21.920
<v Speaker 1>twenty six hundred games. They also didn't have any artwork

0:23:22.160 --> 0:23:24.359
<v Speaker 1>on the face of them, Like if you look at

0:23:24.359 --> 0:23:26.240
<v Speaker 1>an old Atari twenty six hundred game, a lot of

0:23:26.240 --> 0:23:29.480
<v Speaker 1>them have this cool artwork on one side as well

0:23:29.520 --> 0:23:32.520
<v Speaker 1>as the title typically along the top of the cartridge.

0:23:32.640 --> 0:23:35.639
<v Speaker 1>In television cartridges, you just had the title on the end. Really,

0:23:36.240 --> 0:23:39.440
<v Speaker 1>as I already mentioned, the APH consulting firm designed the

0:23:39.480 --> 0:23:41.920
<v Speaker 1>operating system that would run on top of the hardware.

0:23:42.080 --> 0:23:45.639
<v Speaker 1>They also would provide the platform for developers who wanted

0:23:45.640 --> 0:23:49.119
<v Speaker 1>to make games for the Intellivision, and the initial games

0:23:49.119 --> 0:23:54.160
<v Speaker 1>for the Intellivision almost exclusively came from APH Mattel did

0:23:54.200 --> 0:23:57.520
<v Speaker 1>a kind of a soft launch for the system in Fresno,

0:23:57.640 --> 0:24:00.360
<v Speaker 1>California in nineteen seventy nine in order to which how

0:24:00.400 --> 0:24:03.960
<v Speaker 1>receptive consumers would be to a new video game console,

0:24:04.200 --> 0:24:06.320
<v Speaker 1>because you know, the Atire twenty six hundred had been

0:24:06.320 --> 0:24:09.120
<v Speaker 1>out for two years at this point. The Intellivision would

0:24:09.119 --> 0:24:13.480
<v Speaker 1>initially retail for two hundred ninety nine dollars, which was

0:24:13.520 --> 0:24:17.160
<v Speaker 1>more than one hundred dollars more expensive than the initial

0:24:17.160 --> 0:24:20.439
<v Speaker 1>Attari twenty six hundred cost when it launched two years earlier.

0:24:20.640 --> 0:24:23.760
<v Speaker 1>So if we adjust for inflation, get ready for this one, y'all,

0:24:23.880 --> 0:24:25.960
<v Speaker 1>it would mean that if you bought a brand new

0:24:25.960 --> 0:24:29.000
<v Speaker 1>in television in nineteen seventy nine, that would set you

0:24:29.119 --> 0:24:34.240
<v Speaker 1>back the equivalent of around one thousand, two hundred dollars

0:24:34.280 --> 0:24:37.960
<v Speaker 1>in twenty twenty four. Like it's it's the equivalent amount

0:24:38.000 --> 0:24:40.920
<v Speaker 1>of buying power. So imagine going out and buying a

0:24:41.000 --> 0:24:44.240
<v Speaker 1>video game console for one thousand, two hundred bucks. That

0:24:44.280 --> 0:24:46.640
<v Speaker 1>really puts things in perspective, doesn't it. I mean, video

0:24:46.720 --> 0:24:49.879
<v Speaker 1>game consoles are an absolute steel these days if you

0:24:49.920 --> 0:24:53.160
<v Speaker 1>compare it to how much the old ones cost. By

0:24:53.200 --> 0:24:57.440
<v Speaker 1>taking buying power into consideration, in that initial launch, Mattel

0:24:57.640 --> 0:25:01.159
<v Speaker 1>offered just four games. Again, this is a test market

0:25:01.200 --> 0:25:04.959
<v Speaker 1>in Fresno, California, and those four games aren't exactly titles

0:25:05.000 --> 0:25:07.800
<v Speaker 1>that you would expect to be a huge success. They

0:25:07.800 --> 0:25:14.119
<v Speaker 1>were Math Fun, Armor Battle, Backcabin, and then Poker and Blackjack.

0:25:14.400 --> 0:25:17.840
<v Speaker 1>So you've got two video game versions of card or

0:25:17.920 --> 0:25:21.480
<v Speaker 1>board games, You've got one game that's desperately trying to

0:25:21.480 --> 0:25:24.520
<v Speaker 1>convince you that Math is in fact fun, and then

0:25:24.520 --> 0:25:26.680
<v Speaker 1>you have a more standard video game in the form

0:25:26.720 --> 0:25:29.800
<v Speaker 1>of Armor Battle. Now, remarkably, folks still found the system

0:25:29.840 --> 0:25:32.439
<v Speaker 1>to be intriguing, and the response was enough to convince

0:25:32.480 --> 0:25:36.280
<v Speaker 1>Mattel to push into mass production for a nationwide effort.

0:25:36.680 --> 0:25:39.520
<v Speaker 1>One thing that would set in television apart from Atari

0:25:39.920 --> 0:25:42.560
<v Speaker 1>was the chip set in the in television allowed for

0:25:42.640 --> 0:25:46.240
<v Speaker 1>higher resolution graphics. Now, keep in mind, the graphics of

0:25:46.440 --> 0:25:50.600
<v Speaker 1>Atari twenty six hundred games were really primitive, so in television,

0:25:50.840 --> 0:25:53.880
<v Speaker 1>when you get down to it was slightly less primitive.

0:25:53.920 --> 0:25:57.280
<v Speaker 1>It's not like they were super high resolution games or something,

0:25:57.400 --> 0:26:00.600
<v Speaker 1>but it was definitely an improvement over the Attari twenty

0:26:00.600 --> 0:26:03.560
<v Speaker 1>six hundred. Mattel would brag that the characters in their

0:26:03.600 --> 0:26:07.200
<v Speaker 1>games would actually have stuff like arms and legs, for example,

0:26:07.320 --> 0:26:10.520
<v Speaker 1>which is not exactly a high bar to clear. The

0:26:10.640 --> 0:26:14.119
<v Speaker 1>sound chip in the Intellivision was actually pretty limited to

0:26:14.280 --> 0:26:17.560
<v Speaker 1>beeps and buzzes, but Mattel would develop and release some

0:26:17.680 --> 0:26:21.919
<v Speaker 1>hardware that would improve things for specific titles. Again, the

0:26:21.960 --> 0:26:26.800
<v Speaker 1>actual chips would come from General Instrument GI had developed

0:26:27.000 --> 0:26:30.000
<v Speaker 1>a voice synthesizer chip in the late nineteen seventies. It

0:26:30.040 --> 0:26:33.440
<v Speaker 1>was called the SP zero two five six. The team

0:26:33.440 --> 0:26:36.760
<v Speaker 1>at Mattel responsible for taking that chip from GI and

0:26:36.800 --> 0:26:40.280
<v Speaker 1>then incorporating it into a module for the Intellivision would

0:26:40.320 --> 0:26:44.440
<v Speaker 1>include Ron Carlson who led the hardware team, Ron Sarrat

0:26:44.560 --> 0:26:48.080
<v Speaker 1>who was there to write software for this thing, and

0:26:48.160 --> 0:26:52.359
<v Speaker 1>Patrick us to help with the voice analyzation and voice

0:26:52.440 --> 0:26:57.360
<v Speaker 1>data for the games. The result was the Intella Voice Module.

0:26:57.680 --> 0:27:00.159
<v Speaker 1>This was an add on. It would plug into the

0:27:00.200 --> 0:27:03.560
<v Speaker 1>cartridge slot on the right side of the Intellivision. On

0:27:03.640 --> 0:27:07.240
<v Speaker 1>the right side of the module was another cartridge slot.

0:27:07.280 --> 0:27:09.639
<v Speaker 1>That's where you'd put the relevant game so that you

0:27:09.680 --> 0:27:13.400
<v Speaker 1>could get the synthesized voice action. And that module would

0:27:13.400 --> 0:27:16.480
<v Speaker 1>come out in nineteen eighty two, just a year before

0:27:16.520 --> 0:27:19.480
<v Speaker 1>things would get really hairy for the entire home video

0:27:19.520 --> 0:27:22.879
<v Speaker 1>game market in the US. Only a couple of games

0:27:22.920 --> 0:27:26.320
<v Speaker 1>ever came out that supported this feature. Just five titles,

0:27:26.400 --> 0:27:30.000
<v Speaker 1>in fact, came out that supported it. I owned one

0:27:30.000 --> 0:27:34.239
<v Speaker 1>of them because the Intellivision I inherited also had the

0:27:34.280 --> 0:27:38.679
<v Speaker 1>Intelli Voice module, and one of the games, notably B

0:27:38.840 --> 0:27:41.879
<v Speaker 1>seventeen Bomber, which I remember having a narrator with an

0:27:41.920 --> 0:27:45.320
<v Speaker 1>over the top Southern accent, came with it. That accent

0:27:45.359 --> 0:27:47.920
<v Speaker 1>it would sound I'll never forget this. I would boot

0:27:48.000 --> 0:27:50.080
<v Speaker 1>up the game and the game would just spout off

0:27:50.119 --> 0:27:55.680
<v Speaker 1>to me by seventeen Balmer like. It was way over

0:27:55.720 --> 0:27:58.280
<v Speaker 1>the top, very slow. I think it was slow so

0:27:58.320 --> 0:28:01.800
<v Speaker 1>that you could understand it more easily, because obviously it's

0:28:01.840 --> 0:28:04.600
<v Speaker 1>like listening to someone speak through a vocoder, Like it's

0:28:04.680 --> 0:28:08.560
<v Speaker 1>really digitized and odd. But I thought it was pretty

0:28:08.800 --> 0:28:12.359
<v Speaker 1>darn rad at the time. However, the Intelli Voice ultimately

0:28:12.440 --> 0:28:15.840
<v Speaker 1>didn't sell very well, despite early excitement for the add on.

0:28:16.040 --> 0:28:17.879
<v Speaker 1>Perhaps part of the issue was the industry as a

0:28:17.920 --> 0:28:21.520
<v Speaker 1>whole was rapidly approaching a precipice that ultimately it would

0:28:22.040 --> 0:28:25.520
<v Speaker 1>plummet off of, and it was just bad timing. But

0:28:25.640 --> 0:28:28.119
<v Speaker 1>it was also a really expensive add on, right, and

0:28:28.160 --> 0:28:31.280
<v Speaker 1>it was only working with a couple of games. It's

0:28:31.320 --> 0:28:35.439
<v Speaker 1>not like somehow it retroactively gave better sound effects to

0:28:35.560 --> 0:28:37.840
<v Speaker 1>all the games that were ever made for the Intellivision.

0:28:37.960 --> 0:28:42.200
<v Speaker 1>It didn't, So maybe those were other strikes against it. Anyway,

0:28:42.560 --> 0:28:44.560
<v Speaker 1>we're going to get back to the games. We got

0:28:44.600 --> 0:28:47.960
<v Speaker 1>more to talk about with them and the fate of

0:28:48.000 --> 0:28:52.000
<v Speaker 1>the Intellivision system and the brand. But before we get

0:28:52.040 --> 0:28:54.280
<v Speaker 1>to all that, let's take another quick break to thank

0:28:54.320 --> 0:29:06.520
<v Speaker 1>our sponsors. So in television games, let's talk about them

0:29:06.560 --> 0:29:08.560
<v Speaker 1>for a second, Like how much they cost, because of

0:29:08.800 --> 0:29:13.120
<v Speaker 1>a new cartridge would typically cost around thirty nine ninety

0:29:13.160 --> 0:29:16.239
<v Speaker 1>five or around forty dollars in the United States, So

0:29:17.280 --> 0:29:20.040
<v Speaker 1>that's less than what you would buy a Triple A

0:29:20.120 --> 0:29:22.760
<v Speaker 1>title for today, right Like you're talking about Triple A titles,

0:29:22.800 --> 0:29:26.320
<v Speaker 1>they're probably sixty or seventy dollars. However, that's before we

0:29:26.360 --> 0:29:30.600
<v Speaker 1>adjust for inflation, and when we do that, forty dollars

0:29:30.600 --> 0:29:34.040
<v Speaker 1>in nineteen eighty would be close to spending around one

0:29:34.120 --> 0:29:37.480
<v Speaker 1>hundred and forty seven dollars on a new game today. Again,

0:29:37.520 --> 0:29:39.760
<v Speaker 1>it puts things in perspective, and keep in mind the

0:29:39.840 --> 0:29:42.800
<v Speaker 1>in television games well really innovative at the time. I

0:29:42.800 --> 0:29:44.840
<v Speaker 1>don't want to take anything away from the people who

0:29:44.880 --> 0:29:48.120
<v Speaker 1>made these games, because they were the foundation for everything

0:29:48.160 --> 0:29:51.080
<v Speaker 1>that would follow. But those games would be considered almost

0:29:51.080 --> 0:29:54.000
<v Speaker 1>too primitive to play by today's standards for a lot

0:29:54.040 --> 0:29:56.640
<v Speaker 1>of gamers. And I say that as someone who actually

0:29:56.680 --> 0:30:00.760
<v Speaker 1>really loves these games and television would sell, but it

0:30:00.800 --> 0:30:04.640
<v Speaker 1>wouldn't topple the dominant Atari twenty six hundred. They wouldn't

0:30:04.680 --> 0:30:07.800
<v Speaker 1>come close. Also, Mattel executives realized that they could make

0:30:07.840 --> 0:30:10.760
<v Speaker 1>more money if they brought more video game development in

0:30:10.920 --> 0:30:15.400
<v Speaker 1>house rather than outsourcing it to a consulting firm like APH,

0:30:15.720 --> 0:30:18.680
<v Speaker 1>and to that end, Mattel assembled a team of programmers.

0:30:18.800 --> 0:30:22.000
<v Speaker 1>They poached some of them from competing companies. That group

0:30:22.120 --> 0:30:27.320
<v Speaker 1>included Don Daglow, John sol Rick Levine, and Keith Robinson.

0:30:27.520 --> 0:30:30.560
<v Speaker 1>Robinson would oversee the group as manager. He would also

0:30:30.600 --> 0:30:35.400
<v Speaker 1>become very important to the Intellivision brand later on. So

0:30:35.440 --> 0:30:39.200
<v Speaker 1>Mittel would try to keep those names and identities under wraps.

0:30:39.440 --> 0:30:43.240
<v Speaker 1>And the reason for it was because Atari was notorious

0:30:43.360 --> 0:30:46.240
<v Speaker 1>for luring away talent, and Mattel did not want Atari

0:30:46.280 --> 0:30:49.840
<v Speaker 1>to know who was developing games for the Intellivision, so

0:30:50.080 --> 0:30:54.080
<v Speaker 1>the group was only referenced as the Application Software Programmers

0:30:54.280 --> 0:30:57.480
<v Speaker 1>until TV Guide published a piece about the group in

0:30:57.560 --> 0:31:00.600
<v Speaker 1>nineteen eighty two. The writer of that piece found the

0:31:00.680 --> 0:31:05.880
<v Speaker 1>official terminology kind of stodgy and boring, so that writer

0:31:06.120 --> 0:31:10.480
<v Speaker 1>renamed the developer team the Blue Sky Rangers, which is

0:31:11.160 --> 0:31:13.480
<v Speaker 1>way more cool. I mean, it gives me kind of

0:31:13.560 --> 0:31:17.480
<v Speaker 1>Disney vibes, but way more cool than Application Software Programmers,

0:31:17.600 --> 0:31:20.520
<v Speaker 1>and that nickname stuck. They became known as the Blue

0:31:20.560 --> 0:31:25.040
<v Speaker 1>Sky Rangers. One thing Mattel planned and worked on but

0:31:25.200 --> 0:31:29.400
<v Speaker 1>it never got a nationwide release was a keyboard peripheral

0:31:29.600 --> 0:31:32.600
<v Speaker 1>for the Intellivision, and so the idea was that this

0:31:32.600 --> 0:31:37.360
<v Speaker 1>would help turn the video game system into a somewhat primitive,

0:31:37.400 --> 0:31:41.680
<v Speaker 1>but working personal computer system. The keyboard module itself had

0:31:41.720 --> 0:31:44.840
<v Speaker 1>an additional eight bit six ' five ZHO two processor

0:31:44.920 --> 0:31:48.640
<v Speaker 1>built into it, and that would boost the Intellivision's processing capability,

0:31:48.680 --> 0:31:52.480
<v Speaker 1>so it would technically become a dual processor computer. Way

0:31:52.600 --> 0:31:57.000
<v Speaker 1>back in the early nineteen eighties, but the development of

0:31:57.040 --> 0:32:00.840
<v Speaker 1>the keyboard was really difficult. It was it was hard

0:32:00.920 --> 0:32:04.040
<v Speaker 1>to make something that was going to work with the

0:32:04.120 --> 0:32:07.400
<v Speaker 1>base system and turn it into a computer. It was

0:32:07.640 --> 0:32:09.760
<v Speaker 1>very hard to do it in a way that was

0:32:09.800 --> 0:32:12.320
<v Speaker 1>going to be cost effective because it was so expensive

0:32:12.360 --> 0:32:15.560
<v Speaker 1>to produce that it would mean Mattel would have to

0:32:15.680 --> 0:32:19.760
<v Speaker 1>charge a lot of money for this keyboard peripheral. In fact,

0:32:19.880 --> 0:32:22.520
<v Speaker 1>ultimately the company would offer the keyboard in a very

0:32:23.080 --> 0:32:28.320
<v Speaker 1>very small, limited market for a whopping six hundred dollars.

0:32:28.800 --> 0:32:32.880
<v Speaker 1>Six hundred dollars is twice as expensive as the base

0:32:32.960 --> 0:32:35.760
<v Speaker 1>console when it first launched. And keep in mind Mattel

0:32:35.840 --> 0:32:38.840
<v Speaker 1>actually marked down the price of the in television, you know,

0:32:39.080 --> 0:32:41.640
<v Speaker 1>six months in a year after it came out. But

0:32:41.800 --> 0:32:43.960
<v Speaker 1>when it first launched it was three hundred dollars. This

0:32:44.120 --> 0:32:48.000
<v Speaker 1>keyboard peripheral was six hundred. And you could only find

0:32:48.000 --> 0:32:50.280
<v Speaker 1>it for sale in a couple of cities in the

0:32:50.400 --> 0:32:53.000
<v Speaker 1>United States, like I think one was, I want to say,

0:32:53.040 --> 0:32:56.760
<v Speaker 1>like New Orleans, and the other was Seattle or something. Otherwise,

0:32:56.760 --> 0:32:58.520
<v Speaker 1>the only way to get it was to purchase it

0:32:58.560 --> 0:33:01.640
<v Speaker 1>by mail order. You couldn't find it at your local

0:33:02.280 --> 0:33:07.280
<v Speaker 1>hobby store or whatever. This ambitious project, unsurprisingly turned out

0:33:07.320 --> 0:33:10.160
<v Speaker 1>to be a big failure. Like part of it is

0:33:10.200 --> 0:33:13.120
<v Speaker 1>that you know, it's so expensive, and the other part

0:33:13.160 --> 0:33:15.320
<v Speaker 1>is that it just was impossible to find, and it's

0:33:15.320 --> 0:33:19.280
<v Speaker 1>a shame that it failed, because who knows, maybe in

0:33:19.280 --> 0:33:22.240
<v Speaker 1>Television might have weathered the video game crash of nineteen

0:33:22.280 --> 0:33:25.120
<v Speaker 1>eighty three a little better if consumers had seen the

0:33:25.160 --> 0:33:28.720
<v Speaker 1>system as a viable personal computer. That's how Neees was

0:33:28.840 --> 0:33:32.760
<v Speaker 1>able to convince toy stores to carry the Nintendo Entertainment

0:33:32.800 --> 0:33:37.320
<v Speaker 1>System because Nees marketed it as a type of home

0:33:37.400 --> 0:33:40.280
<v Speaker 1>computer system, not just a video game console. Because after

0:33:40.320 --> 0:33:43.480
<v Speaker 1>the video game crash of nineteen eighty three, toy retailers

0:33:43.480 --> 0:33:46.320
<v Speaker 1>did not want to get back into video games because

0:33:47.040 --> 0:33:50.320
<v Speaker 1>it had been such a terrible experience. At the end

0:33:50.560 --> 0:33:54.880
<v Speaker 1>of the crash, when you had all this merchandise that

0:33:55.000 --> 0:33:57.920
<v Speaker 1>wasn't moving, you were marking it down to practically nothing,

0:33:58.280 --> 0:34:00.320
<v Speaker 1>and half the time you just had to throw it out.

0:34:00.400 --> 0:34:02.840
<v Speaker 1>You never get your money back, so retailers did not

0:34:03.000 --> 0:34:05.440
<v Speaker 1>want to deal with video games anymore. If in Television

0:34:05.480 --> 0:34:09.239
<v Speaker 1>had been able to position itself as a computer system

0:34:09.360 --> 0:34:11.840
<v Speaker 1>more than a video game system, then it might have

0:34:11.960 --> 0:34:14.879
<v Speaker 1>had an easier time of it. But as it turned out,

0:34:15.080 --> 0:34:18.839
<v Speaker 1>this keyboard peripheral was just too darn expensive, so it

0:34:18.920 --> 0:34:23.040
<v Speaker 1>was not really a viable option. Mattel did produce a

0:34:23.040 --> 0:34:25.759
<v Speaker 1>lot of games for the Intellivision. By the end of

0:34:25.800 --> 0:34:30.000
<v Speaker 1>the system's life cycle, which actually extended beyond Mattel's operation

0:34:30.080 --> 0:34:33.000
<v Speaker 1>of the brand in television would boast around one hundred

0:34:33.000 --> 0:34:36.000
<v Speaker 1>and twenty five titles. Now in Television didn't have the

0:34:36.000 --> 0:34:39.560
<v Speaker 1>same number of licensed games that Atari did. That was

0:34:39.600 --> 0:34:43.120
<v Speaker 1>a bit of a strike against the Intellivision system. Gamers

0:34:43.120 --> 0:34:45.560
<v Speaker 1>wanted to be able to play their favorite arcade titles

0:34:45.560 --> 0:34:48.160
<v Speaker 1>at home, and while that didn't always work out so

0:34:48.280 --> 0:34:51.520
<v Speaker 1>well see also the Atari twenty six hundred version of

0:34:51.520 --> 0:34:54.160
<v Speaker 1>Pac Man, one of the worst games I ever owned,

0:34:54.360 --> 0:34:57.440
<v Speaker 1>it still gave Atari a leg up on Intellivision because

0:34:57.480 --> 0:35:00.960
<v Speaker 1>Atari did have more licenses. That's not to say Mattel

0:35:01.040 --> 0:35:04.840
<v Speaker 1>didn't secure a few licenses itself. It did, but a

0:35:04.880 --> 0:35:07.560
<v Speaker 1>lot of the games that in Television produced were kind

0:35:07.560 --> 0:35:11.440
<v Speaker 1>of like these independent titles. These original ideas. Original ideas

0:35:11.440 --> 0:35:13.959
<v Speaker 1>are just harder to sell to gamers who were hoping

0:35:14.000 --> 0:35:17.480
<v Speaker 1>to bring the arcade experience to their home. Mattel also

0:35:17.520 --> 0:35:20.600
<v Speaker 1>produced a more compact, cheaper version of the Intellivision in

0:35:20.719 --> 0:35:23.600
<v Speaker 1>early nineteen eighty three, just as the whole market was

0:35:23.600 --> 0:35:27.439
<v Speaker 1>starting to crumble. This was called the Intellivision two, and

0:35:27.880 --> 0:35:30.880
<v Speaker 1>it wasn't like a huge improvement over the Intellivision. It

0:35:30.920 --> 0:35:33.640
<v Speaker 1>was really the same system, but with a few quality

0:35:33.640 --> 0:35:37.520
<v Speaker 1>of life improvements, right Like it had longer chords for

0:35:37.680 --> 0:35:40.279
<v Speaker 1>the controllers, so you didn't have to sit right next

0:35:40.280 --> 0:35:43.960
<v Speaker 1>to the console. The original Intellivision, those chords were super short,

0:35:44.000 --> 0:35:46.360
<v Speaker 1>so it's not like you could have the Intellivision saying

0:35:46.360 --> 0:35:48.720
<v Speaker 1>on a coffee table and you're kicking back on the couch.

0:35:48.760 --> 0:35:52.040
<v Speaker 1>You'd be like hunched right up over top the system

0:35:52.080 --> 0:35:55.280
<v Speaker 1>in order to play it well in television. Two improved

0:35:55.320 --> 0:35:58.560
<v Speaker 1>that a little bit. It was also more compact, smaller,

0:35:58.719 --> 0:36:02.160
<v Speaker 1>it's less expensive, but it also was not compatible with

0:36:02.400 --> 0:36:05.399
<v Speaker 1>every game that had been made for the original Intellivision,

0:36:05.680 --> 0:36:07.520
<v Speaker 1>and the reason for that turned out to be that

0:36:07.520 --> 0:36:11.120
<v Speaker 1>Mattel had made some tweaks to the operating system, allegedly

0:36:11.360 --> 0:36:15.720
<v Speaker 1>specifically so that they could prevent certain third party games

0:36:15.760 --> 0:36:18.960
<v Speaker 1>from operating on it, which is pretty darn sneaky Mattel.

0:36:19.360 --> 0:36:22.080
<v Speaker 1>The company had also started to id eate an engineer

0:36:22.200 --> 0:36:27.400
<v Speaker 1>around actual updated versions of the hardware, like real successors

0:36:27.480 --> 0:36:31.640
<v Speaker 1>to the original Intellivision, so and Intelevision three was in development,

0:36:31.840 --> 0:36:34.640
<v Speaker 1>and also plans were in place for yet another console.

0:36:34.719 --> 0:36:37.239
<v Speaker 1>It was code named Decade. It might have been the

0:36:37.239 --> 0:36:41.839
<v Speaker 1>Intelevision four, but the video game crash would sideline all

0:36:41.880 --> 0:36:47.000
<v Speaker 1>of those plans. Interestingly, the Intellivision would technically survive the

0:36:47.120 --> 0:36:50.440
<v Speaker 1>video game crash. In fact, it was the lone video

0:36:50.520 --> 0:36:55.520
<v Speaker 1>game console for sale in the holiday season and nineteen

0:36:55.560 --> 0:36:57.960
<v Speaker 1>eighty four here in the United States, it was the

0:36:57.960 --> 0:37:00.680
<v Speaker 1>only one still being produced and sold in store. All

0:37:00.800 --> 0:37:03.840
<v Speaker 1>the other competitors had either completely gone out of business

0:37:04.000 --> 0:37:07.280
<v Speaker 1>or they had changed their focus to some other technologies.

0:37:07.600 --> 0:37:11.200
<v Speaker 1>But at that point it wasn't Mattel calling the shots,

0:37:11.560 --> 0:37:14.920
<v Speaker 1>because in nineteen eighty four, Mattel actually shut down the

0:37:14.960 --> 0:37:18.439
<v Speaker 1>Mattel Electronics division of the company and started to sell

0:37:18.480 --> 0:37:23.000
<v Speaker 1>off assets, and one former marketing executive for Mattel, a

0:37:23.040 --> 0:37:27.000
<v Speaker 1>guy named Terence Veleski, formed a new company that was

0:37:27.080 --> 0:37:33.760
<v Speaker 1>ultimately called IINTV Corporation. He purchased the Intellivision IP from Mattel,

0:37:33.960 --> 0:37:36.200
<v Speaker 1>so he got the brand and the technology and all

0:37:36.200 --> 0:37:40.200
<v Speaker 1>the games and everything, and so I INTV Corporation would

0:37:40.239 --> 0:37:43.960
<v Speaker 1>take over the production and development of the Intellivision systems

0:37:44.000 --> 0:37:47.640
<v Speaker 1>and brands, and so the console stayed in production, although

0:37:47.680 --> 0:37:51.520
<v Speaker 1>now produced by ITV as opposed to Mattel, so it

0:37:51.560 --> 0:37:54.759
<v Speaker 1>was doing so with a new corporate overlord. This meant

0:37:54.760 --> 0:37:59.400
<v Speaker 1>the Intellivision would actually survive throughout the entire nineteen eighties,

0:37:59.640 --> 0:38:02.520
<v Speaker 1>but despite efforts to build out things that would allow

0:38:02.600 --> 0:38:06.160
<v Speaker 1>in television to continue beyond that, everything started to fizzle out.

0:38:06.760 --> 0:38:10.799
<v Speaker 1>Right around nineteen ninety, Intellivision secured a deal with the

0:38:11.080 --> 0:38:14.960
<v Speaker 1>World Book Encyclopedia to produce an educational system that was

0:38:15.040 --> 0:38:20.319
<v Speaker 1>based off the Intellivision console, but that all kind of

0:38:20.360 --> 0:38:25.000
<v Speaker 1>fell apart and in television or IONTV Corporation and Worldbook

0:38:25.000 --> 0:38:28.960
<v Speaker 1>would end up suing the pants off each other proverbially speaking,

0:38:29.400 --> 0:38:33.360
<v Speaker 1>and ultimately IONTV Corporation would go into bankruptcy toward the

0:38:33.400 --> 0:38:36.640
<v Speaker 1>end of nineteen ninety and folded in nineteen ninety one,

0:38:36.760 --> 0:38:40.000
<v Speaker 1>partly as a result of these lawsuits, but even then

0:38:40.080 --> 0:38:45.400
<v Speaker 1>the Intellivision was only mostly dead. Keith Robinson, you know,

0:38:45.480 --> 0:38:47.960
<v Speaker 1>who was the former manager of the Blue Sky Rangers,

0:38:48.239 --> 0:38:52.320
<v Speaker 1>actually obtained the rights to many of the Intellivision games

0:38:52.320 --> 0:38:55.080
<v Speaker 1>that were made by his group in the mid nineteen nineties,

0:38:55.280 --> 0:38:57.640
<v Speaker 1>and in nineteen ninety seven he started to make these

0:38:57.719 --> 0:39:02.440
<v Speaker 1>games freely available with an m yes DASS based emulator.

0:39:03.719 --> 0:39:07.520
<v Speaker 1>Just quick side note, and emulator is a device or

0:39:07.560 --> 0:39:12.400
<v Speaker 1>some software that copies or emulates some other system in

0:39:12.520 --> 0:39:14.920
<v Speaker 1>order for you to be able to access software for

0:39:15.000 --> 0:39:19.120
<v Speaker 1>that system on some other platform. Most of the time,

0:39:19.160 --> 0:39:22.200
<v Speaker 1>when I talk about video game emulators, I'm actually talking

0:39:22.200 --> 0:39:25.440
<v Speaker 1>about stuff that has no official rights to emulate the

0:39:25.480 --> 0:39:28.960
<v Speaker 1>other technologies. That's not the case here, which I think

0:39:29.000 --> 0:39:32.359
<v Speaker 1>is pretty cool because again, typically i'm talking about like

0:39:33.200 --> 0:39:36.480
<v Speaker 1>things that are related to piracy. This isn't so. Robinson

0:39:36.560 --> 0:39:40.640
<v Speaker 1>formed a company called Intelevision Productions to oversee these efforts,

0:39:40.800 --> 0:39:45.040
<v Speaker 1>and in fact, at one point in Television Productions even

0:39:45.080 --> 0:39:48.279
<v Speaker 1>took steps to go into production with brand new and

0:39:48.360 --> 0:39:52.080
<v Speaker 1>television cartridges, some of which were games that had been

0:39:52.360 --> 0:39:54.840
<v Speaker 1>through development but had never been released, and others that

0:39:54.880 --> 0:39:58.120
<v Speaker 1>were brand new, so these would be new cartridges that

0:39:58.160 --> 0:40:02.400
<v Speaker 1>would work on legacy and television systems. Unfortunately, those efforts

0:40:02.440 --> 0:40:04.880
<v Speaker 1>fizzled out, but it was cool that for a while

0:40:04.920 --> 0:40:07.200
<v Speaker 1>it looked like an obsolete system was going to get

0:40:07.239 --> 0:40:10.960
<v Speaker 1>a second retro life. In the late nineteen nineties, the

0:40:11.000 --> 0:40:15.840
<v Speaker 1>Intellivision brand faded a bit further from memory in subsequent years,

0:40:15.840 --> 0:40:18.840
<v Speaker 1>though occasionally titles would pop up in special deals or

0:40:18.920 --> 0:40:22.320
<v Speaker 1>compilations for other platforms, things like, you know, like mobile

0:40:22.320 --> 0:40:25.680
<v Speaker 1>devices or whatever. In twenty fourteen, a company called at

0:40:25.719 --> 0:40:30.520
<v Speaker 1>Games Digital Media Incorporated licensed the Intellivision brand and released

0:40:30.520 --> 0:40:35.360
<v Speaker 1>a dedicated console featuring around sixty titles. This console was

0:40:35.360 --> 0:40:40.280
<v Speaker 1>called the Intellivision Flashback, So that was something that people

0:40:40.320 --> 0:40:43.200
<v Speaker 1>could get again, one of those just little dedicated console

0:40:43.280 --> 0:40:46.680
<v Speaker 1>retro systems. Four years after that, in twenty eighteen, the

0:40:46.880 --> 0:40:50.319
<v Speaker 1>video game composer Tommy Tellerico, whom I always think of

0:40:50.560 --> 0:40:53.080
<v Speaker 1>back in the days of G four TV. Any of

0:40:53.160 --> 0:40:56.959
<v Speaker 1>y'all who remember that cable channel, that short lived cable

0:40:57.040 --> 0:40:59.600
<v Speaker 1>channel G four I'm talking about the original G four TV,

0:40:59.760 --> 0:41:03.200
<v Speaker 1>not reboot that also unfortunately had a fairly short life.

0:41:03.520 --> 0:41:07.239
<v Speaker 1>Tommy tall Rico was a personality on that channel, but

0:41:07.280 --> 0:41:11.560
<v Speaker 1>he also is a really prolific video game composer. Well.

0:41:11.680 --> 0:41:14.319
<v Speaker 1>He announced in twenty eighteen that he had purchased the

0:41:14.400 --> 0:41:18.120
<v Speaker 1>rights to the Intellivision brand. Now, at this stage, tall

0:41:18.239 --> 0:41:21.600
<v Speaker 1>Rico's plan was to develop a new video game console

0:41:21.880 --> 0:41:24.879
<v Speaker 1>that was inspired by the Intellivision. This new console would

0:41:24.880 --> 0:41:27.680
<v Speaker 1>be the Intellivision Amiko, which I mentioned at the very

0:41:27.680 --> 0:41:31.319
<v Speaker 1>top of this episode. The new company he created took

0:41:31.360 --> 0:41:34.880
<v Speaker 1>the name in Television Entertainment. So initially the hope was

0:41:34.880 --> 0:41:37.560
<v Speaker 1>to bring this console to market in twenty twenty, but

0:41:37.640 --> 0:41:39.640
<v Speaker 1>then a whole bunch of stuff happened. You know, you

0:41:39.680 --> 0:41:44.080
<v Speaker 1>had your typical delays and engineering challenges, but then you

0:41:44.120 --> 0:41:47.400
<v Speaker 1>also had I don't know, a global pandemic. Maybe you

0:41:47.440 --> 0:41:51.479
<v Speaker 1>remember that. Anyway, the Amiko would experience numerous delays until

0:41:51.560 --> 0:41:55.399
<v Speaker 1>yet another seismic shift would hit the brand because on

0:41:55.440 --> 0:42:01.200
<v Speaker 1>May twenty third of twenty twenty four, Atari s acquired

0:42:01.280 --> 0:42:04.719
<v Speaker 1>the rights to the Intellivision brand and library. Now, they

0:42:04.719 --> 0:42:07.919
<v Speaker 1>did not buy the rights to the Amiko console. That's

0:42:07.960 --> 0:42:12.600
<v Speaker 1>still staying with Intelevision Entertainment, which is going to rename itself.

0:42:12.719 --> 0:42:14.840
<v Speaker 1>It may have by the time I've recorded this episode.

0:42:14.880 --> 0:42:16.600
<v Speaker 1>I didn't look into that to see if they had

0:42:16.600 --> 0:42:19.040
<v Speaker 1>actually changed their name yet. But yeah, they're changing that

0:42:19.200 --> 0:42:22.360
<v Speaker 1>name and it won't be the Intellivision Amiko anymore. But

0:42:22.640 --> 0:42:25.120
<v Speaker 1>the plan is for the Amiko to still come out,

0:42:25.200 --> 0:42:28.319
<v Speaker 1>to still have games made for it. And also to

0:42:28.520 --> 0:42:32.319
<v Speaker 1>license games from Intellivision, so you would still be able

0:42:32.320 --> 0:42:36.680
<v Speaker 1>to get certain intelevision titles on the Amiko. But yeah,

0:42:36.800 --> 0:42:41.600
<v Speaker 1>now Atari Essay owns in television. This seems like one

0:42:41.640 --> 0:42:45.480
<v Speaker 1>of those kind of ironic ending type things where you know,

0:42:45.760 --> 0:42:48.680
<v Speaker 1>these former competitors are now part of the same company.

0:42:48.719 --> 0:42:53.440
<v Speaker 1>But that doesn't really work because neither Atari Essay is

0:42:53.480 --> 0:42:56.560
<v Speaker 1>the same as the original Atari company in the nineteen eighties,

0:42:56.719 --> 0:43:01.720
<v Speaker 1>nor is the new intelevision entertainment brand that was brought

0:43:01.760 --> 0:43:06.560
<v Speaker 1>over to Atari Essay that's not directly related to Intellivision either. Like, yeah,

0:43:06.640 --> 0:43:09.359
<v Speaker 1>it's the brand, it's the IP, but it's not all

0:43:09.400 --> 0:43:13.040
<v Speaker 1>the people who put it together, so it's not quite

0:43:13.080 --> 0:43:17.200
<v Speaker 1>the same thing. On paper, it seems like a delicious irony,

0:43:17.400 --> 0:43:21.880
<v Speaker 1>but in reality it's you know, corporate maneuvering and acquisitions

0:43:21.960 --> 0:43:26.000
<v Speaker 1>and divestments and all that mess. Nothing that's easy to

0:43:26.120 --> 0:43:30.920
<v Speaker 1>actually outline, but still interesting. Now that Atari technically not

0:43:31.040 --> 0:43:36.080
<v Speaker 1>technically Atari owns the Intellivision IP, So how that's going

0:43:36.120 --> 0:43:39.480
<v Speaker 1>to manifest I don't know, Like I don't know if

0:43:39.480 --> 0:43:42.160
<v Speaker 1>we're going to start seeing re releases of these classic

0:43:42.239 --> 0:43:46.239
<v Speaker 1>in television titles or another like attempt at creating a

0:43:46.600 --> 0:43:51.720
<v Speaker 1>dedicated console that features some of the more popular titles.

0:43:52.200 --> 0:43:55.560
<v Speaker 1>I would love to play the Intellivision Dungeons and Dragons title. Again.

0:43:55.640 --> 0:43:57.239
<v Speaker 1>I really had a lot of fun playing with that

0:43:57.280 --> 0:43:59.000
<v Speaker 1>when I was a kid, so I would love to

0:43:59.480 --> 0:44:01.759
<v Speaker 1>have that. I'm sure I could find it online. I

0:44:01.920 --> 0:44:04.640
<v Speaker 1>just I wouldn't mind having a little dedicade console so

0:44:04.680 --> 0:44:07.399
<v Speaker 1>I could try to relive my childhood and then within

0:44:07.520 --> 0:44:09.480
<v Speaker 1>like three or four minutes, turn it off and put

0:44:09.480 --> 0:44:11.400
<v Speaker 1>it in the corner and never touch it again because

0:44:11.400 --> 0:44:15.080
<v Speaker 1>the games are hard and I'm old. But anyway, that's

0:44:15.080 --> 0:44:18.360
<v Speaker 1>an overview of the story of in television. As I said, like,

0:44:18.400 --> 0:44:21.120
<v Speaker 1>there's this full length book that's coming out later this year.

0:44:21.160 --> 0:44:23.640
<v Speaker 1>It's really expensive too. When I looked on Amazon like

0:44:23.680 --> 0:44:26.240
<v Speaker 1>pre ordering, it was like sixty dollars. So I'm guessing

0:44:26.280 --> 0:44:28.400
<v Speaker 1>it's going to be used like a textbook or something

0:44:28.440 --> 0:44:31.640
<v Speaker 1>because at that price, that's that's a hefty price tag

0:44:31.680 --> 0:44:34.040
<v Speaker 1>for a book. But maybe I'll reach out to the

0:44:34.080 --> 0:44:37.040
<v Speaker 1>authors and see about having them on to talk about

0:44:37.600 --> 0:44:40.120
<v Speaker 1>in more detail some of the stories about the development,

0:44:40.160 --> 0:44:43.399
<v Speaker 1>because I'm sure there's lots of twists and turns and

0:44:43.719 --> 0:44:47.480
<v Speaker 1>interesting decisions like I didn't really touch on the corporate

0:44:47.600 --> 0:44:50.760
<v Speaker 1>level of MATEL on what was going on there, because

0:44:50.760 --> 0:44:53.440
<v Speaker 1>it didn't really look too deeply into that, but surely

0:44:53.520 --> 0:44:57.200
<v Speaker 1>that played a part in these decisions as well. Anyway,

0:44:57.320 --> 0:44:59.560
<v Speaker 1>I hope you enjoyed this episode, and I hope all

0:44:59.560 --> 0:45:01.800
<v Speaker 1>of you are well, and I'll talk to you again

0:45:02.640 --> 0:45:12.480
<v Speaker 1>really soon. Tech Stuff is an iHeartRadio production. For more

0:45:12.560 --> 0:45:17.279
<v Speaker 1>podcasts from iHeartRadio, visit the iHeartRadio app, Apple Podcasts, or

0:45:17.320 --> 0:45:19.240
<v Speaker 1>wherever you listen to your favorite shows.