1 00:00:04,160 --> 00:00:07,200 Speaker 1: Get in text with technology with tech Stuff from how 2 00:00:07,240 --> 00:00:13,680 Speaker 1: stuff works dot com. Hey there, and welcome to tech Stuff. 3 00:00:13,720 --> 00:00:17,480 Speaker 1: I'm your host, Jonathan Strickland. I'm an executive producer over 4 00:00:17,560 --> 00:00:20,080 Speaker 1: at How Stuff Works, and I love things that are 5 00:00:20,360 --> 00:00:26,440 Speaker 1: technologically oriented. I'm the technology guy. Fun story. The reason 6 00:00:26,480 --> 00:00:29,880 Speaker 1: I'm the tech guy is because many years ago at 7 00:00:29,880 --> 00:00:33,120 Speaker 1: How Stuff Works, we had decided that all the writers 8 00:00:33,159 --> 00:00:36,360 Speaker 1: were going to specialize in different fields, and we're all 9 00:00:36,440 --> 00:00:39,960 Speaker 1: liberal arts graduates, and it turned out I was the 10 00:00:40,040 --> 00:00:42,839 Speaker 1: one guy who wasn't afraid of technology. That's how I 11 00:00:42,920 --> 00:00:45,760 Speaker 1: landed this gig. Actually, I argue that I had the 12 00:00:45,800 --> 00:00:48,519 Speaker 1: best gig out of everybody, because technology either works or 13 00:00:48,560 --> 00:00:51,560 Speaker 1: it doesn't. Everything else is a lot more fuzzy. Today, 14 00:00:51,560 --> 00:00:53,640 Speaker 1: we're gonna talk about a topic that gets a little 15 00:00:53,680 --> 00:00:56,440 Speaker 1: fuzzy at times. Uh, We're gonna talk about a video 16 00:00:56,480 --> 00:01:00,000 Speaker 1: game company. Now. A few years ago, this particular video 17 00:01:00,040 --> 00:01:05,600 Speaker 1: game studio got started by two teenage boys, and just 18 00:01:05,680 --> 00:01:07,479 Speaker 1: a just a couple of years ago, it hit its 19 00:01:07,480 --> 00:01:10,920 Speaker 1: thirtieth anniversary. If you had picked up the first couple 20 00:01:10,920 --> 00:01:13,600 Speaker 1: of games that that studio produce, you probably would not 21 00:01:13,720 --> 00:01:16,800 Speaker 1: have predicted that the company would go on to create 22 00:01:16,840 --> 00:01:20,160 Speaker 1: some of the most popular games for Sony's PlayStation consoles, 23 00:01:20,440 --> 00:01:23,960 Speaker 1: which makes sense because at that time PlayStation didn't even exist, 24 00:01:24,080 --> 00:01:27,319 Speaker 1: So how could you predict this? But the studio was 25 00:01:27,480 --> 00:01:30,680 Speaker 1: Naughty Dog, and this is its story, and the story 26 00:01:30,800 --> 00:01:33,800 Speaker 1: is so big, so epic, and I'm not making that 27 00:01:33,920 --> 00:01:35,959 Speaker 1: up that this is going to be a two parter. 28 00:01:36,200 --> 00:01:38,000 Speaker 1: So in this first part we're going to focus on 29 00:01:38,400 --> 00:01:41,520 Speaker 1: the formation of Naughty Dog and how it grew into 30 00:01:41,760 --> 00:01:46,119 Speaker 1: a big studio. Now that those two teenage founders were 31 00:01:46,160 --> 00:01:49,360 Speaker 1: actually not even teenagers when they first met one another. 32 00:01:49,720 --> 00:01:53,400 Speaker 1: Their names are Jason Rubin and Andy Gavin. They met 33 00:01:53,440 --> 00:01:56,280 Speaker 1: when they were twelve years old. They were attending Hebrew 34 00:01:56,400 --> 00:02:00,000 Speaker 1: school and preparing for their individual bar mitzvahs. Now, Ruby 35 00:02:00,000 --> 00:02:03,720 Speaker 1: and Gavin shared a common passion which was video games. 36 00:02:04,040 --> 00:02:06,000 Speaker 1: Actually it was a little broader than that. It was 37 00:02:06,040 --> 00:02:09,639 Speaker 1: computers and video games. Both of them had a fascination 38 00:02:09,680 --> 00:02:13,160 Speaker 1: with them and had each worked independently to learn how 39 00:02:13,240 --> 00:02:17,720 Speaker 1: to program computers and build their own video games. Now 40 00:02:18,000 --> 00:02:21,680 Speaker 1: they each had Apple two computers, and they had been 41 00:02:21,680 --> 00:02:26,240 Speaker 1: building these little programs using those computers. Gavin had actually 42 00:02:26,240 --> 00:02:30,040 Speaker 1: gone to the trouble of learning assembly language programming. Rubin 43 00:02:30,160 --> 00:02:33,680 Speaker 1: largely programmed in Apple Basic, and they, along with a 44 00:02:33,680 --> 00:02:36,680 Speaker 1: couple of other classmates at Hebrew School, would have these 45 00:02:36,720 --> 00:02:40,880 Speaker 1: little quick conversations about games and programming, and they focused 46 00:02:40,880 --> 00:02:42,880 Speaker 1: on that a little bit more than they were their 47 00:02:42,919 --> 00:02:46,280 Speaker 1: actual studies in preparation for their apartments, because they found 48 00:02:46,320 --> 00:02:50,000 Speaker 1: it really fascinating and fun and they were passionate about it, 49 00:02:50,440 --> 00:02:54,200 Speaker 1: and Gavin and Rubin soon discovered that their individual skills 50 00:02:54,639 --> 00:02:58,720 Speaker 1: would complement the others, where one person might not be 51 00:02:58,840 --> 00:03:02,360 Speaker 1: as strong the one was, and so they ended up 52 00:03:02,400 --> 00:03:05,919 Speaker 1: realizing that they could form together to create a sort 53 00:03:05,919 --> 00:03:09,360 Speaker 1: of computer vultron Andy Gavin was the better programmer of 54 00:03:09,360 --> 00:03:12,600 Speaker 1: the two, and his games would typically run pretty well 55 00:03:12,639 --> 00:03:16,400 Speaker 1: with very few bugs or glitches, but he was not 56 00:03:16,480 --> 00:03:20,519 Speaker 1: a very strong artist. He had not developed artistic skills, 57 00:03:20,960 --> 00:03:25,200 Speaker 1: and so his games often didn't look like much. Jason Rubin, 58 00:03:25,280 --> 00:03:27,640 Speaker 1: on the other hand, was a very gifted artist, but 59 00:03:27,720 --> 00:03:30,680 Speaker 1: his code wasn't the tightest and his games would often 60 00:03:30,760 --> 00:03:34,000 Speaker 1: crash or run slowly. So the two decided that it 61 00:03:34,040 --> 00:03:37,640 Speaker 1: made the most sense to work together and have Reuben 62 00:03:37,720 --> 00:03:41,560 Speaker 1: concentrate on graphic design and Gavin would focus on game 63 00:03:41,600 --> 00:03:44,360 Speaker 1: engine and mechanic design. Now, this was in the early 64 00:03:44,520 --> 00:03:47,160 Speaker 1: nineteen eighties. Now that was a time when it was 65 00:03:47,200 --> 00:03:50,320 Speaker 1: possible for maybe one or two people to make a 66 00:03:50,400 --> 00:03:53,760 Speaker 1: full game from start to finish. So games like the 67 00:03:53,800 --> 00:03:56,440 Speaker 1: early Ultimate Titles were proof of this. That was the 68 00:03:56,480 --> 00:03:59,480 Speaker 1: work of Richard Garriott, primarily in the first few games. 69 00:04:00,120 --> 00:04:04,080 Speaker 1: It took some imagination and skill to create a compelling game, 70 00:04:04,680 --> 00:04:08,160 Speaker 1: but the relatively low bar for technical requirements meant that 71 00:04:08,200 --> 00:04:10,600 Speaker 1: things were not yet so complicated that it would require 72 00:04:10,640 --> 00:04:13,440 Speaker 1: specialized talent to pull it off. The machines that were 73 00:04:13,480 --> 00:04:17,240 Speaker 1: running these games were fairly primitive, especially by today's standards. 74 00:04:17,279 --> 00:04:20,960 Speaker 1: They they're more primitive than the most basic version of 75 00:04:20,960 --> 00:04:26,080 Speaker 1: a smartphone out there. So being that simple, comparatively speaking, 76 00:04:26,800 --> 00:04:29,320 Speaker 1: was a benefit for anyone who wanted to make content. 77 00:04:29,400 --> 00:04:32,440 Speaker 1: You had restrictions you had to work within, and you 78 00:04:32,480 --> 00:04:35,800 Speaker 1: couldn't try and tackle a game that was too complicated 79 00:04:35,920 --> 00:04:39,080 Speaker 1: because there literally weren't any machines that could run those games, 80 00:04:39,640 --> 00:04:42,479 Speaker 1: so you could be a generalist and find success. This 81 00:04:42,560 --> 00:04:45,880 Speaker 1: was an era before the World Wide Web. The Internet 82 00:04:45,880 --> 00:04:49,000 Speaker 1: itself did technically exist, but it was very young and 83 00:04:49,080 --> 00:04:53,240 Speaker 1: limited to eggheads and research facilities and universities. Jason Reuben 84 00:04:53,279 --> 00:04:55,120 Speaker 1: and Andy Gavin didn't even have the benefit of a 85 00:04:55,200 --> 00:04:58,679 Speaker 1: large library of computer programming books to pull from, because 86 00:04:58,680 --> 00:05:00,960 Speaker 1: it was still a pretty young yield. There were books 87 00:05:00,960 --> 00:05:02,840 Speaker 1: on programming, but they were few and far between and 88 00:05:02,839 --> 00:05:06,200 Speaker 1: they weren't necessarily easy to find, so they did their best. 89 00:05:06,240 --> 00:05:10,120 Speaker 1: They worked together. They read a magazine called Bite Magazine 90 00:05:10,160 --> 00:05:12,400 Speaker 1: that had a lot of programming tips inside of it, 91 00:05:12,720 --> 00:05:15,599 Speaker 1: and they would occasionally consult with other people on computer 92 00:05:15,680 --> 00:05:18,640 Speaker 1: forums that were on bulletin board systems and things like 93 00:05:18,680 --> 00:05:21,160 Speaker 1: that in order to get a little more information. Uh 94 00:05:21,279 --> 00:05:24,360 Speaker 1: Reuben would refer to them as Gandolf's. There would be 95 00:05:24,400 --> 00:05:26,880 Speaker 1: someone who would have at least a little more information 96 00:05:26,920 --> 00:05:28,720 Speaker 1: than you did, and they were happy to share it. 97 00:05:29,160 --> 00:05:33,600 Speaker 1: And they learned largely through this process and through teaching themselves. 98 00:05:34,120 --> 00:05:37,600 Speaker 1: Their first real collaboration was a faithful port of an 99 00:05:37,600 --> 00:05:41,760 Speaker 1: existing game. That game was Nintendo's Punch Out. It took 100 00:05:41,800 --> 00:05:44,240 Speaker 1: them somewhere between a year and a year and a 101 00:05:44,240 --> 00:05:47,599 Speaker 1: half to make this game. They did a really good 102 00:05:47,640 --> 00:05:52,640 Speaker 1: job of copying the game. They painstakingly studied every single 103 00:05:52,760 --> 00:05:55,400 Speaker 1: frame of animation so that they could recreate it in 104 00:05:55,480 --> 00:05:58,760 Speaker 1: their own version, but then reality popped in to give 105 00:05:58,800 --> 00:06:02,039 Speaker 1: the two boys their first lesson. Jason's father was a 106 00:06:02,120 --> 00:06:05,840 Speaker 1: lawyer who specialized in intellectual property law, and he told 107 00:06:05,839 --> 00:06:09,279 Speaker 1: the boys that copying someone else's game might be a 108 00:06:09,279 --> 00:06:13,320 Speaker 1: good way to practice programming, but you couldn't actually legally 109 00:06:13,480 --> 00:06:18,080 Speaker 1: sell it because you'd be infringing on copyright. Now, initially 110 00:06:18,160 --> 00:06:20,960 Speaker 1: that did not actually stop them from working on the game, 111 00:06:21,520 --> 00:06:24,440 Speaker 1: but then fate stepped in and forced them to change 112 00:06:24,720 --> 00:06:28,960 Speaker 1: because while making a backup copy of a working, almost 113 00:06:29,000 --> 00:06:32,840 Speaker 1: perfect part of the game, they accidentally erased it. They 114 00:06:32,880 --> 00:06:35,800 Speaker 1: erased the whole game. See, in those days, we would 115 00:06:35,839 --> 00:06:40,400 Speaker 1: store these games on floppy disks, external floppy disks. You'd 116 00:06:40,400 --> 00:06:42,680 Speaker 1: put one in the disk drive. You would save your 117 00:06:42,680 --> 00:06:44,839 Speaker 1: work to the floppy disk and it would exist there. 118 00:06:45,240 --> 00:06:48,440 Speaker 1: And apparently what happened was they accidentally copied a blank 119 00:06:48,480 --> 00:06:52,679 Speaker 1: disc over top of their master disc holding the code 120 00:06:52,720 --> 00:06:55,480 Speaker 1: for the game, and they erased it. It overwrote the data. 121 00:06:55,760 --> 00:06:59,120 Speaker 1: If you listen to my episode about the process of deleting, 122 00:06:59,480 --> 00:07:02,279 Speaker 1: you know, one to overwrite data on a on a 123 00:07:02,320 --> 00:07:07,120 Speaker 1: piece of media, it's gone. And that's what happened. They 124 00:07:07,160 --> 00:07:09,080 Speaker 1: got rid of the source code for their game. And 125 00:07:09,080 --> 00:07:11,920 Speaker 1: erased all of that work that had taken more than 126 00:07:11,960 --> 00:07:14,480 Speaker 1: a year to put together, and so the teenagers went 127 00:07:14,480 --> 00:07:17,000 Speaker 1: back to the drawing board. Their goal was to create 128 00:07:17,040 --> 00:07:20,040 Speaker 1: a game that they could potentially sell to someone. So 129 00:07:20,160 --> 00:07:22,880 Speaker 1: they worked on another game for the Apple two, and 130 00:07:22,960 --> 00:07:26,320 Speaker 1: they had our working game ready to go in night five. 131 00:07:26,760 --> 00:07:31,160 Speaker 1: It was an educational title and it was called math Jam, 132 00:07:31,200 --> 00:07:32,720 Speaker 1: and they had also come up with a name for 133 00:07:32,760 --> 00:07:36,840 Speaker 1: their company they incorporated in four. Actually that name was 134 00:07:37,800 --> 00:07:42,200 Speaker 1: JAM Software. Jam was an acronym that stood for Jason 135 00:07:42,360 --> 00:07:47,840 Speaker 1: and Andy's Magic. They self published this game, math Jam. 136 00:07:47,920 --> 00:07:50,720 Speaker 1: That meant at the time that you would create a game, 137 00:07:51,000 --> 00:07:53,000 Speaker 1: you would put it on a floppy disc, you would 138 00:07:53,040 --> 00:07:56,320 Speaker 1: make copies onto other floppy disks, you'd throw those copies 139 00:07:56,320 --> 00:08:00,480 Speaker 1: into ziplock bags, put a cop a photo copy sheet 140 00:08:00,560 --> 00:08:03,480 Speaker 1: of instructions in the bag with the game, and then 141 00:08:03,480 --> 00:08:06,840 Speaker 1: you would try and sell it to various customers. Typically 142 00:08:06,880 --> 00:08:09,560 Speaker 1: it was a computer store, but sometimes it was something else. 143 00:08:09,600 --> 00:08:12,760 Speaker 1: And because it was educational, they were hoping to see 144 00:08:12,800 --> 00:08:15,560 Speaker 1: if they could get the game accepted into school curricula 145 00:08:15,680 --> 00:08:18,320 Speaker 1: and sell it to school systems. They figured that was 146 00:08:18,360 --> 00:08:21,920 Speaker 1: a big market, that it was a pretty sure thing. 147 00:08:22,040 --> 00:08:25,080 Speaker 1: But while they did not count on is that schools 148 00:08:25,120 --> 00:08:30,400 Speaker 1: have typically a pretty bureaucratic organization with layers of approval 149 00:08:30,840 --> 00:08:33,720 Speaker 1: that were necessary for any game to be accepted into 150 00:08:33,800 --> 00:08:36,480 Speaker 1: the school system. And rather than try and navigate that, 151 00:08:36,600 --> 00:08:39,040 Speaker 1: the two boys decided that they would cut their losses 152 00:08:39,080 --> 00:08:41,800 Speaker 1: and walk away from math Jam and create something else. 153 00:08:42,280 --> 00:08:45,760 Speaker 1: They wanted to regroup and create a different title. Now 154 00:08:45,800 --> 00:08:48,760 Speaker 1: this time, they wanted to create an original title, something 155 00:08:48,800 --> 00:08:50,960 Speaker 1: that wasn't a copy of an existing game, and they 156 00:08:50,960 --> 00:08:54,040 Speaker 1: wanted to just be a game first and foremost not 157 00:08:54,120 --> 00:08:57,440 Speaker 1: necessarily an educational title, because it would mean that they 158 00:08:57,440 --> 00:09:00,080 Speaker 1: would work on something that they both loved and there 159 00:09:00,080 --> 00:09:02,800 Speaker 1: wouldn't be any bureaucratic roadblocks in the way. There's no 160 00:09:03,160 --> 00:09:05,920 Speaker 1: approval process, or at least there wasn't at the time 161 00:09:06,360 --> 00:09:08,760 Speaker 1: to get a game that you created out to market 162 00:09:08,840 --> 00:09:11,400 Speaker 1: if it was just for a general audience. Now, Ruben 163 00:09:11,480 --> 00:09:14,200 Speaker 1: had an earlier project he had been working on that 164 00:09:14,800 --> 00:09:18,120 Speaker 1: he was inspired to create after his family went on 165 00:09:18,200 --> 00:09:22,560 Speaker 1: a ski trip, and the original title for this project 166 00:09:23,000 --> 00:09:27,880 Speaker 1: was Ski stud It featured the enlightened plot of a 167 00:09:27,960 --> 00:09:31,440 Speaker 1: skier who's going down a mountain slope and your job 168 00:09:31,520 --> 00:09:34,400 Speaker 1: is to get to the bottom and then relax in 169 00:09:34,480 --> 00:09:36,760 Speaker 1: a hot tub with a couple of really attractive women. 170 00:09:37,320 --> 00:09:39,680 Speaker 1: That was the concept behind the game, so you know, 171 00:09:40,160 --> 00:09:44,280 Speaker 1: teenage fantasy stuff. Gavin suggested that they revisit Ruben's game 172 00:09:44,320 --> 00:09:47,360 Speaker 1: idea and punch it up. So Gavin took Reuben's original game, 173 00:09:47,400 --> 00:09:51,280 Speaker 1: which had been programmed in Basic, and he said, this 174 00:09:51,400 --> 00:09:53,880 Speaker 1: is too slow. The game is not very fun to 175 00:09:53,920 --> 00:09:58,360 Speaker 1: play because everything's moving at a crawling speed because you've 176 00:09:58,360 --> 00:10:01,000 Speaker 1: you've programmed it in Basic. So he took the idea 177 00:10:01,400 --> 00:10:04,640 Speaker 1: and he reprogrammed it in Assembly language, which had the 178 00:10:04,679 --> 00:10:07,080 Speaker 1: benefit of speeding everything up and making the game feel 179 00:10:07,120 --> 00:10:11,480 Speaker 1: more like you know, a game now. Reuben had used 180 00:10:11,480 --> 00:10:14,720 Speaker 1: a few tools to create the art for this game. 181 00:10:14,800 --> 00:10:16,840 Speaker 1: One of them was a tool setiment for a totally 182 00:10:16,880 --> 00:10:20,120 Speaker 1: different type of game. It was called Pinball Construction Set 183 00:10:20,600 --> 00:10:23,920 Speaker 1: and it was published by Electronic Arts. Ruben used a 184 00:10:24,040 --> 00:10:26,760 Speaker 1: tablet device to input changes to art, so it was 185 00:10:26,800 --> 00:10:28,760 Speaker 1: directly connected to his computer and he would try and 186 00:10:28,840 --> 00:10:32,400 Speaker 1: draw things on this tablet. It was not as precise 187 00:10:32,480 --> 00:10:34,720 Speaker 1: as he would like. There was like a three pixel 188 00:10:35,400 --> 00:10:37,280 Speaker 1: in precision there, so if you're trying to do some 189 00:10:37,400 --> 00:10:41,040 Speaker 1: fine detail it was very easy for a pixel next 190 00:10:41,080 --> 00:10:42,959 Speaker 1: to the one you wanted to create to pop up, 191 00:10:42,960 --> 00:10:45,800 Speaker 1: so there's a lot of racing and trying again, and 192 00:10:45,920 --> 00:10:50,040 Speaker 1: racing and trying against very slow process. Also, to make 193 00:10:50,080 --> 00:10:53,720 Speaker 1: it more challenging, there was no native solution to exporting 194 00:10:53,760 --> 00:10:56,720 Speaker 1: the art to incorporate it into their game because it 195 00:10:56,800 --> 00:10:59,320 Speaker 1: wasn't meant to be used to create art for other games. 196 00:10:59,320 --> 00:11:02,960 Speaker 1: So in order for him to get his art off 197 00:11:03,480 --> 00:11:07,480 Speaker 1: this tool set and to import it into the game, 198 00:11:08,000 --> 00:11:10,320 Speaker 1: he would actually have to do a hard reset on 199 00:11:10,440 --> 00:11:12,880 Speaker 1: his Apple two computer. So in other words, he had 200 00:11:12,920 --> 00:11:16,640 Speaker 1: to turn his computer off, turn it back on, and 201 00:11:16,679 --> 00:11:18,640 Speaker 1: then the art he had created would be stored in 202 00:11:18,679 --> 00:11:21,079 Speaker 1: the cash memory of the computer, so before he could 203 00:11:21,120 --> 00:11:24,120 Speaker 1: do anything else, he would pull that data off of 204 00:11:24,160 --> 00:11:27,280 Speaker 1: his machine. Which is a pretty janggie way of creating 205 00:11:27,320 --> 00:11:30,839 Speaker 1: graphics for your computer game, but it was really one 206 00:11:30,840 --> 00:11:34,400 Speaker 1: of the few options that they had. The other tool 207 00:11:34,520 --> 00:11:37,560 Speaker 1: they were using came from a Michigan based company called 208 00:11:37,679 --> 00:11:40,760 Speaker 1: Baudeville b a U d V I l l E. 209 00:11:41,960 --> 00:11:44,920 Speaker 1: That company had a policy which was if you wanted 210 00:11:44,920 --> 00:11:48,280 Speaker 1: to use their their tools to create a game, you could, 211 00:11:48,760 --> 00:11:50,760 Speaker 1: but in order to publish that game. You had to 212 00:11:50,800 --> 00:11:53,240 Speaker 1: get permission from Baudeville, and you had to pay a 213 00:11:53,320 --> 00:11:56,720 Speaker 1: hundred and fifty dollar licensing fee, essentially, So the two 214 00:11:56,760 --> 00:12:00,520 Speaker 1: submitted the game their Ski Game to bod Bill, and 215 00:12:00,600 --> 00:12:04,960 Speaker 1: Bobyville's response was, hey, nice game. Tell you what, We 216 00:12:05,040 --> 00:12:07,600 Speaker 1: can publish this game for you, So we'll take over 217 00:12:07,600 --> 00:12:12,040 Speaker 1: the publishing, which the boys thoughts sound like a great idea. 218 00:12:12,120 --> 00:12:15,120 Speaker 1: All the hard work of copying the game onto disks 219 00:12:15,200 --> 00:12:17,960 Speaker 1: and getting that distributed to different stores would be on 220 00:12:18,000 --> 00:12:21,400 Speaker 1: the publisher side and not on their shoulders. In return, 221 00:12:21,880 --> 00:12:27,199 Speaker 1: Bodeville offered jam Software the princely sum of two hundred 222 00:12:27,360 --> 00:12:31,240 Speaker 1: fifty dollars for the game, plus a two dollar royalty 223 00:12:31,360 --> 00:12:35,600 Speaker 1: for every copy sold, and they jumped at this opportunity. 224 00:12:35,679 --> 00:12:38,200 Speaker 1: They were over the moon when the game came out 225 00:12:38,320 --> 00:12:40,320 Speaker 1: because it was in a box and everything. It was 226 00:12:40,360 --> 00:12:43,920 Speaker 1: like a real game. And these are two teenagers. Remember 227 00:12:43,960 --> 00:12:46,720 Speaker 1: they're like fourteen fifteen years old at this point. There 228 00:12:46,720 --> 00:12:50,080 Speaker 1: are no zip block bags. It was actually a legit product. 229 00:12:51,080 --> 00:12:55,760 Speaker 1: The game sold around one thousand, five hundred copies, which is, 230 00:12:56,080 --> 00:12:58,440 Speaker 1: you know, laughable these days, you would call that a 231 00:12:58,760 --> 00:13:02,600 Speaker 1: colossal failure in to day's days, day's numbers rather, but 232 00:13:02,760 --> 00:13:05,160 Speaker 1: Gavin Rubin felt like they had the jackpot. They got 233 00:13:05,160 --> 00:13:08,120 Speaker 1: two dollars out of every copy sold in fifteen copies 234 00:13:08,120 --> 00:13:11,559 Speaker 1: meant three grand is fifteen hundred dollars apiece. When you're 235 00:13:12,559 --> 00:13:15,280 Speaker 1: fourteen or fifteen years old. Fifteen hundred dollars is a 236 00:13:15,280 --> 00:13:19,079 Speaker 1: heck of a lot of money. So they were able 237 00:13:19,120 --> 00:13:22,240 Speaker 1: to actually take that money and reinvested into their company. 238 00:13:22,280 --> 00:13:25,080 Speaker 1: They bought new computers when they needed them. Uh, and 239 00:13:25,160 --> 00:13:27,000 Speaker 1: they felt like they were rolling in it. They were like, 240 00:13:27,040 --> 00:13:31,120 Speaker 1: this is this is real success. What's more, Bodeville was 241 00:13:31,160 --> 00:13:33,920 Speaker 1: open to publishing more of their games so they could 242 00:13:33,960 --> 00:13:37,120 Speaker 1: create another one for the same company. Their next title 243 00:13:37,800 --> 00:13:41,400 Speaker 1: was one called dream Zone. This one would release in 244 00:13:41,520 --> 00:13:45,400 Speaker 1: n seven, and this was the only other game that 245 00:13:45,440 --> 00:13:49,160 Speaker 1: the two made under the company name JAM Software. It 246 00:13:49,240 --> 00:13:51,840 Speaker 1: was the last one, and this was an adventure game 247 00:13:51,840 --> 00:13:53,760 Speaker 1: in which the player would control a character who has 248 00:13:53,800 --> 00:13:56,920 Speaker 1: been trapped within his own dream. The title got some 249 00:13:56,960 --> 00:14:00,640 Speaker 1: critical praise from early computer gaming magazines and propelled the 250 00:14:00,679 --> 00:14:04,600 Speaker 1: sales to ten thousand units, which meant the two game 251 00:14:04,640 --> 00:14:08,280 Speaker 1: developers made about fifteen thousand dollars from their work, not 252 00:14:08,400 --> 00:14:10,880 Speaker 1: bad at all when you're a teenager. But they weren't 253 00:14:10,920 --> 00:14:14,160 Speaker 1: satisfied with stopping there. They were just getting started and 254 00:14:14,200 --> 00:14:17,680 Speaker 1: they had a big idea that probably should not have worked, 255 00:14:18,760 --> 00:14:23,640 Speaker 1: but it totally worked. They made a cold call to 256 00:14:23,760 --> 00:14:27,920 Speaker 1: the front desk of Electronic Arts. Now that means they 257 00:14:27,920 --> 00:14:31,160 Speaker 1: didn't know anyone at e A. They just called the 258 00:14:31,200 --> 00:14:34,880 Speaker 1: reception desk and they said, hey, we would like to 259 00:14:34,920 --> 00:14:39,440 Speaker 1: make games for you, and so e A, for their part, said, 260 00:14:39,480 --> 00:14:41,760 Speaker 1: tell you what, fed access a couple of your games. 261 00:14:42,120 --> 00:14:44,120 Speaker 1: Let us see what you've made so far, and we'll 262 00:14:44,120 --> 00:14:47,160 Speaker 1: get back to you. So they did. They sent copies 263 00:14:47,160 --> 00:14:49,000 Speaker 1: of their games to the offices of EA, and then 264 00:14:49,000 --> 00:14:50,920 Speaker 1: they received a call a little bit later that said, 265 00:14:51,640 --> 00:14:53,600 Speaker 1: we want you to make games for us. We're ready 266 00:14:53,680 --> 00:14:57,720 Speaker 1: to sell to to get a contract between us and you. 267 00:14:57,720 --> 00:15:00,160 Speaker 1: You can make games for us for real money. They 268 00:15:00,160 --> 00:15:02,640 Speaker 1: were offering a deal that was fifteen thousand dollars plus 269 00:15:02,680 --> 00:15:04,680 Speaker 1: ten percent of the revenue of the next game they 270 00:15:04,680 --> 00:15:08,160 Speaker 1: would make, which the two thought wasn't amazingly awesome. My 271 00:15:08,680 --> 00:15:12,960 Speaker 1: idea was fantastic. They were gonna guaranteed fifteen grand the 272 00:15:13,000 --> 00:15:15,720 Speaker 1: amount they had made on their previous game, plus ten 273 00:15:15,800 --> 00:15:19,920 Speaker 1: percent royalty fees and That's how they hit the big time. 274 00:15:20,320 --> 00:15:24,400 Speaker 1: But e A did have one condition. The company had 275 00:15:24,440 --> 00:15:27,240 Speaker 1: to change its name because, as it turns out, there 276 00:15:27,280 --> 00:15:32,000 Speaker 1: was already another company called Jam Software, so they had 277 00:15:32,040 --> 00:15:35,920 Speaker 1: to come up with something different, and they began to brainstorm. 278 00:15:35,960 --> 00:15:40,840 Speaker 1: Now sadly, the origins of the name Naughty Dog are 279 00:15:40,920 --> 00:15:45,320 Speaker 1: lost to time, because neither Reuben nor Gavin can remember 280 00:15:45,440 --> 00:15:49,000 Speaker 1: who came up with the name or why. They do 281 00:15:49,080 --> 00:15:52,320 Speaker 1: remember that they had essentially twenty four hours to create 282 00:15:52,360 --> 00:15:54,960 Speaker 1: a new name for their company because e A wanted 283 00:15:55,000 --> 00:15:58,320 Speaker 1: that contract signed right away. I wish I could say 284 00:15:58,320 --> 00:16:00,480 Speaker 1: there was a cool story about a dog eating a 285 00:16:00,520 --> 00:16:03,520 Speaker 1: floppy disc containing the next game, but we'll just have 286 00:16:03,640 --> 00:16:05,960 Speaker 1: to accept that at some point during those twenty four 287 00:16:05,960 --> 00:16:08,760 Speaker 1: hours one of the two of them wrote down Naughty 288 00:16:08,800 --> 00:16:11,600 Speaker 1: Dog as a possibility, and they decided in the end 289 00:16:11,920 --> 00:16:15,760 Speaker 1: to go with it, and thus Naughty Dog was officially born. 290 00:16:16,520 --> 00:16:19,680 Speaker 1: The first game they made for e A was called 291 00:16:19,880 --> 00:16:23,040 Speaker 1: Keith the Thief. There's a role playing game that came 292 00:16:23,040 --> 00:16:25,440 Speaker 1: out for the Apple to gs, the Amiga, and the 293 00:16:25,480 --> 00:16:30,400 Speaker 1: PC systems. The Apple version in particular got a really 294 00:16:30,520 --> 00:16:33,800 Speaker 1: nasty review. In fact, it got a do not recommend 295 00:16:33,880 --> 00:16:37,840 Speaker 1: buying review not because of the game itself, but because 296 00:16:38,200 --> 00:16:41,480 Speaker 1: e A had put on some copy protection on top 297 00:16:41,600 --> 00:16:45,880 Speaker 1: of the game that the reviewers felt essentially broke the 298 00:16:45,920 --> 00:16:48,880 Speaker 1: experience of trying to play it. Anyone who has dealt 299 00:16:48,920 --> 00:16:53,200 Speaker 1: with draconian copy protection strategies knows what this is like, 300 00:16:53,920 --> 00:16:58,120 Speaker 1: where the protection for the game actually impedes your ability 301 00:16:58,160 --> 00:17:02,200 Speaker 1: to play the game and can sometimes encourage people to 302 00:17:02,240 --> 00:17:06,880 Speaker 1: seek out pirate id and broken copies of the game, 303 00:17:06,920 --> 00:17:10,200 Speaker 1: things where people have broken the encryption around the game 304 00:17:10,720 --> 00:17:12,240 Speaker 1: just so that you can play the game you want 305 00:17:12,240 --> 00:17:15,200 Speaker 1: to play. It's one of the reasons why pirates will 306 00:17:15,280 --> 00:17:18,280 Speaker 1: point to game studios and say they brought this on themselves. 307 00:17:18,359 --> 00:17:23,040 Speaker 1: I don't think that's necessarily a fair statement. However, I 308 00:17:23,119 --> 00:17:26,879 Speaker 1: don't blame people for going out and seeking a version 309 00:17:27,040 --> 00:17:30,000 Speaker 1: of a game that is actually playable. If I bought 310 00:17:30,000 --> 00:17:32,240 Speaker 1: one of these games and I found that the copy 311 00:17:32,280 --> 00:17:35,520 Speaker 1: protection was making it impossible to play, I imagine I 312 00:17:35,600 --> 00:17:40,560 Speaker 1: too would look for a different solution, one that perhaps 313 00:17:40,640 --> 00:17:43,840 Speaker 1: had already had the copy protection broken. So I totally 314 00:17:43,880 --> 00:17:46,840 Speaker 1: get it. And anyway, they encountered this and that really 315 00:17:46,920 --> 00:17:50,880 Speaker 1: kind of hurt their sales figures. They didn't do too 316 00:17:50,920 --> 00:17:53,560 Speaker 1: well with Keith the Thief. However, that was just the 317 00:17:53,600 --> 00:17:56,800 Speaker 1: first game for e A and largely was kind of 318 00:17:56,840 --> 00:18:00,600 Speaker 1: swept under the rug. Their next one was A Friend Story. 319 00:18:00,920 --> 00:18:04,600 Speaker 1: Their second game was the most ambitious of theirs to date, 320 00:18:04,960 --> 00:18:08,240 Speaker 1: and it was also their entry into the world of consoles. 321 00:18:08,720 --> 00:18:11,760 Speaker 1: So by now we're getting up to nineteen. The two 322 00:18:11,800 --> 00:18:13,880 Speaker 1: friends were going off to college, and it was two 323 00:18:13,960 --> 00:18:18,080 Speaker 1: different colleges in two different states. Jason Rubin would attend 324 00:18:18,119 --> 00:18:21,720 Speaker 1: the University of Michigan. Andy Gavin got accepted into the 325 00:18:21,880 --> 00:18:26,560 Speaker 1: Haverford College in Pennsylvania. They collaborated over the phone and 326 00:18:26,600 --> 00:18:29,800 Speaker 1: they used dial up modems to send information back and forth, 327 00:18:29,840 --> 00:18:32,080 Speaker 1: but it was a very slow process and to make 328 00:18:32,160 --> 00:18:35,399 Speaker 1: matters more challenging, they had picked an ambitious project as 329 00:18:35,440 --> 00:18:37,639 Speaker 1: their next pitch to e A. Originally was going to 330 00:18:37,720 --> 00:18:40,240 Speaker 1: be a computer game, a PC game, and it was 331 00:18:40,240 --> 00:18:43,160 Speaker 1: going to be a complex role playing game called Rings 332 00:18:43,200 --> 00:18:46,639 Speaker 1: of Power. But they had a meeting over at Electronic 333 00:18:46,720 --> 00:18:49,639 Speaker 1: Arts and when they were at this meeting, Andy Gavin 334 00:18:49,640 --> 00:18:51,679 Speaker 1: looks over and he sees something interesting. He sees this 335 00:18:51,760 --> 00:18:54,600 Speaker 1: weird shiny box with a whole bunch of wires coming 336 00:18:54,600 --> 00:18:57,560 Speaker 1: out of it and it was seeming to run a 337 00:18:57,640 --> 00:19:01,000 Speaker 1: game from a console system, and he asked the people 338 00:19:01,040 --> 00:19:07,280 Speaker 1: that e A said, is that A reverse engineered Sega Genesis. Immediately, 339 00:19:07,320 --> 00:19:10,960 Speaker 1: according to Andy Gavins, some e A officials swept them 340 00:19:11,000 --> 00:19:14,840 Speaker 1: into an office and said, yeah, we're gonna need you 341 00:19:14,880 --> 00:19:18,520 Speaker 1: to sign an inn d A, a non disclosure agreement 342 00:19:18,680 --> 00:19:21,920 Speaker 1: so that you don't tell people that you saw this here, 343 00:19:22,000 --> 00:19:24,480 Speaker 1: because this is not something that we're ready to talk 344 00:19:24,520 --> 00:19:27,240 Speaker 1: about yet. So then Gavin says, does this mean we 345 00:19:27,240 --> 00:19:31,040 Speaker 1: should start developing games for the Sega Genesis? And the 346 00:19:31,119 --> 00:19:34,840 Speaker 1: guys that e A said, that would be an excellent idea. 347 00:19:35,520 --> 00:19:38,800 Speaker 1: The second best idea you could have right now. The 348 00:19:38,840 --> 00:19:41,640 Speaker 1: best idea you could have right now is to sign 349 00:19:41,760 --> 00:19:46,120 Speaker 1: the in d A. So they did and only talked 350 00:19:46,160 --> 00:19:48,600 Speaker 1: about it years and years later when no one really cares. 351 00:19:49,160 --> 00:19:53,159 Speaker 1: But they decided, well, maybe we should develop Rings of 352 00:19:53,200 --> 00:19:56,320 Speaker 1: Power for the Genesis, not for the PC, and they 353 00:19:56,359 --> 00:20:00,200 Speaker 1: decided to switch gears. It took some time to at 354 00:20:00,200 --> 00:20:03,359 Speaker 1: the game together since they were living in different states 355 00:20:03,400 --> 00:20:07,200 Speaker 1: and also had schoolwork to attend to, although Andy Gavin 356 00:20:07,240 --> 00:20:09,800 Speaker 1: said he was spending maybe two or three hours a 357 00:20:09,880 --> 00:20:11,680 Speaker 1: day on his schoolwork and the rest of the time 358 00:20:11,680 --> 00:20:14,440 Speaker 1: he was working on developing games. But in the end 359 00:20:14,840 --> 00:20:16,640 Speaker 1: they produced a game that was one of the most 360 00:20:16,760 --> 00:20:20,520 Speaker 1: robust console based RPGs of its time, and it was 361 00:20:20,680 --> 00:20:23,480 Speaker 1: largely Andy Gavin's project. It was an idea he was 362 00:20:23,600 --> 00:20:26,679 Speaker 1: really excited about, and Jason Rubin did a lot of 363 00:20:26,680 --> 00:20:29,600 Speaker 1: work on it. It's not like he didn't contribute, but 364 00:20:30,040 --> 00:20:33,120 Speaker 1: it was kind of Andy Gavin's pet project, the one 365 00:20:33,160 --> 00:20:37,679 Speaker 1: he really wanted to do. It went gold in and 366 00:20:37,720 --> 00:20:40,800 Speaker 1: it did really well. It sold like a hundred thousand copies. 367 00:20:40,840 --> 00:20:43,639 Speaker 1: That's not anything to sneeze at, and it had the 368 00:20:43,640 --> 00:20:46,080 Speaker 1: potential to sell a whole lot more. It was getting 369 00:20:46,160 --> 00:20:50,439 Speaker 1: great reviews, and then the two hit a problem that 370 00:20:50,680 --> 00:20:56,840 Speaker 1: almost made them walk away from developing games entirely. What happened, well, 371 00:20:56,880 --> 00:21:01,119 Speaker 1: I'll tell you, but first let's take quick break to 372 00:21:01,280 --> 00:21:11,359 Speaker 1: thank our sponsor. All Right, So why would Ruben and 373 00:21:11,440 --> 00:21:15,480 Speaker 1: Gavin leave game development if they were doing such a 374 00:21:15,520 --> 00:21:17,520 Speaker 1: great job with Rings of Power? What would make them 375 00:21:17,520 --> 00:21:20,880 Speaker 1: walk away? The issue came down to a lack of 376 00:21:20,920 --> 00:21:27,600 Speaker 1: control with politics and economics. Sega Genesis games were on cartridges, 377 00:21:28,000 --> 00:21:31,800 Speaker 1: so making a cartridge is a hardware manufacturing process. The 378 00:21:31,840 --> 00:21:35,959 Speaker 1: games are hard coded onto the cartridge itself, so if 379 00:21:36,000 --> 00:21:38,560 Speaker 1: you contrast that with games on floppy disks or c 380 00:21:38,680 --> 00:21:41,720 Speaker 1: d s, those are just blank media. You can write 381 00:21:41,720 --> 00:21:45,120 Speaker 1: to them directly. It doesn't take any special equipment. You're 382 00:21:45,119 --> 00:21:48,080 Speaker 1: not creating a circuit board, but a cartridge. Essentially that 383 00:21:48,240 --> 00:21:50,800 Speaker 1: is a circuit board. Then the circuit board, the physical 384 00:21:50,880 --> 00:21:54,240 Speaker 1: circuit board itself, represents the game. So every cartridge is 385 00:21:54,320 --> 00:21:58,160 Speaker 1: unique to the specific game. You can't override a cartridge 386 00:21:58,200 --> 00:22:00,240 Speaker 1: and put a different game on it. So it takes 387 00:22:00,320 --> 00:22:03,360 Speaker 1: time and resources to put together cartridges, and that limits 388 00:22:03,760 --> 00:22:06,040 Speaker 1: how many you can make. It's all based on your 389 00:22:06,080 --> 00:22:11,119 Speaker 1: capacity of your manufacturing facility. You're physically limited by that fact. Now, 390 00:22:11,560 --> 00:22:14,120 Speaker 1: if Rings of Power had been the only major game 391 00:22:14,160 --> 00:22:17,560 Speaker 1: coming out that season, Sega probably could have put more 392 00:22:17,640 --> 00:22:20,920 Speaker 1: manufacturing power behind it and turned it into a colossal hit. 393 00:22:21,480 --> 00:22:23,840 Speaker 1: But there was another game that was coming out at 394 00:22:23,880 --> 00:22:27,280 Speaker 1: that same time and it was an even bigger sensation. 395 00:22:27,560 --> 00:22:31,760 Speaker 1: That game was Madden. It was an American football game. Uh, 396 00:22:31,800 --> 00:22:35,960 Speaker 1: it's part of an incredibly popular franchise that has gone 397 00:22:36,000 --> 00:22:41,840 Speaker 1: across multiple platforms and spanned decades. So there's an incredible 398 00:22:42,040 --> 00:22:46,200 Speaker 1: call for Madden Games. There's a guaranteed audience that's going 399 00:22:46,200 --> 00:22:49,320 Speaker 1: to buy Madden year over year, so that game was 400 00:22:49,359 --> 00:22:52,119 Speaker 1: pretty much guaranteed to sell out. The company had to 401 00:22:52,119 --> 00:22:54,240 Speaker 1: make a choice. Do you go with the game that's 402 00:22:54,359 --> 00:22:56,959 Speaker 1: essentially guaranteed to sell out, or do you try and 403 00:22:56,960 --> 00:22:59,560 Speaker 1: push a game that's doing well but doesn't have a 404 00:22:59,560 --> 00:23:02,440 Speaker 1: built in audience, And they went with the easy money decision. 405 00:23:02,640 --> 00:23:05,600 Speaker 1: As any company would, they went with Madden. Ruben and 406 00:23:05,640 --> 00:23:08,760 Speaker 1: Gavin were discouraged by this decision because they had worked 407 00:23:08,800 --> 00:23:11,560 Speaker 1: really hard to create what they thought was an extremely 408 00:23:11,600 --> 00:23:14,360 Speaker 1: good role playing game, and they felt that only a 409 00:23:14,359 --> 00:23:16,880 Speaker 1: fraction of their potential audience was ever going to get 410 00:23:16,920 --> 00:23:20,600 Speaker 1: a chance to play it because they literally wouldn't have 411 00:23:21,000 --> 00:23:24,159 Speaker 1: enough copies of it made to meet the demand. So 412 00:23:24,200 --> 00:23:26,240 Speaker 1: they were ready to focus on their schoolwork and call 413 00:23:26,280 --> 00:23:28,800 Speaker 1: it quits. They had already achieved a great deal of 414 00:23:28,840 --> 00:23:31,520 Speaker 1: success in the gaming world, so they felt like it 415 00:23:31,600 --> 00:23:34,160 Speaker 1: wasn't a shame to walk away from it. So any 416 00:23:34,200 --> 00:23:36,920 Speaker 1: Gavin went and enrolled in graduate school at m i T. 417 00:23:37,160 --> 00:23:40,679 Speaker 1: He was studying computer science and artificial intelligence. Jason Rubin 418 00:23:40,880 --> 00:23:43,080 Speaker 1: moved out to California and he had a goal of 419 00:23:43,119 --> 00:23:46,200 Speaker 1: getting into the special effects industry while picking up a 420 00:23:46,240 --> 00:23:49,280 Speaker 1: new skill set that would be surfing, and they figured 421 00:23:49,400 --> 00:23:52,200 Speaker 1: they had retired from making games and that retirement would 422 00:23:52,280 --> 00:23:55,760 Speaker 1: last about half a year. In nine they got a 423 00:23:55,800 --> 00:23:59,199 Speaker 1: phone call from a guy named William Murray Hawkins, the 424 00:23:59,280 --> 00:24:03,639 Speaker 1: third better known as Trip Hawkins. Now, Ruby and Gavin 425 00:24:03,680 --> 00:24:07,200 Speaker 1: have described Trip as a phenomenal salesman who has sort 426 00:24:07,240 --> 00:24:11,760 Speaker 1: of the reality distortion field, similar to what people would 427 00:24:11,800 --> 00:24:15,400 Speaker 1: say Steve Jobs was capable of doing. Tripp had founded 428 00:24:15,440 --> 00:24:18,320 Speaker 1: Electronic Arts way back in nine two, but he had 429 00:24:18,440 --> 00:24:22,080 Speaker 1: left e A in n to create a new video 430 00:24:22,119 --> 00:24:25,560 Speaker 1: game console company, and that console company was called three 431 00:24:25,840 --> 00:24:28,880 Speaker 1: d O. The console itself was coming out in nine 432 00:24:29,640 --> 00:24:32,920 Speaker 1: and it was at that time the most powerful console 433 00:24:33,119 --> 00:24:36,640 Speaker 1: on the market. But Hawkins needed developers to create games 434 00:24:36,880 --> 00:24:39,120 Speaker 1: for this new platform, and he felt that Naughty Dog 435 00:24:39,200 --> 00:24:41,800 Speaker 1: was the right studio to create a killer game. Now, 436 00:24:41,800 --> 00:24:44,959 Speaker 1: despite feeling like they had been burned on their previous title, 437 00:24:45,280 --> 00:24:47,440 Speaker 1: the two agreed that they would develop a game for 438 00:24:47,480 --> 00:24:49,760 Speaker 1: the three d Oh system. And one of the reasons 439 00:24:49,800 --> 00:24:53,320 Speaker 1: that they decided this, you know, they had just been 440 00:24:53,320 --> 00:24:55,359 Speaker 1: burned by e A, so they didn't really want to 441 00:24:55,400 --> 00:24:58,359 Speaker 1: do it. But what changed their mind was that Hawkins said, Hey, 442 00:24:58,640 --> 00:25:02,399 Speaker 1: here's the thing. We're not using cartridges. You're not going 443 00:25:02,440 --> 00:25:05,520 Speaker 1: to have a rings of power situation here. We're using 444 00:25:05,600 --> 00:25:10,280 Speaker 1: compact discs, so we can write information to those discs easily. 445 00:25:10,359 --> 00:25:14,119 Speaker 1: The manufacturing process is a breeze compared to creating cartridges, 446 00:25:14,600 --> 00:25:17,320 Speaker 1: so you're never going to run into that situation where 447 00:25:17,320 --> 00:25:19,760 Speaker 1: a company is going to make one game more than 448 00:25:19,840 --> 00:25:23,280 Speaker 1: another game because of manufacturing issues. That's just not a 449 00:25:23,320 --> 00:25:26,000 Speaker 1: problem here. So with that in mind, the two accepted 450 00:25:26,040 --> 00:25:29,359 Speaker 1: a developer machine for the three D O and they 451 00:25:29,400 --> 00:25:32,440 Speaker 1: got to work. Now, developer machines are machines upon which 452 00:25:32,680 --> 00:25:35,760 Speaker 1: you can program your games tested on there because it 453 00:25:35,760 --> 00:25:38,960 Speaker 1: will run the hard the software just as the consumer 454 00:25:39,000 --> 00:25:42,200 Speaker 1: hardware would, but it has more capabilities than a consumer 455 00:25:42,320 --> 00:25:44,760 Speaker 1: version of the three D O. They looked around and 456 00:25:44,840 --> 00:25:47,639 Speaker 1: what was popular in arcades, and they saw that fighting 457 00:25:47,680 --> 00:25:52,560 Speaker 1: games were breaking all the records. Games like Mortal Kombat 458 00:25:52,680 --> 00:25:56,359 Speaker 1: and Street Fighter were gobbling up quarters left and right. 459 00:25:56,920 --> 00:25:59,280 Speaker 1: But the two felt that no one had really nailed 460 00:25:59,320 --> 00:26:02,040 Speaker 1: it for the home on soul market, and they noticed 461 00:26:02,480 --> 00:26:05,480 Speaker 1: that no one had signed up to create such a 462 00:26:05,480 --> 00:26:07,679 Speaker 1: game for the three d OH. There was no Mortal 463 00:26:07,760 --> 00:26:09,639 Speaker 1: Kombat that was on its way to the three d O, 464 00:26:09,920 --> 00:26:14,000 Speaker 1: no Street Fighter, so there was opportunity there, and they 465 00:26:14,040 --> 00:26:17,359 Speaker 1: got to work immediately on a new piece of intellectual 466 00:26:17,400 --> 00:26:20,560 Speaker 1: property called Way of the Warrior. And if you look 467 00:26:20,560 --> 00:26:23,719 Speaker 1: at Way of the Warrior, you could immediately say this 468 00:26:23,840 --> 00:26:28,040 Speaker 1: was obviously influenced by Mortal Kombat. By influence, I mean 469 00:26:28,080 --> 00:26:31,800 Speaker 1: you could argue that it's a distant cousin to Mortal Kombat, 470 00:26:31,880 --> 00:26:36,360 Speaker 1: complete with finishing moves that look a lot like Fatalities, uh, 471 00:26:36,680 --> 00:26:40,320 Speaker 1: cast of characters that resemble that sort of Mortal Kombat approach, 472 00:26:41,000 --> 00:26:44,600 Speaker 1: and those characters all had backstories and unique move sets 473 00:26:44,960 --> 00:26:48,320 Speaker 1: so similar in many ways to Mortal Kombat. Initially, they 474 00:26:48,359 --> 00:26:51,879 Speaker 1: had no publisher for that game. Ruben and Gavin self 475 00:26:52,080 --> 00:26:55,440 Speaker 1: funded the development using the money they had earned from 476 00:26:55,560 --> 00:26:58,320 Speaker 1: Rings of Power. It took them about a year and 477 00:26:58,359 --> 00:27:01,040 Speaker 1: a hundred thousand dollars of their own money to make 478 00:27:01,080 --> 00:27:04,760 Speaker 1: the game. The characters are actually modeled after their friends. 479 00:27:04,760 --> 00:27:09,359 Speaker 1: A lot of Andy Gavin's classmates are characters in Way 480 00:27:09,400 --> 00:27:11,840 Speaker 1: of the Warrior. One of his professors, a guy who 481 00:27:11,920 --> 00:27:14,679 Speaker 1: was a leading expert on robotics, is a character in 482 00:27:14,720 --> 00:27:17,720 Speaker 1: the game. Another person who became an expert in protein 483 00:27:17,840 --> 00:27:21,119 Speaker 1: folding and was a candidate for the Nobel Prize is 484 00:27:21,160 --> 00:27:23,000 Speaker 1: one of the characters in the game. It's one of 485 00:27:23,040 --> 00:27:27,080 Speaker 1: the most illustrious fighting rosters I've ever seen, but only 486 00:27:27,119 --> 00:27:29,520 Speaker 1: if you count the people playing the characters, not the 487 00:27:29,560 --> 00:27:33,960 Speaker 1: characters themselves. As for the production of the game, they 488 00:27:34,200 --> 00:27:37,919 Speaker 1: really made the most out of their situation. Andy Gavin 489 00:27:38,000 --> 00:27:42,200 Speaker 1: was renting an apartment in Boston and Jason Rubin would 490 00:27:42,200 --> 00:27:45,400 Speaker 1: go there and work out of that same apartment. They 491 00:27:45,520 --> 00:27:48,360 Speaker 1: had their friends dress up in ridiculous costumes that were 492 00:27:48,400 --> 00:27:52,320 Speaker 1: made with whatever stuff they happened to have nearby, including 493 00:27:52,359 --> 00:27:55,239 Speaker 1: and I am not making this up, hello, cases and 494 00:27:55,320 --> 00:27:59,520 Speaker 1: containers from fast food restaurants. They made costume pieces out 495 00:27:59,520 --> 00:28:02,200 Speaker 1: of all of this stuff, and that's what the characters 496 00:28:02,240 --> 00:28:05,320 Speaker 1: in the game are wearing now. To the credit of 497 00:28:05,359 --> 00:28:07,840 Speaker 1: the game. It doesn't look as cheesy as I'm making 498 00:28:07,840 --> 00:28:11,200 Speaker 1: it sound, but they were really just kind of making 499 00:28:11,240 --> 00:28:13,480 Speaker 1: all this stuff up as they were going along while 500 00:28:13,480 --> 00:28:15,359 Speaker 1: trying to build out the game. I think of it 501 00:28:15,400 --> 00:28:17,280 Speaker 1: as being really kind of cool and dorky at the 502 00:28:17,320 --> 00:28:19,320 Speaker 1: same time. I totally approve of it. By the way, 503 00:28:19,400 --> 00:28:21,640 Speaker 1: now they had no publisher, so they had no one 504 00:28:21,680 --> 00:28:24,280 Speaker 1: they had to answer to. But eventually they were going 505 00:28:24,359 --> 00:28:26,800 Speaker 1: to need a publisher because they're going to need someone 506 00:28:26,840 --> 00:28:29,560 Speaker 1: to take over the production side of actually making and 507 00:28:29,560 --> 00:28:32,159 Speaker 1: shipping copies of the game. So it's gonna be for 508 00:28:32,359 --> 00:28:34,199 Speaker 1: the three d O, but they needed to partner with 509 00:28:34,240 --> 00:28:37,240 Speaker 1: somebody to produce it for the three d O. They 510 00:28:37,359 --> 00:28:40,360 Speaker 1: ended up attending a trade show and they began to 511 00:28:40,360 --> 00:28:43,920 Speaker 1: shop their game around. They essentially got an eight ft 512 00:28:43,960 --> 00:28:46,760 Speaker 1: by eight foot square of the three d O booth 513 00:28:46,800 --> 00:28:51,680 Speaker 1: at E three and they demonstrated their game. Now, publishers 514 00:28:51,680 --> 00:28:54,440 Speaker 1: would come up and ask them, Hey, who's publishing this game, 515 00:28:54,560 --> 00:28:57,640 Speaker 1: and they said, no one yet, we're actually looking for 516 00:28:57,680 --> 00:29:00,840 Speaker 1: a publisher. And this was something very different rent from 517 00:29:00,880 --> 00:29:04,280 Speaker 1: the typical way that things would work at trade shows. Generally, 518 00:29:04,600 --> 00:29:09,120 Speaker 1: publishers get pitches from established teams that have an idea, 519 00:29:09,720 --> 00:29:12,239 Speaker 1: but they have not actually started a game, or they 520 00:29:12,280 --> 00:29:16,320 Speaker 1: certainly haven't finished one, so this was a brand new experience. 521 00:29:16,960 --> 00:29:19,920 Speaker 1: They ended up creating something of a bidding war between 522 00:29:19,920 --> 00:29:22,680 Speaker 1: publishers because here was a game that was fully finished. 523 00:29:22,760 --> 00:29:24,680 Speaker 1: Publishers didn't have to wonder how it was going to 524 00:29:24,720 --> 00:29:27,680 Speaker 1: turn out. They could see the game, and they started 525 00:29:27,680 --> 00:29:32,320 Speaker 1: to you know, court Naughty Dog, saying, hey, come over here, 526 00:29:32,360 --> 00:29:34,600 Speaker 1: we'll publish the game for you. The winner of that 527 00:29:34,640 --> 00:29:38,040 Speaker 1: bidding war was the Universal Studios, as in the movie 528 00:29:38,080 --> 00:29:42,360 Speaker 1: production company. Universal was deciding they wanted to get into 529 00:29:42,600 --> 00:29:46,000 Speaker 1: the video game business and they started to acquire smaller 530 00:29:46,040 --> 00:29:50,120 Speaker 1: companies to create the Universal Interactive brand of computer games, 531 00:29:50,760 --> 00:29:53,080 Speaker 1: and they gave the two an offer they couldn't refuse. 532 00:29:53,640 --> 00:29:58,320 Speaker 1: The studio would actually provide office space for Naughty Dog. 533 00:29:58,480 --> 00:30:01,480 Speaker 1: They would also provide support staff, and all of that 534 00:30:01,520 --> 00:30:04,920 Speaker 1: would be on Universal's dime. It wouldn't be a charge 535 00:30:05,000 --> 00:30:08,000 Speaker 1: to Naughty Dog at all. They would get free studio 536 00:30:08,040 --> 00:30:12,880 Speaker 1: space in Hollywood, California, on the Universal Studio's lot, right 537 00:30:12,960 --> 00:30:16,800 Speaker 1: next door to the office of a certain Mr. Steven Spielberg. 538 00:30:17,120 --> 00:30:20,960 Speaker 1: So they agreed now to take this opportunity. Andy Gavin 539 00:30:20,960 --> 00:30:23,640 Speaker 1: actually had to drop out of graduate school. He had 540 00:30:23,680 --> 00:30:25,920 Speaker 1: been working towards his master's degree, and this was not 541 00:30:26,120 --> 00:30:31,080 Speaker 1: an easy or light decision. His dad was reportedly very 542 00:30:31,160 --> 00:30:35,560 Speaker 1: much against this idea, but ultimately he figured this was 543 00:30:35,600 --> 00:30:39,080 Speaker 1: a way he could chase his dream job. As part 544 00:30:39,080 --> 00:30:41,440 Speaker 1: of this agreement, the two were signed to create a 545 00:30:41,480 --> 00:30:45,400 Speaker 1: few games for Universal. Gavin and Ruben would take a 546 00:30:45,440 --> 00:30:49,280 Speaker 1: cross country road trip from Boston to Hollywood with all 547 00:30:49,320 --> 00:30:52,160 Speaker 1: of their possessions either in their car or in a 548 00:30:52,200 --> 00:30:55,640 Speaker 1: truck that was following along behind the car. Along the way, 549 00:30:55,720 --> 00:30:59,000 Speaker 1: the two brainstormed ideas for what their next game would be, 550 00:30:59,520 --> 00:31:03,040 Speaker 1: and they toss around several possibilities, such as another fighting 551 00:31:03,080 --> 00:31:05,400 Speaker 1: game that would take advantage of the three D capabilities 552 00:31:05,440 --> 00:31:09,080 Speaker 1: that consoles now could support, because suddenly, with consoles like 553 00:31:09,080 --> 00:31:11,960 Speaker 1: the three D O and the next generation of consoles, 554 00:31:12,480 --> 00:31:16,120 Speaker 1: you could incorporate three dimensional aspects into your game when 555 00:31:16,160 --> 00:31:19,560 Speaker 1: before it was all too D. That opened up a 556 00:31:19,600 --> 00:31:23,360 Speaker 1: world of opportunities. But ultimately they decided to put all 557 00:31:23,360 --> 00:31:25,920 Speaker 1: these other ideas on the back shelf and they started 558 00:31:25,960 --> 00:31:30,920 Speaker 1: talking about platformers that had traditionally been side scrolling games, 559 00:31:30,960 --> 00:31:36,320 Speaker 1: games like Super Mario Brothers or Donkey Kong Country from Nintendo. 560 00:31:36,800 --> 00:31:40,560 Speaker 1: They both loved Donkey Kong Country. They loved the art style, 561 00:31:40,680 --> 00:31:43,080 Speaker 1: they loved the gameplay, and they got to thinking about 562 00:31:43,080 --> 00:31:45,880 Speaker 1: the possibility of creating that style of game but using 563 00:31:45,880 --> 00:31:48,640 Speaker 1: the capability of going in three dimensions with it adding 564 00:31:48,680 --> 00:31:51,000 Speaker 1: real depth to the game, like, what if instead of 565 00:31:51,080 --> 00:31:55,120 Speaker 1: running left to right, the character was running forward from 566 00:31:55,160 --> 00:31:59,760 Speaker 1: your perspective or towards you. That suddenly opened up new 567 00:32:00,000 --> 00:32:03,240 Speaker 1: sabilities for game playing, new challenges, and that got them 568 00:32:03,240 --> 00:32:06,200 Speaker 1: really excited. By the time they finally reached California, they 569 00:32:06,240 --> 00:32:08,160 Speaker 1: knew their next project was going to be a three 570 00:32:08,240 --> 00:32:11,400 Speaker 1: D based platform er, and they even had a general 571 00:32:11,440 --> 00:32:14,200 Speaker 1: idea of what the story and setting we're going to be, 572 00:32:14,960 --> 00:32:17,960 Speaker 1: but that's about all they knew at that point. Now 573 00:32:18,000 --> 00:32:22,960 Speaker 1: they jokingly referred to the game as Sonics Ass was 574 00:32:23,080 --> 00:32:25,760 Speaker 1: named after Sonic the Hedgehog. The reason they called it 575 00:32:25,800 --> 00:32:27,960 Speaker 1: this is they imagine that the game was going to 576 00:32:28,040 --> 00:32:31,120 Speaker 1: be where the player controlled the character, where their back 577 00:32:31,280 --> 00:32:33,600 Speaker 1: was going to be to the player's perspective, so you're 578 00:32:33,640 --> 00:32:38,360 Speaker 1: always looking at the backside of your protagonist. And it 579 00:32:38,360 --> 00:32:41,840 Speaker 1: turns out that that side scroller going to a front 580 00:32:41,960 --> 00:32:45,120 Speaker 1: or back scroller would mean this, and since you'd be 581 00:32:45,160 --> 00:32:47,480 Speaker 1: looking at the rear end as of this as yet 582 00:32:47,560 --> 00:32:51,120 Speaker 1: unnamed character, they chose sonics Ass as a quick descriptor. 583 00:32:51,520 --> 00:32:53,680 Speaker 1: At this stage, they had no idea what form this 584 00:32:53,760 --> 00:32:55,840 Speaker 1: character was going to take or what its name might 585 00:32:55,880 --> 00:33:00,000 Speaker 1: eventually be, but they did have those big ideas, they 586 00:33:00,120 --> 00:33:03,280 Speaker 1: only knew that they wanted to have a heavily story 587 00:33:03,480 --> 00:33:06,480 Speaker 1: driven game with lots of cut scenes and plot details 588 00:33:06,520 --> 00:33:10,280 Speaker 1: interwoven into the experience. Now, ultimately a lot of their 589 00:33:10,320 --> 00:33:13,000 Speaker 1: ideas would end up on the cutting room floor, not 590 00:33:13,040 --> 00:33:16,520 Speaker 1: because they thought they weren't good ideas, but because the 591 00:33:16,560 --> 00:33:20,680 Speaker 1: consoles they were working on ultimately could not really support 592 00:33:20,880 --> 00:33:26,280 Speaker 1: that level of detail or that level of memory requirements. 593 00:33:26,400 --> 00:33:30,240 Speaker 1: So just from a technological standpoint, they had to cut back, 594 00:33:30,440 --> 00:33:33,280 Speaker 1: but it was a starting point. Universal was putting an 595 00:33:33,320 --> 00:33:36,480 Speaker 1: executive team in place to oversee the game development division, 596 00:33:36,520 --> 00:33:40,120 Speaker 1: which was not just Naughty Dog and included other divisions 597 00:33:40,120 --> 00:33:42,720 Speaker 1: as well other other former companies that were brought on 598 00:33:42,880 --> 00:33:45,800 Speaker 1: under a Universal. So Naughty Dog had an executive producer 599 00:33:45,800 --> 00:33:49,520 Speaker 1: from Universal named Mark Sarney, who was tuned into what 600 00:33:49,560 --> 00:33:51,520 Speaker 1: was going on in the business of video games. He 601 00:33:51,600 --> 00:33:54,240 Speaker 1: was a very smart guy, and he worked very closely 602 00:33:54,320 --> 00:33:56,320 Speaker 1: with Ruben and Gavin to figure out where the team 603 00:33:56,320 --> 00:33:59,400 Speaker 1: would go next. Now, as Reuben would relate later on, 604 00:34:00,040 --> 00:34:03,600 Speaker 1: Way of the Warrior became the last of the garage 605 00:34:03,800 --> 00:34:07,760 Speaker 1: games produced by Naughty Dog, the last game that just 606 00:34:07,920 --> 00:34:10,960 Speaker 1: the two of them would work on independently, sort of 607 00:34:11,000 --> 00:34:15,840 Speaker 1: as a scrappy little company that could to take the 608 00:34:15,880 --> 00:34:18,680 Speaker 1: next step, they needed to put a team together and 609 00:34:18,719 --> 00:34:21,879 Speaker 1: expand beyond this two man operation. It was suddenly too 610 00:34:21,960 --> 00:34:24,560 Speaker 1: much work for just two people to do on any 611 00:34:24,880 --> 00:34:27,439 Speaker 1: you know, reasonable time frame. By the time you would 612 00:34:27,480 --> 00:34:30,759 Speaker 1: produce a game with just two people, the console you're 613 00:34:30,760 --> 00:34:33,960 Speaker 1: developing for would be out of date. So with Serny, 614 00:34:34,000 --> 00:34:37,480 Speaker 1: they set out to find a good team. At this point, 615 00:34:37,600 --> 00:34:41,399 Speaker 1: Ruben and Gavin were twenty four years old and they 616 00:34:41,440 --> 00:34:45,719 Speaker 1: had never hired anyone before. Their interview process was perhaps, 617 00:34:45,840 --> 00:34:49,520 Speaker 1: let's say, a little casual. One of the first employees 618 00:34:49,760 --> 00:34:52,000 Speaker 1: was a guy Andy Gavin had met in grad school 619 00:34:52,000 --> 00:34:54,919 Speaker 1: at M I. T. His name was Dave Baggett, and 620 00:34:55,040 --> 00:34:59,080 Speaker 1: he joined the programming team. Taylor Kurosaki was a universal 621 00:34:59,239 --> 00:35:01,920 Speaker 1: visual effects artist. He worked in an office a floor 622 00:35:02,160 --> 00:35:06,719 Speaker 1: below Naughty Dog, and he would visit Naughty Dogs offices frequently. 623 00:35:06,760 --> 00:35:09,400 Speaker 1: He was big into games and really interested in what 624 00:35:09,440 --> 00:35:12,080 Speaker 1: they had to do, and he also admired the computers 625 00:35:12,120 --> 00:35:14,880 Speaker 1: and software that Naughty Dog had at its access. And 626 00:35:14,960 --> 00:35:18,440 Speaker 1: they had some of the most cutting edge computers and 627 00:35:18,480 --> 00:35:22,960 Speaker 1: software available at the time, and he really wanted a 628 00:35:23,080 --> 00:35:25,480 Speaker 1: chance to work on that type of machinery and that 629 00:35:25,520 --> 00:35:27,200 Speaker 1: type of software. It was the sort of stuff that 630 00:35:27,239 --> 00:35:30,240 Speaker 1: was used in ground bake breaking visual effects for movies 631 00:35:30,280 --> 00:35:33,400 Speaker 1: like Jurassic Park. So eventually Jason Rubin just said, hey, 632 00:35:33,400 --> 00:35:34,920 Speaker 1: why don't you just come over here and work for us, 633 00:35:34,960 --> 00:35:36,480 Speaker 1: and then you can use these machines all the time. 634 00:35:36,560 --> 00:35:41,000 Speaker 1: He said, okay. They also approached an artist named Bob Rothe, 635 00:35:41,520 --> 00:35:44,680 Speaker 1: who was being courted by Sega at the time. Rothe 636 00:35:44,840 --> 00:35:48,920 Speaker 1: was actually looking at several potential job opportunities, but he 637 00:35:48,960 --> 00:35:51,760 Speaker 1: said that Ruben and Gavin had such a bootstrap approach 638 00:35:51,760 --> 00:35:54,160 Speaker 1: and a good attitude that he chose to join Naughty 639 00:35:54,239 --> 00:35:56,800 Speaker 1: Dog rather than what could have been a more lucrative 640 00:35:56,840 --> 00:35:59,839 Speaker 1: starting position at a different company. They also went on 641 00:36:00,000 --> 00:36:05,160 Speaker 1: who contract higher two animators, Charles Simbillis and Joe Pearson. 642 00:36:05,480 --> 00:36:09,160 Speaker 1: They had worked on major cartoons like an American Tale, 643 00:36:09,200 --> 00:36:12,319 Speaker 1: you know, the five Old movies. The artists and programmers 644 00:36:12,400 --> 00:36:14,640 Speaker 1: got to work. They started to figure out what the 645 00:36:14,680 --> 00:36:17,680 Speaker 1: game would be and who the protagonist should be. Ruben 646 00:36:17,719 --> 00:36:19,920 Speaker 1: and Gavin had already worked out a lot of those 647 00:36:19,960 --> 00:36:22,600 Speaker 1: story elements, including thoughts on the setting and the villain, 648 00:36:22,960 --> 00:36:25,400 Speaker 1: but they still had not yet nailed down what the 649 00:36:25,440 --> 00:36:29,040 Speaker 1: hero was going to be. Around the same time, Naughty 650 00:36:29,080 --> 00:36:32,120 Speaker 1: Dog was looking to see which console they'd ultimately developed 651 00:36:32,120 --> 00:36:35,880 Speaker 1: the game for. The three d O despite Trip Hawkins 652 00:36:35,880 --> 00:36:39,120 Speaker 1: work was not taking off. It just wasn't doing well 653 00:36:39,160 --> 00:36:41,319 Speaker 1: in the market place. It might have been a little 654 00:36:41,320 --> 00:36:43,840 Speaker 1: bit ahead of its time. The best known variant of 655 00:36:43,880 --> 00:36:46,319 Speaker 1: the three d O was made by Panasonic, but in 656 00:36:46,360 --> 00:36:48,640 Speaker 1: fact the console was a platform that could be licensed 657 00:36:48,640 --> 00:36:52,200 Speaker 1: out to different manufacturing companies, so there were competing versions 658 00:36:52,400 --> 00:36:54,480 Speaker 1: of the three d O on the market. You could 659 00:36:54,480 --> 00:36:56,560 Speaker 1: get a Panasonic three d OH, but there were other 660 00:36:56,600 --> 00:37:00,200 Speaker 1: companies that were also making licensed three d O consoles, 661 00:37:00,239 --> 00:37:04,840 Speaker 1: and that maybe confused the marketplace a little bit. It 662 00:37:04,920 --> 00:37:09,000 Speaker 1: was also an expensive system, and while it predated the PlayStation, 663 00:37:09,120 --> 00:37:11,600 Speaker 1: it couldn't gain enough traction in the market to be 664 00:37:11,640 --> 00:37:14,600 Speaker 1: a real contender, despite the fact that clearly was more 665 00:37:14,640 --> 00:37:17,640 Speaker 1: powerful than other consoles that were out at the same time. 666 00:37:17,840 --> 00:37:20,239 Speaker 1: A little bit later, in nineteen ninety six, the three 667 00:37:20,320 --> 00:37:24,440 Speaker 1: d O would go dark for good, but in Sony 668 00:37:24,680 --> 00:37:26,600 Speaker 1: was gearing up to become a new leader in the 669 00:37:26,640 --> 00:37:30,560 Speaker 1: industry and rest control away from Nintendo and to a 670 00:37:30,640 --> 00:37:34,200 Speaker 1: lesser degree, from Sega. Naughty Dog in Universal turned their 671 00:37:34,239 --> 00:37:37,799 Speaker 1: attention to this newly emerging console, which would be known 672 00:37:37,840 --> 00:37:41,480 Speaker 1: as the PlayStation, and Naughty Dog employees got an early 673 00:37:41,560 --> 00:37:44,799 Speaker 1: look at the console at E three and nine, so 674 00:37:44,840 --> 00:37:47,400 Speaker 1: they knew which console was going to be home to 675 00:37:47,440 --> 00:37:49,759 Speaker 1: their game. Although originally they were hoping to make it 676 00:37:49,800 --> 00:37:53,360 Speaker 1: a multi platform game and sell it across multiple platforms 677 00:37:53,400 --> 00:37:56,680 Speaker 1: like consoles and computers, they were eventually convinced to go 678 00:37:57,000 --> 00:38:00,400 Speaker 1: PlayStation exclusive in exchange for a really good deal with Sony. 679 00:38:00,640 --> 00:38:03,920 Speaker 1: Ruben and Gavin were determined that whatever character they made 680 00:38:04,320 --> 00:38:07,919 Speaker 1: would be so compelling that Sony would start to think 681 00:38:07,960 --> 00:38:11,320 Speaker 1: of it as a mascot for the PlayStation because Nintendo 682 00:38:11,400 --> 00:38:16,560 Speaker 1: had Mario, Sega had Sonic, but without a mascot, the 683 00:38:16,600 --> 00:38:20,520 Speaker 1: PlayStation was bound to launch without an iconic character. So 684 00:38:20,640 --> 00:38:25,600 Speaker 1: they knew they needed a hero. They needed Willie the Wombat. 685 00:38:26,000 --> 00:38:28,080 Speaker 1: Are you folks out there who know your video games 686 00:38:28,080 --> 00:38:30,319 Speaker 1: are probably thinking of making a joke, But no, The 687 00:38:30,360 --> 00:38:34,919 Speaker 1: original character that would have inhabited this transformational Naughty Dog 688 00:38:34,960 --> 00:38:38,759 Speaker 1: game was called Willie, and he was a wombat. The 689 00:38:38,800 --> 00:38:41,600 Speaker 1: designers have been flipping through a book about native species 690 00:38:41,640 --> 00:38:46,880 Speaker 1: of Tasmania, and they had Tasmanian tigers, Tasmanian wolves, Tasmanian 691 00:38:47,160 --> 00:38:52,200 Speaker 1: all sorts of things, including bandicoots and wombats. Joe Pearson 692 00:38:52,239 --> 00:38:54,960 Speaker 1: created the initial design of Willie, who looked kind of 693 00:38:54,960 --> 00:38:58,759 Speaker 1: like a weasel wearing a bandit mask. Pearson described the 694 00:38:58,800 --> 00:39:02,359 Speaker 1: character as zoro like. The model wasn't that different from 695 00:39:02,360 --> 00:39:06,040 Speaker 1: what the ultimate character who spoiler alert is crash Bandicoot 696 00:39:06,280 --> 00:39:09,120 Speaker 1: would look like, but with a ninja mask on rather 697 00:39:09,160 --> 00:39:13,680 Speaker 1: than an uncovered head. Charles Zimbella's took that lanky design 698 00:39:13,760 --> 00:39:15,680 Speaker 1: that Pearson and created and gave him sort of a 699 00:39:15,760 --> 00:39:20,160 Speaker 1: hunched over, somewhat manic approach, animating him in a way 700 00:39:20,280 --> 00:39:23,880 Speaker 1: that made him look a little crazy. The combination created 701 00:39:23,920 --> 00:39:26,960 Speaker 1: an unusual effect that hadn't really been done in video games. 702 00:39:27,080 --> 00:39:30,279 Speaker 1: It felt right and a little weird. But something else 703 00:39:30,320 --> 00:39:32,920 Speaker 1: that the team felt was weird was the name, or 704 00:39:33,000 --> 00:39:36,480 Speaker 1: rather they felt it wasn't weird or memorable enough. Now 705 00:39:36,480 --> 00:39:39,719 Speaker 1: there's some memory based confusion over who came up with 706 00:39:39,800 --> 00:39:42,560 Speaker 1: the whole thing, but Karasaki said later that he was 707 00:39:42,600 --> 00:39:45,640 Speaker 1: pretty sure that he and Dave Baggett came up with 708 00:39:45,680 --> 00:39:48,120 Speaker 1: the name Crash, So there may have even been a 709 00:39:48,120 --> 00:39:50,960 Speaker 1: brief moment where the character would have been Crash Wombat. 710 00:39:51,680 --> 00:39:54,520 Speaker 1: That obviously didn't stick, and so they ultimately decided to 711 00:39:54,600 --> 00:39:57,480 Speaker 1: change the character species as well as his name, and 712 00:39:57,520 --> 00:40:00,680 Speaker 1: that's when we got Crash Bandicoot. Now, I've got a 713 00:40:00,680 --> 00:40:02,960 Speaker 1: lot more to say about the development of Crash Bandicoot, 714 00:40:02,960 --> 00:40:05,120 Speaker 1: but before I go on, let's take another quick break 715 00:40:05,520 --> 00:40:15,960 Speaker 1: and thank our sponsor. Well. Pearson and Zimbellis were important 716 00:40:15,960 --> 00:40:18,640 Speaker 1: in the creation of the world and the characters for 717 00:40:18,960 --> 00:40:21,960 Speaker 1: Crash Bandicoot. They were worked for higher employees. They were 718 00:40:22,000 --> 00:40:25,279 Speaker 1: not official members of the Naughty Dog team. They also 719 00:40:25,320 --> 00:40:28,920 Speaker 1: would later lament their deal that they made, stating that 720 00:40:28,960 --> 00:40:31,120 Speaker 1: they agreed to do the work for far less money 721 00:40:31,120 --> 00:40:33,759 Speaker 1: than what it was worth. But they also say that's 722 00:40:33,800 --> 00:40:37,200 Speaker 1: on us. We agreed to the terms, but we should 723 00:40:37,239 --> 00:40:40,200 Speaker 1: have really tried to negotiate for a better deal. After 724 00:40:40,239 --> 00:40:42,799 Speaker 1: this early development of character design, Naughty Dog braun a 725 00:40:42,800 --> 00:40:45,799 Speaker 1: few more employees to join their team. They included a 726 00:40:45,840 --> 00:40:50,400 Speaker 1: sound engineer named Dan call Morgan. He left a steady 727 00:40:50,440 --> 00:40:52,560 Speaker 1: gig at a company called Laser Graphics in order to 728 00:40:52,640 --> 00:40:56,320 Speaker 1: join the Naughty Dog team. They also hired Charlotte Francis, 729 00:40:56,360 --> 00:40:59,080 Speaker 1: who came from the movie industry. She joined the team 730 00:40:59,120 --> 00:41:01,840 Speaker 1: as the seventh member of Naughty Dog and the first 731 00:41:02,000 --> 00:41:05,960 Speaker 1: woman employee of the company. She became a texture artist 732 00:41:06,160 --> 00:41:09,400 Speaker 1: for the game, and that it didn't stop there. They 733 00:41:09,719 --> 00:41:13,200 Speaker 1: actually added one more person, a guy named Justin Monast 734 00:41:13,600 --> 00:41:17,040 Speaker 1: who had applied to work at Universal Interactive as an 735 00:41:17,040 --> 00:41:20,720 Speaker 1: associate producer for Mark Sarney, the executive producer that worked 736 00:41:20,719 --> 00:41:24,040 Speaker 1: with Naughty Dog. He did not land that gig, but 737 00:41:24,239 --> 00:41:26,399 Speaker 1: while he was applying, he found out that Naughty Dog 738 00:41:26,440 --> 00:41:29,680 Speaker 1: was seeking an I T professional to join their team, 739 00:41:29,760 --> 00:41:31,960 Speaker 1: and he decided to apply for that and he was 740 00:41:32,040 --> 00:41:36,919 Speaker 1: hired on. Meanwhile, they also had to line up Sony 741 00:41:36,960 --> 00:41:41,520 Speaker 1: as their customer to get this exclusive relationship going, so 742 00:41:41,600 --> 00:41:44,080 Speaker 1: they put together a demo reel of the work they 743 00:41:44,080 --> 00:41:46,719 Speaker 1: had done on the game so far to make a 744 00:41:46,800 --> 00:41:50,239 Speaker 1: real kind of sizzle reel for Sony executives. Karasaki was 745 00:41:50,239 --> 00:41:52,719 Speaker 1: actually able to secure some of the editing bays a 746 00:41:52,840 --> 00:41:56,399 Speaker 1: Universal's lot to make it look really slick, so this 747 00:41:56,480 --> 00:42:00,080 Speaker 1: was a a full fledged production here. They got the 748 00:42:00,120 --> 00:42:03,719 Speaker 1: tape to Sony executives, who immediately saw the appeal of 749 00:42:03,760 --> 00:42:06,680 Speaker 1: this style of game, and E three was coming up, 750 00:42:06,680 --> 00:42:09,360 Speaker 1: and Sony needed a character that could be an iconic 751 00:42:09,440 --> 00:42:13,239 Speaker 1: representation of the brand, and that's how Crash Banditoo Bandicoot 752 00:42:13,320 --> 00:42:17,600 Speaker 1: became the unofficial mascot for the PlayStation. Sony would end 753 00:42:17,640 --> 00:42:19,839 Speaker 1: up doing a big pr campaign in which a person 754 00:42:19,880 --> 00:42:23,400 Speaker 1: would actually dress up as Crash Bandicoot. Really more like 755 00:42:23,600 --> 00:42:26,800 Speaker 1: a person inside a Crash Bandicoot mascot outfit, because you 756 00:42:26,840 --> 00:42:30,240 Speaker 1: could see the guy's face inside Crash, his mouth and everything. 757 00:42:30,400 --> 00:42:34,600 Speaker 1: He would stand outside of places like Nintendo US headquarters 758 00:42:34,640 --> 00:42:36,520 Speaker 1: and he would hold a bullhorn and he would heckle 759 00:42:36,640 --> 00:42:40,799 Speaker 1: the company. Sony was leveraging this irreverent attitude of the 760 00:42:40,880 --> 00:42:44,840 Speaker 1: character to create buzz for the Sony PlayStation. So Crash 761 00:42:44,920 --> 00:42:48,640 Speaker 1: was a video game character with attitude, not some cartoonish 762 00:42:48,640 --> 00:42:51,440 Speaker 1: figure for little kids. And I'm saying that in a 763 00:42:51,480 --> 00:42:53,160 Speaker 1: little bit of a tongue in cheek way. Kind of 764 00:42:53,200 --> 00:42:57,520 Speaker 1: reminds me of a Pucci from The Simpsons. He's a 765 00:42:57,640 --> 00:43:02,040 Speaker 1: dog with attitude. Well, Crash Bandicoot had an interesting approach 766 00:43:02,080 --> 00:43:05,960 Speaker 1: to game level design and had a limited three D implementation. 767 00:43:06,440 --> 00:43:09,000 Speaker 1: It was on rails, which meant the segments where he 768 00:43:09,040 --> 00:43:11,960 Speaker 1: controlled Crash where he was either running away from you 769 00:43:12,200 --> 00:43:15,480 Speaker 1: or running toward you. Were set. You could not just 770 00:43:15,640 --> 00:43:18,680 Speaker 1: run freely. You had to either run forward toward the 771 00:43:18,719 --> 00:43:21,680 Speaker 1: camera or away from the camera. You could not wander 772 00:43:21,719 --> 00:43:25,279 Speaker 1: out into a fully three dimensional world. Now you contrast 773 00:43:25,360 --> 00:43:28,280 Speaker 1: that was something like Super Mario sixty four, which debuted 774 00:43:28,280 --> 00:43:31,399 Speaker 1: at the same E three that Crash Bandicoot first made 775 00:43:31,400 --> 00:43:33,919 Speaker 1: his public appearance, and you see that there's a big 776 00:43:33,960 --> 00:43:37,120 Speaker 1: difference there. In Mario sixty four, you can control your 777 00:43:37,200 --> 00:43:40,560 Speaker 1: character and run freely through all the environments, but this 778 00:43:40,640 --> 00:43:43,920 Speaker 1: creates a very different type of game experience. So Naughty 779 00:43:43,960 --> 00:43:48,040 Speaker 1: Dog had this real philosophical debate early on in the process. 780 00:43:48,120 --> 00:43:50,600 Speaker 1: They were concerned that if they did not keep the 781 00:43:50,640 --> 00:43:53,279 Speaker 1: game on rails, the amount of work they would need 782 00:43:53,320 --> 00:43:55,960 Speaker 1: to complete the game would be too much for the 783 00:43:56,000 --> 00:43:58,600 Speaker 1: small team that they had in place, and they wouldn't 784 00:43:58,600 --> 00:44:01,239 Speaker 1: be able to deliver a good aiming experience, so it 785 00:44:01,239 --> 00:44:04,480 Speaker 1: would be a failure on all accounts. So they chose 786 00:44:04,880 --> 00:44:07,600 Speaker 1: to put some restrictions in place to help guide not 787 00:44:07,719 --> 00:44:10,080 Speaker 1: only the player through the course of the game, but 788 00:44:10,160 --> 00:44:14,280 Speaker 1: the actual process of game development itself. The team learned 789 00:44:14,320 --> 00:44:16,919 Speaker 1: a lot from this experience. They had to do much 790 00:44:16,920 --> 00:44:20,160 Speaker 1: of their work as pioneers, and that included level design. 791 00:44:20,440 --> 00:44:22,920 Speaker 1: Kurasaki would later say one of his biggest regrets was 792 00:44:22,960 --> 00:44:25,239 Speaker 1: how difficult the game turned out to be. He said 793 00:44:25,239 --> 00:44:27,680 Speaker 1: that he made the levels way too hard in that 794 00:44:27,760 --> 00:44:31,120 Speaker 1: first Crash game, pushing the difficulty up further with every level. 795 00:44:31,440 --> 00:44:33,880 Speaker 1: He would amend that in the sequels to the game. 796 00:44:34,320 --> 00:44:37,400 Speaker 1: Another thing they learned was how to work within the 797 00:44:37,080 --> 00:44:40,200 Speaker 1: constrictions of the platform they were designing for. So the 798 00:44:40,200 --> 00:44:43,399 Speaker 1: PlayStation was capable of supporting a game containing about three 799 00:44:43,440 --> 00:44:47,080 Speaker 1: thousand polygons, individual little shapes out of which you would 800 00:44:47,080 --> 00:44:50,200 Speaker 1: create larger figures. So Crash was made up of about 801 00:44:50,280 --> 00:44:54,600 Speaker 1: five thirty two polygons. Everything on the screen was created 802 00:44:54,640 --> 00:44:57,440 Speaker 1: with polygons, so it became important to be as conservative 803 00:44:57,480 --> 00:45:02,080 Speaker 1: as possible. That's why they decided to create crates in Crash. 804 00:45:02,160 --> 00:45:04,640 Speaker 1: They needed to have some sort of interactive element in 805 00:45:04,640 --> 00:45:09,200 Speaker 1: the environment to make the game more fun. They found 806 00:45:09,200 --> 00:45:12,520 Speaker 1: that the game without the crates just wasn't quite having 807 00:45:12,520 --> 00:45:14,160 Speaker 1: the impact they wanted, so they had to come up 808 00:45:14,200 --> 00:45:17,240 Speaker 1: with something. Well, that's one of the simplest polygonal shapes 809 00:45:17,280 --> 00:45:19,640 Speaker 1: you can make. It's also why many of the creatures 810 00:45:19,640 --> 00:45:23,560 Speaker 1: in the original game are relatively simple or primitive in design. Now, 811 00:45:23,600 --> 00:45:26,760 Speaker 1: much of the development went relatively quickly. Andy Gavin described 812 00:45:26,800 --> 00:45:30,040 Speaker 1: the process of implementing those crates in the game as 813 00:45:30,080 --> 00:45:33,920 Speaker 1: being particularly fun and easy, with most of the functionality 814 00:45:34,000 --> 00:45:37,080 Speaker 1: created with just one or two days of work, which 815 00:45:37,120 --> 00:45:40,320 Speaker 1: is phenomenal to think about how something so central to 816 00:45:40,400 --> 00:45:44,040 Speaker 1: the gameplay of the whole title series just came about 817 00:45:44,120 --> 00:45:47,560 Speaker 1: in forty eight hours. The crates created a new aspect 818 00:45:47,600 --> 00:45:50,960 Speaker 1: of the game, allowing them to create puzzles within levels, 819 00:45:51,400 --> 00:45:54,120 Speaker 1: So according to Dave Baggett, it was this development that 820 00:45:54,160 --> 00:45:57,240 Speaker 1: turned the game from functional three D platform or into 821 00:45:57,239 --> 00:46:00,600 Speaker 1: something that was legitimately fun to play. One challenge they 822 00:46:00,640 --> 00:46:04,920 Speaker 1: overcame presented itself with a secondary problem they did not anticipate. 823 00:46:05,440 --> 00:46:08,120 Speaker 1: So the PlayStation had about two megs of RAM, but 824 00:46:08,160 --> 00:46:09,799 Speaker 1: Andy Gavin had to come up with a way to 825 00:46:09,840 --> 00:46:12,960 Speaker 1: make levels much larger than what that amount of memory 826 00:46:13,000 --> 00:46:15,560 Speaker 1: would allow, and the way he did it was he 827 00:46:15,560 --> 00:46:19,000 Speaker 1: would have the console reference the c D more frequently. 828 00:46:19,640 --> 00:46:23,280 Speaker 1: Usually a PlayStation would just load whatever information was needed 829 00:46:23,280 --> 00:46:25,840 Speaker 1: for a level before referencing the c D again, so 830 00:46:25,840 --> 00:46:27,880 Speaker 1: it would spin up the c D, pull the data 831 00:46:28,239 --> 00:46:30,480 Speaker 1: and then stop and just allow the player to play 832 00:46:30,480 --> 00:46:32,960 Speaker 1: the game till the CD needed to spin up again. 833 00:46:33,480 --> 00:46:35,920 Speaker 1: That meant all the levels had to be relatively small 834 00:46:36,120 --> 00:46:39,320 Speaker 1: or not take up too much memory. Gavin had created 835 00:46:39,320 --> 00:46:42,680 Speaker 1: a system in which the console would frequently reference the 836 00:46:42,719 --> 00:46:45,279 Speaker 1: c D, reading it so that it could load in 837 00:46:45,320 --> 00:46:48,959 Speaker 1: the images for the levels throughout gameplay, over and over. 838 00:46:49,040 --> 00:46:53,359 Speaker 1: But there in lines a problem. Kelly Flock, and executive 839 00:46:53,360 --> 00:46:56,600 Speaker 1: with Sony, pointed out that here's the issue. The PlayStation 840 00:46:56,719 --> 00:47:00,480 Speaker 1: was rated for four hundred thousand reads. That meant the 841 00:47:00,480 --> 00:47:03,200 Speaker 1: console was not intended to spin a c D so 842 00:47:03,320 --> 00:47:06,920 Speaker 1: many times over the course of one game. Mechanical parts 843 00:47:06,920 --> 00:47:09,760 Speaker 1: you see we'll wear out over time, and when designing 844 00:47:09,760 --> 00:47:13,000 Speaker 1: the console, Sony had determined that four hundred thousand reads 845 00:47:13,040 --> 00:47:16,480 Speaker 1: four hundred thousand times that this CD ROM would spin 846 00:47:16,560 --> 00:47:19,120 Speaker 1: a c D was a decent number to shoot for 847 00:47:19,320 --> 00:47:21,800 Speaker 1: before a system might fail from whear and tear. But 848 00:47:21,920 --> 00:47:25,000 Speaker 1: with Crash Bandicoot, the system would engage the CD drive 849 00:47:25,360 --> 00:47:29,080 Speaker 1: far more frequently throughout play, to the point that Andy 850 00:47:29,120 --> 00:47:32,680 Speaker 1: Gavin estimated the average gamer would hit four hundred thousand 851 00:47:32,760 --> 00:47:37,600 Speaker 1: reads within about three weeks and Sony was not crazy 852 00:47:37,640 --> 00:47:41,080 Speaker 1: about a game that could potentially break their console after 853 00:47:41,160 --> 00:47:44,680 Speaker 1: just three weeks of play, As the game neared completion, 854 00:47:45,120 --> 00:47:48,759 Speaker 1: Naughty Dog signed a contract with Josh Mansell and mark 855 00:47:48,840 --> 00:47:51,560 Speaker 1: Mother's Ball. Mother's Ball, by the way, was in one 856 00:47:51,600 --> 00:47:54,960 Speaker 1: of my favorite bands from the nineteen eighties. It's called Devo, 857 00:47:55,000 --> 00:47:56,719 Speaker 1: and if you're not familiar with them, you need to 858 00:47:56,719 --> 00:47:59,040 Speaker 1: listen to Are We Not Men? We Are Devo? That's 859 00:47:59,080 --> 00:48:01,239 Speaker 1: their first album. Anyway, they came on board to create 860 00:48:01,239 --> 00:48:04,920 Speaker 1: the video game's musical score, and voice actor Brendan O'Brien 861 00:48:05,040 --> 00:48:07,719 Speaker 1: came on board to become the voice for Crash Bandicoot, 862 00:48:07,719 --> 00:48:12,360 Speaker 1: as well as Dr Neo Cortex and a few other characters. Meanwhile, 863 00:48:12,640 --> 00:48:17,680 Speaker 1: they discovered, to their great success, that the estimates that 864 00:48:17,719 --> 00:48:20,520 Speaker 1: have been made on how many times the PlayStation could 865 00:48:20,760 --> 00:48:24,960 Speaker 1: reference the CD ROM was way on the conservative side. 866 00:48:25,040 --> 00:48:29,360 Speaker 1: So their game did stress the console beyond what Sony intended, 867 00:48:29,520 --> 00:48:31,680 Speaker 1: but there didn't seem to be any sort of outbreak 868 00:48:31,760 --> 00:48:35,160 Speaker 1: of console failures across the customer base. If there had been, 869 00:48:35,840 --> 00:48:37,799 Speaker 1: the story of Naughty Dog might have ended at this 870 00:48:37,880 --> 00:48:40,960 Speaker 1: first big game. Well. The team had been working long 871 00:48:41,000 --> 00:48:44,520 Speaker 1: hours to get the game finished fixing hundreds of bugs 872 00:48:44,920 --> 00:48:49,239 Speaker 1: day after day play testing the game extensively. According to interviews, 873 00:48:49,520 --> 00:48:53,359 Speaker 1: their average days would last sixteen to eighteen hours at 874 00:48:53,360 --> 00:48:57,239 Speaker 1: the office with no days off including holidays. So it 875 00:48:57,280 --> 00:48:59,920 Speaker 1: was a really tough, grueling schedule, but the small team 876 00:49:00,040 --> 00:49:02,880 Speaker 1: was determined to create a really good game. They launched 877 00:49:02,880 --> 00:49:07,480 Speaker 1: it on September nine, and it received positive reviews for 878 00:49:07,560 --> 00:49:10,640 Speaker 1: its graphics and level and character design. Some pointed out 879 00:49:10,680 --> 00:49:13,760 Speaker 1: that the difficulty was being a little bit of a barrier, 880 00:49:14,160 --> 00:49:17,200 Speaker 1: so kind of what others had already said about the 881 00:49:17,280 --> 00:49:19,239 Speaker 1: level design. It would go on to become one of 882 00:49:19,280 --> 00:49:21,600 Speaker 1: the best selling PlayStation titles of all time, with more 883 00:49:21,680 --> 00:49:24,680 Speaker 1: than six and a half million units sold. It spent 884 00:49:25,040 --> 00:49:28,080 Speaker 1: a couple of years on the Top twenty games chart 885 00:49:28,640 --> 00:49:33,000 Speaker 1: for PlayStation games before it finally dropped off in Crash 886 00:49:33,040 --> 00:49:35,960 Speaker 1: Bandicoot spun off two direct sequels as well as a 887 00:49:36,080 --> 00:49:39,520 Speaker 1: racing game. The development grew with every single game, and 888 00:49:39,600 --> 00:49:42,440 Speaker 1: they would add on more and more employees over at 889 00:49:42,520 --> 00:49:45,879 Speaker 1: Naughty Dog every single year. I'll talk a little bit 890 00:49:45,880 --> 00:49:49,040 Speaker 1: more about that in Part two of this series, as 891 00:49:49,040 --> 00:49:53,759 Speaker 1: well as how Naughty Dog ventured into uncharted territory and 892 00:49:53,800 --> 00:49:56,880 Speaker 1: how the company dealt with a massive shakedown as the 893 00:49:56,920 --> 00:50:01,480 Speaker 1: two founders stepped down while sell the company off to Sony. 894 00:50:02,200 --> 00:50:04,200 Speaker 1: All of that and more will be covered in Part two, 895 00:50:04,600 --> 00:50:07,760 Speaker 1: so be sure to check that out when it goes live. Meanwhile, 896 00:50:07,800 --> 00:50:10,480 Speaker 1: if you guys have suggestions for future episodes of tech Stuff, 897 00:50:10,520 --> 00:50:12,279 Speaker 1: I welcome you to get in contact with me and 898 00:50:12,360 --> 00:50:14,560 Speaker 1: let me know what those suggestions are. You can send 899 00:50:14,560 --> 00:50:16,880 Speaker 1: me an email the addresses tech stuff at how stuff 900 00:50:16,880 --> 00:50:19,040 Speaker 1: works dot com, or drop me a line on Facebook 901 00:50:19,080 --> 00:50:21,080 Speaker 1: or Twitter. The handle for both of those is tech 902 00:50:21,120 --> 00:50:24,279 Speaker 1: stuff hs W. Remember we're also on Instagram. Go check 903 00:50:24,320 --> 00:50:27,839 Speaker 1: out our Instagram account and don't forget you can come 904 00:50:27,880 --> 00:50:30,879 Speaker 1: and watch me record these shows live at twitch dot 905 00:50:30,920 --> 00:50:34,280 Speaker 1: tv slash tech Stuff. I record on Wednesdays and Fridays. 906 00:50:34,360 --> 00:50:36,399 Speaker 1: The schedule is up there, so go check it out 907 00:50:36,440 --> 00:50:38,520 Speaker 1: and join the chat room. I'm happy to see you. 908 00:50:39,160 --> 00:50:47,319 Speaker 1: I'll talk to you again really soon for more on 909 00:50:47,360 --> 00:50:49,800 Speaker 1: this and thousands of other topics. Because it has staff 910 00:50:49,840 --> 00:51:00,280 Speaker 1: works dot com