1 00:00:01,000 --> 00:00:03,640 Speaker 1: In nineteen eighty two, thirteen year old Bert war Doll 2 00:00:03,800 --> 00:00:06,880 Speaker 1: is looking through an Atari catalog. At the time, Atari 3 00:00:07,040 --> 00:00:10,160 Speaker 1: was the cutting edge in video games, promising an arcade 4 00:00:10,200 --> 00:00:12,479 Speaker 1: experience in your shag carpeted living room. 5 00:00:13,000 --> 00:00:16,400 Speaker 2: The Atari video computer system is twenty contridges with thirteen 6 00:00:16,480 --> 00:00:17,520 Speaker 2: hundred game variations. 7 00:00:17,600 --> 00:00:19,200 Speaker 3: You play on your own TV sect. 8 00:00:20,040 --> 00:00:24,400 Speaker 1: Bert sees something intriguing. It's an ad for Earthworld, the 9 00:00:24,400 --> 00:00:28,520 Speaker 1: first title in Atari's sword Quest series of games. Epic 10 00:00:28,600 --> 00:00:32,320 Speaker 1: and ambitious. Sword Quest promises one hundred and fifty thousand 11 00:00:32,360 --> 00:00:36,519 Speaker 1: dollars in prizes split up among five finalists, with the 12 00:00:36,560 --> 00:00:39,760 Speaker 1: Sword of Ultimate Sorcery going to the grand prize winner. 13 00:00:40,640 --> 00:00:43,200 Speaker 1: Usually the prize for winning a game was getting yelled 14 00:00:43,200 --> 00:00:45,120 Speaker 1: at by your parents for staying at the arcade for 15 00:00:45,159 --> 00:00:45,680 Speaker 1: too long. 16 00:00:46,880 --> 00:00:49,479 Speaker 4: I remember there was a photo like a game image. 17 00:00:49,560 --> 00:00:52,159 Speaker 4: The sword Quest Earthroll game is about the zodiac signs. 18 00:00:52,600 --> 00:00:55,640 Speaker 4: In this particular picture of the screen grab was the 19 00:00:55,720 --> 00:00:59,400 Speaker 4: Leo sign. It is like a colorful waterfall that you 20 00:00:59,440 --> 00:01:01,640 Speaker 4: have to kind of run through. That was my first 21 00:01:01,680 --> 00:01:04,680 Speaker 4: image of seeing sword Quests from that and as I recall, 22 00:01:04,720 --> 00:01:07,200 Speaker 4: they did say, you know there was a contest, you know, 23 00:01:07,319 --> 00:01:09,759 Speaker 4: win one hundred and fifty dollars dollars, you know, something 24 00:01:09,840 --> 00:01:12,560 Speaker 4: like that, And they didn't give a ton of details 25 00:01:12,560 --> 00:01:15,679 Speaker 4: about it. But it was exciting, of. 26 00:01:15,680 --> 00:01:18,640 Speaker 1: Course it was exciting. It was the most exciting thing 27 00:01:18,680 --> 00:01:22,000 Speaker 1: a thirteen year old could possibly hear. Real prizes for 28 00:01:22,080 --> 00:01:24,839 Speaker 1: playing a video game. Weren't games supposed to be brain 29 00:01:24,959 --> 00:01:28,679 Speaker 1: rotting wastes of time. The problem was that video games 30 00:01:28,720 --> 00:01:31,800 Speaker 1: didn't have drop dates yet. He knew it was supposed 31 00:01:31,840 --> 00:01:34,480 Speaker 1: to come out in October, but he didn't know the day. 32 00:01:35,080 --> 00:01:37,039 Speaker 1: So Burt has to try to find the game the 33 00:01:37,120 --> 00:01:41,600 Speaker 1: old fashioned way by calling every store within driving distance. 34 00:01:44,440 --> 00:01:49,240 Speaker 5: Hello, kmart, Hey, do you have an Earth World? 35 00:01:49,560 --> 00:01:51,400 Speaker 6: Do we have what Earth World? 36 00:01:51,840 --> 00:01:52,040 Speaker 5: From? 37 00:01:52,080 --> 00:01:52,600 Speaker 7: Atari? 38 00:01:53,160 --> 00:01:54,160 Speaker 5: Earthworm? 39 00:01:54,400 --> 00:01:55,040 Speaker 6: Earth World? 40 00:01:55,560 --> 00:01:56,880 Speaker 5: Let me put you through to long care. 41 00:01:57,760 --> 00:02:02,520 Speaker 1: Bert calls every store he can think of, and then finally. 42 00:02:02,760 --> 00:02:05,480 Speaker 4: JC Penny was the biggest store in our area that 43 00:02:05,840 --> 00:02:08,359 Speaker 4: carried Atari games, at least the closest to my house. 44 00:02:08,880 --> 00:02:11,040 Speaker 4: And I do remember calling them and asking them and 45 00:02:11,080 --> 00:02:13,000 Speaker 4: they said they were going to be carrying it, so 46 00:02:13,560 --> 00:02:15,600 Speaker 4: I knew when to go and it would be there. 47 00:02:16,440 --> 00:02:21,120 Speaker 1: This was Bert's big Christmas story moment, except it's October 48 00:02:21,520 --> 00:02:23,360 Speaker 1: and he has to pay for it. With his own allowance, 49 00:02:23,440 --> 00:02:27,320 Speaker 1: but still he convinces his parents to drive him to J. C. Penny. 50 00:02:29,480 --> 00:02:34,040 Speaker 1: He leaps out of the car and runs toward the entrance. Inside, 51 00:02:34,240 --> 00:02:37,120 Speaker 1: past the clothing and the jewelry and the small appliances, 52 00:02:37,480 --> 00:02:41,800 Speaker 1: is the stores, video game department, a tiny glass encased 53 00:02:41,800 --> 00:02:44,680 Speaker 1: oasis of excitement, and a store full of socks. 54 00:02:45,200 --> 00:02:48,120 Speaker 4: There was a big kiosk that had electronics. There was 55 00:02:48,120 --> 00:02:51,240 Speaker 4: electronic stuff surrounding the kiosk too, but it was in 56 00:02:51,240 --> 00:02:53,920 Speaker 4: the kiosk where the games where they were behind the counter, 57 00:02:54,400 --> 00:02:56,200 Speaker 4: but it was a glass count so you could see 58 00:02:56,200 --> 00:02:57,959 Speaker 4: the games lined up in there. 59 00:02:58,400 --> 00:03:03,360 Speaker 1: Bert scans the shelves, past Asteroids, past Night Driver, past 60 00:03:03,520 --> 00:03:08,440 Speaker 1: Breakout until he sees it Earthworld. The cover has a 61 00:03:08,520 --> 00:03:11,920 Speaker 1: muscular man and woman wielding swords, a hovering head with 62 00:03:11,960 --> 00:03:15,400 Speaker 1: an eye patch, and a minotaur. It was very van 63 00:03:15,560 --> 00:03:18,360 Speaker 1: mural Rock and Roll, an image to the conjured up 64 00:03:18,480 --> 00:03:21,919 Speaker 1: Everything and adventure game should be. Bert fishes the money 65 00:03:21,919 --> 00:03:24,880 Speaker 1: out of his pocket, grabs the game, and dashes back 66 00:03:24,880 --> 00:03:27,640 Speaker 1: out to the car. On the drive home, he tears 67 00:03:27,680 --> 00:03:29,840 Speaker 1: into the plastic wrap, scanning the manual. 68 00:03:30,480 --> 00:03:33,080 Speaker 4: It seemed to take forever to drive home because I 69 00:03:33,120 --> 00:03:35,160 Speaker 4: was so excited to play a new game. But I 70 00:03:35,240 --> 00:03:37,640 Speaker 4: had that time to look at everything I could look 71 00:03:37,680 --> 00:03:40,240 Speaker 4: at the catalog, I could read the instructions. That's what 72 00:03:40,280 --> 00:03:43,800 Speaker 4: I did. I spent that time looking at everything I could. 73 00:03:43,880 --> 00:03:46,320 Speaker 4: And this game was also different because it came with 74 00:03:46,400 --> 00:03:48,880 Speaker 4: a comic book, which was unusual. 75 00:03:49,240 --> 00:03:53,160 Speaker 1: Yeah, a comic book, which would become important later. At home, 76 00:03:53,360 --> 00:03:56,200 Speaker 1: he pushes the cartridge into his Atari twenty six hundred, 77 00:03:56,720 --> 00:03:58,920 Speaker 1: a shimmering sword appears on screen. 78 00:04:01,560 --> 00:04:03,720 Speaker 4: Well, I was definitely super excited by this time. The 79 00:04:04,000 --> 00:04:07,040 Speaker 4: Atari had been moved to my bedroom. Unfortunately, I had 80 00:04:07,040 --> 00:04:09,040 Speaker 4: a black and white TV at the time, not color, 81 00:04:09,120 --> 00:04:11,200 Speaker 4: so I couldn't see it. But when you plug the 82 00:04:11,240 --> 00:04:14,480 Speaker 4: game in for the first time, there's this magical, colorful 83 00:04:14,560 --> 00:04:16,680 Speaker 4: sword that comes on the screen, which and color looks 84 00:04:16,680 --> 00:04:19,400 Speaker 4: pretty impressive, even for Atari twenty six hundred. And then 85 00:04:19,560 --> 00:04:21,600 Speaker 4: you press the button to get started, and there you are. 86 00:04:24,080 --> 00:04:27,479 Speaker 1: Bert became immersed in a world of sorcery and magic, 87 00:04:27,760 --> 00:04:31,280 Speaker 1: wizards and demons, and if he could navigate it successfully. 88 00:04:31,480 --> 00:04:34,839 Speaker 1: There was a prize at the end for this first game. 89 00:04:34,920 --> 00:04:38,240 Speaker 1: It was a talisman, a solid gold pendant valued at 90 00:04:38,279 --> 00:04:41,880 Speaker 1: twenty five thousand dollars or the equivalent of about eighty 91 00:04:41,960 --> 00:04:45,120 Speaker 1: thousand dollars today. That was more than a lot of 92 00:04:45,160 --> 00:04:48,679 Speaker 1: people made in an entire year. For the first time, 93 00:04:49,040 --> 00:04:51,520 Speaker 1: a home video game could pay off with a real, 94 00:04:51,920 --> 00:04:55,400 Speaker 1: tangible reward, a prize that held enough value to pay 95 00:04:55,400 --> 00:04:58,880 Speaker 1: for college or a new car. But what started as 96 00:04:58,880 --> 00:05:01,760 Speaker 1: a video game promotion would quickly become one of the 97 00:05:01,800 --> 00:05:05,599 Speaker 1: most controversial moments in eighties pop culture, with a lot 98 00:05:05,600 --> 00:05:09,880 Speaker 1: of broken promises, urban myths, payoffs, and a central mystery 99 00:05:10,040 --> 00:05:14,440 Speaker 1: that's consumed fans for decades, a mystery that involves real, 100 00:05:14,920 --> 00:05:19,599 Speaker 1: not imagined lost treasure. Atari promised tens of thousands of 101 00:05:19,600 --> 00:05:22,719 Speaker 1: players the chance to have a massive sword to be 102 00:05:22,839 --> 00:05:29,160 Speaker 1: crowned the king of video games. That wasn't exactly what happened. Bert, 103 00:05:29,360 --> 00:05:33,559 Speaker 1: of course, didn't know any of this, not yet. Right now, 104 00:05:33,680 --> 00:05:39,120 Speaker 1: there's no conspiracy theories, no accusations, no crestfallen kids. He 105 00:05:39,200 --> 00:05:42,680 Speaker 1: wraps his hand around the joystick, keeps his thumb hovering 106 00:05:42,800 --> 00:05:47,200 Speaker 1: over the red button, and hits start. The sword Quest 107 00:05:47,240 --> 00:05:50,760 Speaker 1: competition is about to begin, and video games will never 108 00:05:50,839 --> 00:05:56,000 Speaker 1: be the same. For iHeartRadio, this is the legend of 109 00:05:56,080 --> 00:05:59,120 Speaker 1: sword Quest. I'm your host, Jamie Loftus and this is 110 00:05:59,160 --> 00:06:08,560 Speaker 1: episode one, The Sword and the Stoned. In nineteen eighty two, 111 00:06:08,960 --> 00:06:12,719 Speaker 1: Et was the film everyone wanted to see. Spider Man 112 00:06:12,760 --> 00:06:16,080 Speaker 1: was one of the most popular comic book characters. Journey 113 00:06:16,240 --> 00:06:19,000 Speaker 1: was a big concert act. All three of these things 114 00:06:19,000 --> 00:06:22,599 Speaker 1: had something in common. They were also available as games. 115 00:06:22,640 --> 00:06:26,159 Speaker 1: You could play on the Atari video computer system. Yes, 116 00:06:26,360 --> 00:06:29,279 Speaker 1: you could play as a member of Journey, although the 117 00:06:29,400 --> 00:06:31,919 Speaker 1: very limited sound chips of the time didn't really do 118 00:06:32,000 --> 00:06:40,440 Speaker 1: their music justice. Atari wasn't just the biggest thing in gaming, 119 00:06:40,839 --> 00:06:44,520 Speaker 1: It really was the only thing in gaming. Sure they 120 00:06:44,560 --> 00:06:48,120 Speaker 1: were rival home game consoles, but none could approach Atari's 121 00:06:48,160 --> 00:06:53,280 Speaker 1: market dominance or its cultural cachet. Atari was like Kleenex. 122 00:06:53,920 --> 00:06:57,800 Speaker 1: People didn't play video games. They played Atari. Walk into 123 00:06:57,839 --> 00:07:00,240 Speaker 1: a McDonald and you could grab a special at Tari 124 00:07:00,320 --> 00:07:04,240 Speaker 1: scratch off ticket to win free games. When politicians advocated 125 00:07:04,240 --> 00:07:07,719 Speaker 1: for high tech business development to create jobs, the press 126 00:07:07,800 --> 00:07:12,320 Speaker 1: dubbed them Atari democrats. When Harrison Ford runs through the 127 00:07:12,440 --> 00:07:16,680 Speaker 1: rainy Neon Alleys in Ridley Scott's Blade Runner, audiences catch 128 00:07:16,760 --> 00:07:20,520 Speaker 1: a glimpse of a massive Atari logo, that three line 129 00:07:20,560 --> 00:07:24,520 Speaker 1: graphic that promised a trip into a world of unlimited imagination. 130 00:07:25,040 --> 00:07:28,640 Speaker 1: That film took place in twenty nineteen, meaning Atari was 131 00:07:28,680 --> 00:07:31,280 Speaker 1: set to rule the gaming realm for a long time 132 00:07:31,320 --> 00:07:35,920 Speaker 1: to come. The logo being in Scott's movie was no accident. 133 00:07:36,440 --> 00:07:40,000 Speaker 1: Blade Runner was released by Giant Movie Studio Warner Brothers, 134 00:07:40,440 --> 00:07:44,480 Speaker 1: and Warner Brothers was owned by Warner Communications, a massive 135 00:07:44,520 --> 00:07:49,600 Speaker 1: media conglomerate that also owned, among other things, Atari. But 136 00:07:49,640 --> 00:07:52,600 Speaker 1: Atari wasn't some up and coming division. In the first 137 00:07:52,680 --> 00:07:55,760 Speaker 1: nine months of nineteen eighty two, it was responsible for 138 00:07:55,880 --> 00:08:00,560 Speaker 1: nearly fifty percent of Warner's overall revenue, was making more 139 00:08:00,600 --> 00:08:03,680 Speaker 1: money than their films were, with cash registers ringing up 140 00:08:03,760 --> 00:08:07,440 Speaker 1: over a billion dollars in systems and games. That was 141 00:08:07,440 --> 00:08:10,600 Speaker 1: the first Golden Age of video games. Though it wasn't 142 00:08:10,600 --> 00:08:14,000 Speaker 1: the first home console, Atari was for many people the 143 00:08:14,080 --> 00:08:16,040 Speaker 1: only way to play, and. 144 00:08:16,000 --> 00:08:18,720 Speaker 3: That was exciting. When I was at Atari, we were 145 00:08:18,760 --> 00:08:24,440 Speaker 3: literally creating and defining the medium of interactive television entertainment 146 00:08:24,840 --> 00:08:28,400 Speaker 3: that had never happened before. Until that point, television was 147 00:08:28,440 --> 00:08:32,960 Speaker 3: a passive entertainment form one hundred percent, and we turned 148 00:08:33,000 --> 00:08:38,160 Speaker 3: it into an active entertainment form, and that was revolutionary 149 00:08:38,320 --> 00:08:40,520 Speaker 3: in ways they're still rippling through society. 150 00:08:41,480 --> 00:08:44,640 Speaker 1: That's Howard Scott Warshaw. Howard was a game engineer for 151 00:08:44,720 --> 00:08:47,680 Speaker 1: Atari who was responsible for some of their biggest hits, 152 00:08:48,120 --> 00:08:50,120 Speaker 1: like a tie in game for Raiders of the Lost 153 00:08:50,200 --> 00:08:53,640 Speaker 1: Dark and Yars Revenge. The Yar of the title was 154 00:08:53,800 --> 00:08:57,120 Speaker 1: just the first name of the Atari CEO, Ray Kassar, 155 00:08:57,520 --> 00:09:01,840 Speaker 1: spelled backwards. That's Howard's humor. When he programmed Raiders, he 156 00:09:01,920 --> 00:09:04,680 Speaker 1: got his hand on a bullwhip to crack around the offices. 157 00:09:05,240 --> 00:09:08,320 Speaker 1: It also meant meaning Steven Spielberg to get the director's approval. 158 00:09:08,640 --> 00:09:11,480 Speaker 1: When Spielberg was nowhere to be seen, Howard gave himself 159 00:09:11,520 --> 00:09:12,480 Speaker 1: a tour of the studio. 160 00:09:13,200 --> 00:09:16,199 Speaker 3: I walked everywhere. I walked in and out as sets. 161 00:09:16,679 --> 00:09:21,360 Speaker 3: I saw my favorite shows. I stole things off of sets. 162 00:09:21,360 --> 00:09:23,440 Speaker 3: I hope the statute has run on that, but I 163 00:09:23,480 --> 00:09:26,440 Speaker 3: actually stole little pieces on a memorabilia from some of 164 00:09:26,440 --> 00:09:29,360 Speaker 3: the sets. It was just an amazing day to be 165 00:09:29,440 --> 00:09:33,160 Speaker 3: It was like a dream tour of the studio and 166 00:09:33,240 --> 00:09:35,760 Speaker 3: at the end I get to talk to Steven. 167 00:09:35,400 --> 00:09:40,200 Speaker 1: Spielberg to put Atari's status in perspective. Remember that video 168 00:09:40,240 --> 00:09:43,800 Speaker 1: rental stores weren't on every corner just yet. Many homes 169 00:09:43,800 --> 00:09:47,760 Speaker 1: didn't have cable television. Electronic home entertainment was limited to 170 00:09:47,800 --> 00:09:50,280 Speaker 1: what was on TV and whatever was playing on your 171 00:09:50,320 --> 00:09:54,160 Speaker 1: stereo or walkman. Having an Atari system was major. 172 00:09:55,200 --> 00:09:59,000 Speaker 3: Atari wasn't the first video game system. The Atari VCS 173 00:09:59,160 --> 00:10:01,520 Speaker 3: was not the first home video game system, but it 174 00:10:01,600 --> 00:10:05,480 Speaker 3: was the first home video game system to hit the stratosphere. 175 00:10:05,920 --> 00:10:08,200 Speaker 3: It was ubiquitous, It was everywhere. 176 00:10:08,240 --> 00:10:08,439 Speaker 8: It was. 177 00:10:08,600 --> 00:10:11,360 Speaker 3: It was millions and millions and millions and millions of 178 00:10:11,480 --> 00:10:14,240 Speaker 3: units out in homes, which no one had ever done 179 00:10:14,280 --> 00:10:17,640 Speaker 3: before with a video game system. Because Atari was a 180 00:10:17,679 --> 00:10:23,160 Speaker 3: wholly owned subsidiary of Warner Communications, which is a huge conglomerate, 181 00:10:23,520 --> 00:10:26,640 Speaker 3: Warner was able to roll their Atari money into their 182 00:10:26,679 --> 00:10:30,320 Speaker 3: overall corporate picture. People knew Warner was doing really well. 183 00:10:30,640 --> 00:10:34,959 Speaker 3: Nobody knew just what an amazing cash fountain Atari had 184 00:10:35,000 --> 00:10:35,520 Speaker 3: turned into. 185 00:10:36,400 --> 00:10:40,040 Speaker 1: The Atari Video Computer System, later renamed the Atari twenty 186 00:10:40,080 --> 00:10:43,920 Speaker 1: six hundred, was released in nineteen seventy seven. The system 187 00:10:43,960 --> 00:10:47,480 Speaker 1: originally retailed for about two hundred dollars or almost one 188 00:10:47,480 --> 00:10:51,480 Speaker 1: thousand dollars today. While it sold well initially, it didn't 189 00:10:51,520 --> 00:10:55,199 Speaker 1: really take off until the nineteen eighty release of Space Invaders, 190 00:10:55,880 --> 00:11:00,079 Speaker 1: which had players shooting an endless Armada of Aliens. You 191 00:11:00,160 --> 00:11:03,240 Speaker 1: can't really say enough about the arcade version of Space 192 00:11:03,280 --> 00:11:07,240 Speaker 1: Invaders as a phenomenon. It grows to nearly four billion 193 00:11:07,320 --> 00:11:10,000 Speaker 1: dollars by nineteen eighty three, which makes it one of 194 00:11:10,040 --> 00:11:14,679 Speaker 1: the most successful entertainment properties in history, not just games, 195 00:11:15,160 --> 00:11:19,600 Speaker 1: any entertainment property. When Atari released a home version, it 196 00:11:19,760 --> 00:11:22,959 Speaker 1: established them as the company to beat. No longer did 197 00:11:23,000 --> 00:11:26,400 Speaker 1: Space Invaders fans have to brave Zenie arcades or pay 198 00:11:26,400 --> 00:11:28,640 Speaker 1: a cover charge at the bar to get their hands 199 00:11:28,640 --> 00:11:31,840 Speaker 1: on the game. Thanks in part to Space Invaders, by 200 00:11:31,920 --> 00:11:36,480 Speaker 1: nineteen eighty two, fifteen million Atari VCS systems had been sold. 201 00:11:36,920 --> 00:11:39,800 Speaker 1: Players would flip a toggle style switch on their system, 202 00:11:40,040 --> 00:11:42,560 Speaker 1: which resembled a station wagon thanks to the faux wood 203 00:11:42,600 --> 00:11:45,480 Speaker 1: grain design. There was a switch to select whether you 204 00:11:45,559 --> 00:11:48,800 Speaker 1: had a black and white or color television, and another 205 00:11:48,840 --> 00:11:52,280 Speaker 1: switch to select the difficulty setting. It was like being 206 00:11:52,320 --> 00:11:53,040 Speaker 1: in a cockpit. 207 00:11:53,520 --> 00:11:55,040 Speaker 3: Why didn't I have them? 208 00:11:55,840 --> 00:11:58,720 Speaker 1: Then you'd select a cartridge from your collection and jam 209 00:11:58,760 --> 00:12:02,400 Speaker 1: it into the center of the concert. Space Invaders, Raiders, 210 00:12:02,600 --> 00:12:06,480 Speaker 1: Centipede asteroids, all of them with amazing painted art from 211 00:12:06,520 --> 00:12:09,679 Speaker 1: Atari's in house illustrators, some of whom went on to 212 00:12:09,800 --> 00:12:14,840 Speaker 1: careers in fine art. The art promised danger, excitement, the 213 00:12:14,960 --> 00:12:18,400 Speaker 1: chance to become someone else, someone who didn't have to 214 00:12:18,400 --> 00:12:26,000 Speaker 1: go to school or work, someone who slayed dragons. The graphics, well, 215 00:12:26,120 --> 00:12:29,280 Speaker 1: they didn't exactly move up to the box. Think of 216 00:12:29,320 --> 00:12:32,360 Speaker 1: it this way. When one Atari graphics artist applied for 217 00:12:32,400 --> 00:12:35,600 Speaker 1: a job, she submitted an art sample in needle point. 218 00:12:36,160 --> 00:12:39,359 Speaker 1: It was a pretty close approximation of the boxy visuals 219 00:12:39,400 --> 00:12:43,079 Speaker 1: of the games. Kids, of course, did not care. They 220 00:12:43,120 --> 00:12:46,080 Speaker 1: grabbed the eight direction joystick with one red button and 221 00:12:46,160 --> 00:12:49,880 Speaker 1: played for hours. Most games didn't have a pause option, 222 00:12:50,040 --> 00:12:51,600 Speaker 1: so you'd have to wait for a break in the 223 00:12:51,640 --> 00:12:54,280 Speaker 1: action to go pee and hope your little brother or 224 00:12:54,360 --> 00:12:56,760 Speaker 1: sister wouldn't run into the living room to mess up 225 00:12:56,760 --> 00:13:00,840 Speaker 1: your progress. But by nineteen eighty two, and in spite 226 00:13:00,880 --> 00:13:04,600 Speaker 1: of Atari's massive success, there were signs that things could 227 00:13:04,640 --> 00:13:08,080 Speaker 1: be hadding in a different direction. Some competing systems, like 228 00:13:08,160 --> 00:13:12,520 Speaker 1: Mattel's in television, were gaining ground with better graphics. The 229 00:13:12,600 --> 00:13:15,880 Speaker 1: VCS was now five years old, a fairly long time 230 00:13:15,960 --> 00:13:20,040 Speaker 1: for a gaming system. The Space Invader's phenomenon was winding down. 231 00:13:20,320 --> 00:13:24,040 Speaker 1: Pac Man Fever would soon cool off. There was a 232 00:13:24,080 --> 00:13:28,000 Speaker 1: sense that Atari needed to shake things up. For one thing, 233 00:13:28,640 --> 00:13:32,800 Speaker 1: adventure games were growing in popularity. One title, which had 234 00:13:32,800 --> 00:13:35,920 Speaker 1: the very on the nose name of adventure had been 235 00:13:35,960 --> 00:13:39,160 Speaker 1: a big seller. Something that sent players on a quest 236 00:13:39,280 --> 00:13:43,000 Speaker 1: was appealing as opposed to fast twitch games like Space Invaders, 237 00:13:43,240 --> 00:13:46,600 Speaker 1: which required little more than hand eye coordination and rapid 238 00:13:46,600 --> 00:13:51,640 Speaker 1: fire alien destruction. For another, Warner Communications had a number 239 00:13:51,640 --> 00:13:55,680 Speaker 1: of companies in its portfolio. One of them was DC Comics, 240 00:13:55,840 --> 00:13:59,360 Speaker 1: home to Superman, Batman, Wonder Woman, and thousands of others. 241 00:14:00,280 --> 00:14:03,680 Speaker 1: Another was the Franklin Mint, which Warner bought in nineteen 242 00:14:03,720 --> 00:14:07,640 Speaker 1: eighty one with money earned from Atari's success. The Franklin 243 00:14:07,679 --> 00:14:12,199 Speaker 1: Mint struck limited edition collectibles like coins honoring great Americans, 244 00:14:12,520 --> 00:14:16,320 Speaker 1: which was sort of cool, and novelty thimbles, which absolutely 245 00:14:16,360 --> 00:14:19,840 Speaker 1: were not. There was an opportunity for all three companies 246 00:14:19,880 --> 00:14:22,880 Speaker 1: to work in tandem to keep Atari on top of 247 00:14:22,880 --> 00:14:25,920 Speaker 1: the gaming world, and when you owned a collectibles company, 248 00:14:26,280 --> 00:14:27,800 Speaker 1: you could come up with something special. 249 00:14:28,960 --> 00:14:32,320 Speaker 3: The prizes they actually did come up with for the 250 00:14:32,360 --> 00:14:36,680 Speaker 3: sword Quest series were pretty awesome. As I recall, there 251 00:14:36,800 --> 00:14:39,920 Speaker 3: was a talisman for however you want to take that, 252 00:14:40,440 --> 00:14:43,320 Speaker 3: and that was had enough jewels and gems in it 253 00:14:43,360 --> 00:14:46,080 Speaker 3: to be worth twenty five thousand dollars. Then there was 254 00:14:46,120 --> 00:14:50,080 Speaker 3: a chalice that also was bitjeweled and valued at twenty 255 00:14:50,120 --> 00:14:53,480 Speaker 3: five thousand dollars, which is pretty impressive. Then there was 256 00:14:53,520 --> 00:14:55,800 Speaker 3: a crown, although anybody who won that I don't know 257 00:14:55,800 --> 00:14:58,040 Speaker 3: if their head would fit in it. But the crown 258 00:14:58,320 --> 00:15:00,560 Speaker 3: was also had enough jewels and case in at I 259 00:15:00,600 --> 00:15:03,320 Speaker 3: think a cool twenty five thousand dollars. And then there 260 00:15:03,360 --> 00:15:06,480 Speaker 3: was the Philosopher's Stone, which I don't think anybody knew 261 00:15:06,520 --> 00:15:10,359 Speaker 3: what that was before Harry Potter introduced that concept everybody, 262 00:15:10,680 --> 00:15:13,400 Speaker 3: and that also had enough jewels and gems to be 263 00:15:13,440 --> 00:15:16,840 Speaker 3: worth twenty five thousand dollars. Those prizes were for each 264 00:15:16,880 --> 00:15:19,680 Speaker 3: of the four games, and then you had the grand 265 00:15:19,760 --> 00:15:22,880 Speaker 3: prize that after all four games had been won and 266 00:15:22,920 --> 00:15:26,400 Speaker 3: those prizes had been distributed, the grand prize was, of 267 00:15:26,520 --> 00:15:31,120 Speaker 3: course a sword. It was the Magic Sword, the Ultimate Sword, 268 00:15:31,400 --> 00:15:33,760 Speaker 3: because this is sword quest, so this was the quest 269 00:15:33,800 --> 00:15:36,560 Speaker 3: for the sword, and that sword had enough action going 270 00:15:36,600 --> 00:15:39,480 Speaker 3: on that it was actually valued at fifty thousand dollars 271 00:15:39,680 --> 00:15:40,240 Speaker 3: at the time. 272 00:15:42,080 --> 00:15:45,320 Speaker 1: A game series in which real prizes could be won, 273 00:15:46,080 --> 00:15:49,520 Speaker 1: prizes that were worth a lot of money. That was 274 00:15:49,560 --> 00:15:53,080 Speaker 1: the idea but what would it actually look like, feel like, 275 00:15:53,320 --> 00:15:56,520 Speaker 1: sound like. What they needed was someone who could bring 276 00:15:56,600 --> 00:16:00,760 Speaker 1: all these elements together with this ambitious multi media idea. 277 00:16:00,920 --> 00:16:05,720 Speaker 1: Needed was the Steven Spielberg of Atari. If Steven Spielberg 278 00:16:05,760 --> 00:16:12,440 Speaker 1: got really high on the job. In Atari's Sunnyvale, California campus, 279 00:16:12,680 --> 00:16:15,800 Speaker 1: the corporate powers that be were largely kept away from 280 00:16:15,800 --> 00:16:19,920 Speaker 1: the creative people, the programmers, writers, artists, and others who 281 00:16:19,920 --> 00:16:23,480 Speaker 1: made Atari's games come to life despite the system's needle 282 00:16:23,520 --> 00:16:27,680 Speaker 1: point like graphics and limited processing power. One of Atari's 283 00:16:27,760 --> 00:16:30,920 Speaker 1: secret weapons was Todd Frye. 284 00:16:31,480 --> 00:16:36,320 Speaker 3: Of all the characters at Atari, Todd Frye is the king. 285 00:16:37,280 --> 00:16:41,880 Speaker 3: He is the character among characters. I met Todd Frye 286 00:16:42,800 --> 00:16:47,000 Speaker 3: on January twelfth of nineteen eighty one, and we are 287 00:16:47,080 --> 00:16:50,280 Speaker 3: still friends today. We are actually very good friends. Todd 288 00:16:50,320 --> 00:16:52,920 Speaker 3: is an amazing person. But the first time I met 289 00:16:52,960 --> 00:16:55,640 Speaker 3: Todd Frye, that's quite a story, because what it was was, 290 00:16:55,680 --> 00:16:56,640 Speaker 3: on my first. 291 00:16:56,440 --> 00:17:00,760 Speaker 1: Day, Howard walked into the Atari offices full of enthusiasm. 292 00:17:01,440 --> 00:17:04,520 Speaker 1: What he found were Atari offices full of marijuana smoke. 293 00:17:05,040 --> 00:17:08,879 Speaker 1: In nineteen eighty Silicon Valley counterculture office environments were common, 294 00:17:09,440 --> 00:17:12,400 Speaker 1: and Atari was at the forefront. Put it this way, 295 00:17:12,760 --> 00:17:14,439 Speaker 1: no one was submitting a urine sample. 296 00:17:15,359 --> 00:17:17,760 Speaker 3: I was running around doing first day kind of stuff. 297 00:17:18,200 --> 00:17:21,080 Speaker 3: But towards the end of the day I finally settled 298 00:17:21,119 --> 00:17:24,000 Speaker 3: down and was just reading some manuals in the office waiting, 299 00:17:24,600 --> 00:17:27,480 Speaker 3: and then for the first time I encountered Todd Fry. 300 00:17:28,160 --> 00:17:31,439 Speaker 3: And what happens is Todd comes in. I'm alone in 301 00:17:31,480 --> 00:17:35,679 Speaker 3: the office. Todd comes in, slams the door behind him, 302 00:17:36,040 --> 00:17:39,359 Speaker 3: pulls out a little plastic bag, looks at me and says, 303 00:17:40,000 --> 00:17:41,800 Speaker 3: I'm going to get high in here right now. So 304 00:17:41,840 --> 00:17:43,360 Speaker 3: if you don't want to be around this, you need 305 00:17:43,359 --> 00:17:43,720 Speaker 3: to leave. 306 00:17:44,480 --> 00:17:47,960 Speaker 1: Todd did exactly that, lighting up on the campus of 307 00:17:48,000 --> 00:17:50,240 Speaker 1: a multi billion dollar corporate enterprise. 308 00:17:51,560 --> 00:17:55,080 Speaker 5: So but I like to I really want to add 309 00:17:55,119 --> 00:17:57,240 Speaker 5: some context to that. 310 00:17:57,240 --> 00:17:58,000 Speaker 1: That's Todd. 311 00:17:58,760 --> 00:18:03,000 Speaker 5: We were not getting high and sitting around playing video games. 312 00:18:04,000 --> 00:18:09,280 Speaker 5: We were hammering down on really, really hard work. Some 313 00:18:09,400 --> 00:18:13,640 Speaker 5: of us. There was a culture of marijuana. Later on, 314 00:18:13,720 --> 00:18:16,720 Speaker 5: there was a culture of cocaine. Cocaine blew through our 315 00:18:16,800 --> 00:18:20,480 Speaker 5: part of Silicon Valley like a snowstorm when the money hit. 316 00:18:21,119 --> 00:18:24,400 Speaker 5: And that's real. I have no idea what was going 317 00:18:24,440 --> 00:18:26,639 Speaker 5: on in the other companies. I have no idea that 318 00:18:26,680 --> 00:18:31,200 Speaker 5: Atari was typical atypical. I'm pretty sure that smoking right 319 00:18:31,240 --> 00:18:35,240 Speaker 5: in the office and getting people offices and other buildings 320 00:18:35,240 --> 00:18:39,720 Speaker 5: when they complain was not typical. Yeah, there was a 321 00:18:39,800 --> 00:18:45,679 Speaker 5: bizarre culture of drug relaxed, intense work. 322 00:18:47,320 --> 00:18:49,960 Speaker 1: Todd is from Berkeley, California, and got bit by the 323 00:18:49,960 --> 00:18:54,080 Speaker 1: computer bug early on, early enough to have used punch cards. 324 00:18:54,680 --> 00:18:58,639 Speaker 5: I fell into computers the way some people fall into 325 00:18:58,840 --> 00:19:03,960 Speaker 5: rock guitar. Right, it's for me. Computers are God, that's 326 00:19:04,000 --> 00:19:06,720 Speaker 5: going to sound so weird. Computers are to me what 327 00:19:06,880 --> 00:19:10,040 Speaker 5: double neck guitars are to Jimmy Page. Computers are to 328 00:19:10,119 --> 00:19:14,440 Speaker 5: me what a stratocaster left handed stratus, right handed strat 329 00:19:14,680 --> 00:19:17,560 Speaker 5: is to Jimmy Hendrix. And yes, that is grandiose, is all. 330 00:19:18,280 --> 00:19:21,920 Speaker 5: But computers grabbed me by the back of my neck 331 00:19:21,960 --> 00:19:23,159 Speaker 5: and said we own you. 332 00:19:23,760 --> 00:19:27,840 Speaker 1: Todd loved computers, but wasn't exactly as passionate about school. 333 00:19:28,359 --> 00:19:31,080 Speaker 1: He dropped out of Berkeley High and was well without 334 00:19:31,080 --> 00:19:33,520 Speaker 1: a home for a bit. After spending some time as 335 00:19:33,560 --> 00:19:36,800 Speaker 1: a carpenter, Todd came to Atari in nineteen seventy nine 336 00:19:37,080 --> 00:19:41,359 Speaker 1: and quickly established himself as somewhat of an eccentric. He 337 00:19:41,440 --> 00:19:42,760 Speaker 1: got the nickname Arfman. 338 00:19:43,480 --> 00:19:47,400 Speaker 5: Arfman has to do with how I would just occasionally 339 00:19:47,480 --> 00:19:50,600 Speaker 5: make noises. I would bark, but I mean, you know, okay, 340 00:19:50,640 --> 00:19:53,240 Speaker 5: so there we are. We'd move to another building, and 341 00:19:53,560 --> 00:19:56,320 Speaker 5: I late at night of the day, I might be 342 00:19:56,359 --> 00:19:59,280 Speaker 5: working walking from one office to another and go our. 343 00:20:01,320 --> 00:20:04,880 Speaker 1: But Todd's legend, it doesn't end there. His greatest legacy, 344 00:20:04,920 --> 00:20:08,200 Speaker 1: apart from game design, may have been his seeming rejection 345 00:20:08,320 --> 00:20:11,560 Speaker 1: of gravity. Todd had a pair of Nike running shoes 346 00:20:11,600 --> 00:20:13,879 Speaker 1: with some pretty good grip on the soles, and he 347 00:20:13,960 --> 00:20:17,040 Speaker 1: found that in one particular hallway, which was very narrow, 348 00:20:17,400 --> 00:20:21,040 Speaker 1: he could touch both walls with his feet. Then he 349 00:20:21,119 --> 00:20:23,800 Speaker 1: figured out he could actually get off the ground about 350 00:20:23,840 --> 00:20:26,720 Speaker 1: eight inches and shimmy his way forward. 351 00:20:26,720 --> 00:20:31,120 Speaker 5: And then I could jump. I could hop and go forward. 352 00:20:31,200 --> 00:20:33,919 Speaker 5: I could hop forward by manipulating my center of gravity. 353 00:20:33,960 --> 00:20:36,280 Speaker 5: I could hop forward, pop my feet. 354 00:20:36,000 --> 00:20:39,120 Speaker 6: Back on the wall. Bay. It's hilarious. 355 00:20:39,160 --> 00:20:43,960 Speaker 5: I'm running down the hallways top of the floor bam, bam. 356 00:20:43,440 --> 00:20:45,800 Speaker 6: You know, jumping about two feet each time. And then 357 00:20:45,840 --> 00:20:47,040 Speaker 6: I could hop upwards. 358 00:20:47,600 --> 00:20:50,320 Speaker 5: So I'm sitting there on my feet are four feet 359 00:20:50,320 --> 00:20:52,879 Speaker 5: above the ground, and I'm like curled up next to 360 00:20:52,920 --> 00:20:56,760 Speaker 5: the ceiling, so that's, you know, just in the middle 361 00:20:56,760 --> 00:20:57,360 Speaker 5: of the hallway. 362 00:20:58,160 --> 00:21:00,880 Speaker 1: But like Acarus, Todd flew too close to the sun 363 00:21:01,400 --> 00:21:04,920 Speaker 1: or ceiling. One day while he was walking the walls, 364 00:21:05,240 --> 00:21:06,960 Speaker 1: he ran into the overhead sprinkler. 365 00:21:07,640 --> 00:21:09,360 Speaker 5: One day, I was doing it in the hallway. Don't 366 00:21:09,400 --> 00:21:12,520 Speaker 5: usually do it in and in that hallway the modulo 367 00:21:12,640 --> 00:21:14,520 Speaker 5: of where sprinklers were laid out is there was a 368 00:21:14,520 --> 00:21:17,480 Speaker 5: sprinkler right around the middle of the ceiling. And when 369 00:21:17,480 --> 00:21:21,479 Speaker 5: I went to Dismount, I went up and forward and 370 00:21:21,680 --> 00:21:26,240 Speaker 5: right into a sprinkler with my forehead cut a inch 371 00:21:26,280 --> 00:21:30,640 Speaker 5: and a half gash in my temple and bleeding all 372 00:21:30,680 --> 00:21:35,000 Speaker 5: over the way head moons bleed. And that's the sprinkler lobotomy. 373 00:21:35,840 --> 00:21:37,680 Speaker 6: That was the end of the wallwalking. I do not 374 00:21:37,800 --> 00:21:39,080 Speaker 6: remember doing it ever since. 375 00:21:40,119 --> 00:21:43,199 Speaker 1: Todd suffered no last incognitive damage that we know of. 376 00:21:43,640 --> 00:21:46,600 Speaker 1: And if you find Todd eccentric, well that's a part 377 00:21:46,640 --> 00:21:49,600 Speaker 1: of being on the cutting edge. Perhaps only Todd could 378 00:21:49,640 --> 00:21:52,800 Speaker 1: have conceived a sword quest, and it was a bold idea. 379 00:21:53,440 --> 00:21:56,679 Speaker 1: Instead of buying one game, consumers would feel compelled to 380 00:21:56,720 --> 00:21:59,919 Speaker 1: buy four. Each would have a comic book created by 381 00:22:00,240 --> 00:22:03,560 Speaker 1: DC comics, and like the elaborate box art, it would 382 00:22:03,560 --> 00:22:04,680 Speaker 1: help sell the fantasy. 383 00:22:06,119 --> 00:22:10,639 Speaker 5: DC Comics was owned by Warrant Communications and we started 384 00:22:10,640 --> 00:22:11,520 Speaker 5: doing comic books. 385 00:22:11,560 --> 00:22:12,240 Speaker 6: We were DC. 386 00:22:12,200 --> 00:22:15,720 Speaker 1: Comics, and instead of playing for bragging rights, gamers would 387 00:22:15,760 --> 00:22:19,639 Speaker 1: be playing for real, tangible prizes made by the Franklin Mint. 388 00:22:20,160 --> 00:22:23,840 Speaker 1: Each one would be appropriately regal. There was the Talisman, 389 00:22:24,040 --> 00:22:27,280 Speaker 1: a donut sized dial, the chalice which the winner could 390 00:22:27,280 --> 00:22:32,120 Speaker 1: sip from, the crown, the Philosopher's Stone made of white jade, 391 00:22:32,600 --> 00:22:36,720 Speaker 1: and finally, the Sword of Ultimate Sorcery, which would be 392 00:22:36,720 --> 00:22:39,160 Speaker 1: the grand prize on the line for the four winners. 393 00:22:39,800 --> 00:22:43,800 Speaker 1: Understand these weren't toys or trinkets. One hundred and fifty 394 00:22:43,840 --> 00:22:47,000 Speaker 1: thousand dollars was a lot of money then and now, 395 00:22:47,600 --> 00:22:50,960 Speaker 1: and the Franklin Mint specialized in handcrafting items that wouldn't 396 00:22:50,960 --> 00:22:52,600 Speaker 1: have looked out of place in a museum. 397 00:22:53,160 --> 00:22:55,560 Speaker 5: The other thing that was all me was the contest 398 00:22:56,320 --> 00:23:00,280 Speaker 5: and prizes from Franklin Mint. Franklin was another cousin company, 399 00:23:00,560 --> 00:23:03,960 Speaker 5: and they make collectibles, and so it's like, why not 400 00:23:04,760 --> 00:23:07,560 Speaker 5: have contests built into the games and. 401 00:23:07,680 --> 00:23:09,919 Speaker 6: Comic books for the games. We'll make it kind of. 402 00:23:09,960 --> 00:23:13,720 Speaker 5: Literary and then we'll have collectible prizes for the contest, 403 00:23:14,119 --> 00:23:16,840 Speaker 5: and you know the whole I think it starts out. 404 00:23:16,880 --> 00:23:19,840 Speaker 5: I forget a lot, but it's a hero's journey in 405 00:23:19,880 --> 00:23:20,679 Speaker 5: a Grail quest. 406 00:23:21,800 --> 00:23:24,600 Speaker 1: There's an interesting early idea that didn't quite make it 407 00:23:24,640 --> 00:23:28,080 Speaker 1: off the drawing board at first. Someone and Todd isn't 408 00:23:28,119 --> 00:23:31,400 Speaker 1: sure who had the idea to offer not just treasure, 409 00:23:31,600 --> 00:23:35,959 Speaker 1: but buried treasure, sending gamers off to far flung coordinates 410 00:23:35,960 --> 00:23:39,440 Speaker 1: where they could dig up the prizes. It felt appropriately 411 00:23:39,480 --> 00:23:43,639 Speaker 1: epic and kind of insane, actually, but Atari did issue 412 00:23:43,640 --> 00:23:46,520 Speaker 1: press material early on in which they promised the winners 413 00:23:46,520 --> 00:23:51,840 Speaker 1: would do just that, unearth buried loot. You can imagine 414 00:23:51,840 --> 00:23:55,919 Speaker 1: what Atari's lawyers thought of people, including kids, digging up 415 00:23:55,960 --> 00:24:00,159 Speaker 1: property or property they thought held a big prize. That 416 00:24:00,200 --> 00:24:04,840 Speaker 1: idea was abandoned, but the objective of awarding actual prizes stayed. 417 00:24:06,160 --> 00:24:09,440 Speaker 1: This wasn't totally unheard of at the time. Many Atari 418 00:24:09,480 --> 00:24:12,600 Speaker 1: games promised players a cool clothing patch if they submitted 419 00:24:12,640 --> 00:24:15,760 Speaker 1: proof of a high score, and there had been arcade 420 00:24:15,800 --> 00:24:20,280 Speaker 1: tournaments in which modest prize money was offered. Katari sponsored 421 00:24:20,280 --> 00:24:23,080 Speaker 1: a few of those, and even recognized players who set 422 00:24:23,119 --> 00:24:27,160 Speaker 1: records for blasting away at asteroids. The longest the record 423 00:24:27,200 --> 00:24:32,080 Speaker 1: holder Dennis Hernandez, who played for fifty hours and twelve minutes. 424 00:24:32,920 --> 00:24:35,879 Speaker 1: He was so dazed after he finished that he lost 425 00:24:35,920 --> 00:24:40,000 Speaker 1: consciousness and tumbled down a flight of stairs. But sword 426 00:24:40,080 --> 00:24:43,800 Speaker 1: Quest wouldn't be a physical endurance test. It was a 427 00:24:43,840 --> 00:24:46,480 Speaker 1: home game. That's really the only way it could have worked. 428 00:24:47,160 --> 00:24:49,920 Speaker 1: Because of the way the games were designed, players would 429 00:24:49,920 --> 00:24:53,720 Speaker 1: need to spend hours playing and studying them. You can't 430 00:24:53,720 --> 00:24:56,240 Speaker 1: do that at a pizza hunt. That the sword Quest 431 00:24:56,320 --> 00:24:59,720 Speaker 1: series would be mysic in nature was easy, but what 432 00:25:00,040 --> 00:25:03,440 Speaker 1: kind of story with the games? Tell Atari and Todd 433 00:25:03,480 --> 00:25:06,239 Speaker 1: were both slightly ahead of their time here too. In 434 00:25:06,280 --> 00:25:09,520 Speaker 1: May nineteen eighty two, just before the first game was 435 00:25:09,560 --> 00:25:13,240 Speaker 1: to be released, Conan the Barbarian hit theaters. It was 436 00:25:13,320 --> 00:25:17,040 Speaker 1: a massive and sincere sword and sorcery epics, darring Arnold 437 00:25:17,080 --> 00:25:21,840 Speaker 1: Schwarzenegger as the pulp hero. That same year, Mattel debuted 438 00:25:21,880 --> 00:25:25,720 Speaker 1: the Masters of the Universe toy line, featuring massively muscled 439 00:25:25,720 --> 00:25:29,480 Speaker 1: heroes and villains like he Man, Skeletor, and beast Man. 440 00:25:30,520 --> 00:25:34,000 Speaker 1: Dungeons and Dragons meanwhile, had been going strong for years 441 00:25:34,080 --> 00:25:38,199 Speaker 1: on the dining room tables of role playing enthusiasts. The 442 00:25:38,240 --> 00:25:41,360 Speaker 1: timing seemed perfect for a high fantasy game from Atari, 443 00:25:41,960 --> 00:25:45,280 Speaker 1: and it was also good timing for Warner Communications, which 444 00:25:45,320 --> 00:25:48,600 Speaker 1: was depending on Atari to keep their overall business thriving. 445 00:25:49,800 --> 00:25:53,920 Speaker 1: Warner was and is a powerhouse entertainment company, but their 446 00:25:54,000 --> 00:25:57,200 Speaker 1: movies of the era weren't doing all that well. They 447 00:25:57,200 --> 00:25:59,960 Speaker 1: had just had a big flop with Under the Rain, 448 00:26:00,640 --> 00:26:04,080 Speaker 1: an espionage comedy starring Chevy Chase and set against the 449 00:26:04,080 --> 00:26:07,600 Speaker 1: backdrop of actors auditioning to play munchkins in The Wizard 450 00:26:07,640 --> 00:26:11,399 Speaker 1: of Oz and no, it wasn't based on a true story. 451 00:26:12,280 --> 00:26:15,480 Speaker 1: Because of how important Atari was to the company, there 452 00:26:15,560 --> 00:26:19,160 Speaker 1: was no problem getting approval for their big multimedia gamble. 453 00:26:20,000 --> 00:26:23,680 Speaker 1: In fact, Warner saw the advantages of cross promoting their products, 454 00:26:24,280 --> 00:26:27,040 Speaker 1: and they had faith in Todd, who had just poured 455 00:26:27,040 --> 00:26:29,840 Speaker 1: it over the arcade Megaheit pac Man, which was a 456 00:26:30,000 --> 00:26:34,959 Speaker 1: huge success. At least that's probably what happened. Remember that 457 00:26:35,000 --> 00:26:37,000 Speaker 1: Todd hit his head really hard on that sprinkler. 458 00:26:37,520 --> 00:26:41,840 Speaker 5: There was a proposal, there was a let's get the 459 00:26:41,880 --> 00:26:45,479 Speaker 5: comic book people and the you know, to a certain extent, 460 00:26:45,520 --> 00:26:48,040 Speaker 5: I was riding the wave for sword Quest of having 461 00:26:48,240 --> 00:26:52,439 Speaker 5: just had pac Man released right, so I may have 462 00:26:52,520 --> 00:26:55,840 Speaker 5: had some cred I don't really know, but I do 463 00:26:55,920 --> 00:26:57,520 Speaker 5: not remember the specifics of that. 464 00:26:57,680 --> 00:26:59,919 Speaker 6: I really do not. I don't think I ever. 465 00:26:59,800 --> 00:27:03,040 Speaker 5: Went over to corporate HQ and said, here's my grab 466 00:27:03,160 --> 00:27:06,679 Speaker 5: scheme for the future of adventure games. I think I 467 00:27:06,760 --> 00:27:09,600 Speaker 5: wrote some docs and they went up one level and 468 00:27:10,280 --> 00:27:11,600 Speaker 5: just kind of got a green light. 469 00:27:12,400 --> 00:27:15,080 Speaker 1: Todd's idea was that each game would be centered on 470 00:27:15,240 --> 00:27:20,480 Speaker 1: four elements, Earth, fire, water, and air. Each would also 471 00:27:20,520 --> 00:27:25,480 Speaker 1: get slightly existential, focusing on a different philosophical or spiritual template. 472 00:27:26,240 --> 00:27:30,720 Speaker 1: The first Earth world was built around astrological signs. Later 473 00:27:30,800 --> 00:27:33,760 Speaker 1: games would take inspiration from the Kabbala or the Iching. 474 00:27:34,480 --> 00:27:37,840 Speaker 1: It was actually pretty heavy stuff for the era, which 475 00:27:37,920 --> 00:27:42,119 Speaker 1: was usually preoccupied with alien sports or shooting things, not 476 00:27:42,320 --> 00:27:44,040 Speaker 1: the meaning of life. 477 00:27:44,320 --> 00:27:49,080 Speaker 5: One is that there is actually a lot of genuine 478 00:27:49,119 --> 00:27:53,480 Speaker 5: literary context behind it. Very ambitious. I mean, you know, 479 00:27:53,920 --> 00:27:59,960 Speaker 5: the Zodiac, the Kabbala, the Chakras, it's a grail quat, 480 00:28:00,520 --> 00:28:04,920 Speaker 5: it's a hero's journey, and it's all explicitly tied up 481 00:28:04,960 --> 00:28:11,280 Speaker 5: with those mythopoetic Joseph Campbell kind of components. So I 482 00:28:11,359 --> 00:28:16,240 Speaker 5: dragged in all of this cultural artifacts, this literacy. I mean, 483 00:28:16,280 --> 00:28:18,359 Speaker 5: it is so weird to hear me say that. But 484 00:28:18,440 --> 00:28:23,480 Speaker 5: I dragged in a very literate framework for sword Quest, 485 00:28:24,560 --> 00:28:28,960 Speaker 5: and I dragged in the puzzle and Franklin Mint and 486 00:28:29,000 --> 00:28:31,400 Speaker 5: the real things which I don't think had ever been done, 487 00:28:31,760 --> 00:28:33,919 Speaker 5: and tied that to the comic book. So there are 488 00:28:33,960 --> 00:28:38,120 Speaker 5: two completely separate things that I brought together. And then 489 00:28:38,480 --> 00:28:41,240 Speaker 5: we took the adventure aspect of run around to do 490 00:28:41,320 --> 00:28:45,000 Speaker 5: stuff and see what happens and have puzzles built into it. 491 00:28:45,600 --> 00:28:49,880 Speaker 5: And the twitch minigames include all that together. And just 492 00:28:49,960 --> 00:28:54,400 Speaker 5: like listing the number of ambitious sub things that I 493 00:28:54,440 --> 00:28:59,760 Speaker 5: merged into one, you know, set of dependencies, it sounds 494 00:28:59,800 --> 00:29:00,959 Speaker 5: like over ambitious. 495 00:29:01,880 --> 00:29:03,520 Speaker 6: It's like she is what you got to lose. 496 00:29:04,880 --> 00:29:08,160 Speaker 1: Earth World would be unique in another way too. It 497 00:29:08,200 --> 00:29:11,560 Speaker 1: was an easy rebuttal for parents and psychologists who believed 498 00:29:11,640 --> 00:29:15,200 Speaker 1: video games were a waste of time maybe somewhere, but 499 00:29:15,360 --> 00:29:17,360 Speaker 1: a game in which you could win a prize worth 500 00:29:17,400 --> 00:29:21,080 Speaker 1: twenty five thousand dollars was a different story. And having 501 00:29:21,080 --> 00:29:23,920 Speaker 1: gamers feel compelled to buy four games was good too, 502 00:29:24,520 --> 00:29:26,280 Speaker 1: though technically they didn't have to. 503 00:29:26,760 --> 00:29:29,240 Speaker 6: If you liked any of them, and you should start. 504 00:29:29,240 --> 00:29:34,200 Speaker 1: At the beginning, Todd didn't work alone. He had programmers 505 00:29:34,240 --> 00:29:37,760 Speaker 1: like Dan Hichins to help create the games. Dan actually 506 00:29:37,800 --> 00:29:41,400 Speaker 1: programmed Earth World. Thanks to his efforts, that first game 507 00:29:41,440 --> 00:29:43,719 Speaker 1: was ready in time for its October nineteen eighty two 508 00:29:43,840 --> 00:29:47,480 Speaker 1: release date. But this wasn't just another Atari title. This 509 00:29:47,640 --> 00:29:50,080 Speaker 1: was something the company was hoping would usher in a 510 00:29:50,200 --> 00:29:53,280 Speaker 1: new era, one in which Atari was going to further 511 00:29:53,440 --> 00:29:58,440 Speaker 1: establish its marketplace dominance. Its games were, after all, bigger 512 00:29:58,440 --> 00:30:01,400 Speaker 1: than a lot of movies. Atari needed to make sure 513 00:30:01,760 --> 00:30:04,960 Speaker 1: everyone knew about the game. In order to do that, 514 00:30:05,480 --> 00:30:13,400 Speaker 1: they had to go big. New York's Waldorf Astoria Hotel 515 00:30:13,600 --> 00:30:17,480 Speaker 1: was once the world's largest. At forty seven stories, It 516 00:30:17,640 --> 00:30:22,360 Speaker 1: loomed over Manhattan. American Royalty, like Clark Gables, stayed there, 517 00:30:22,920 --> 00:30:27,320 Speaker 1: so did British Royalty like Queen Elizabeth II. Waldorf, one 518 00:30:27,360 --> 00:30:29,840 Speaker 1: of the Heckling puppets on The Muppet Show was named 519 00:30:29,880 --> 00:30:34,640 Speaker 1: after it. There was and is a certain cultural significance 520 00:30:34,680 --> 00:30:37,800 Speaker 1: to the property, which is why Atari chose the Waldorf 521 00:30:37,840 --> 00:30:42,600 Speaker 1: to formally announce the arrival of sword Quest. Here's Howard again. 522 00:30:43,960 --> 00:30:47,320 Speaker 3: When sword Quest came out, there was a huge splash 523 00:30:47,400 --> 00:30:51,280 Speaker 3: because they had the prizes, and that was the whole thing, 524 00:30:51,400 --> 00:30:54,200 Speaker 3: was the ad campaign for sword Quest, because it's not 525 00:30:54,320 --> 00:30:56,920 Speaker 3: much fun to have a contest nobody knows about, right, 526 00:30:57,240 --> 00:30:59,200 Speaker 3: So you've got to hype the hell out of it. 527 00:30:59,240 --> 00:31:01,719 Speaker 3: That's what you have to do with something like this. 528 00:31:02,160 --> 00:31:05,280 Speaker 3: So one great thing about sword Quest was it got 529 00:31:05,280 --> 00:31:10,120 Speaker 3: a tremendous marketing push because they needed to make everyone 530 00:31:10,120 --> 00:31:13,600 Speaker 3: aware and it's a great hook, so the splash was big. 531 00:31:13,680 --> 00:31:16,239 Speaker 3: It was really kind of a hype thing. I can 532 00:31:16,320 --> 00:31:19,120 Speaker 3: remember feeling a little jealous and thinking, man, that's really cool. 533 00:31:19,200 --> 00:31:21,640 Speaker 3: He's really getting a huge push for the game. 534 00:31:22,680 --> 00:31:24,760 Speaker 1: The press conference in the fall of nineteen eighty two 535 00:31:25,160 --> 00:31:28,160 Speaker 1: was like nothing the video game industry had ever seen, 536 00:31:29,120 --> 00:31:32,280 Speaker 1: although to be fair, the video game industry wasn't very old. 537 00:31:33,160 --> 00:31:36,640 Speaker 1: The company took over the hotel's grand ballroom, decorating it 538 00:31:36,680 --> 00:31:40,959 Speaker 1: with Zodiac iconography. Lights flashed and sand was tossed around, 539 00:31:41,080 --> 00:31:43,360 Speaker 1: which attendees probably had to shake out of their shoes. 540 00:31:43,440 --> 00:31:47,080 Speaker 1: Later on, as members of the press gathered, loud speakers 541 00:31:47,080 --> 00:31:51,680 Speaker 1: began playing a pre recorded audio drama that set the stage. Well, 542 00:31:51,720 --> 00:31:54,520 Speaker 1: we hoped there was existing audio. We couldn't locate any, 543 00:31:54,840 --> 00:31:57,240 Speaker 1: so you'll have to settle for this recreation. 544 00:31:58,160 --> 00:31:59,920 Speaker 6: You may call us Mentor and mental. 545 00:32:00,840 --> 00:32:03,440 Speaker 9: We would tell you of your destiny, a destiny that 546 00:32:03,480 --> 00:32:06,880 Speaker 9: will take you across four worlds. A world of earth spirits, 547 00:32:07,080 --> 00:32:11,160 Speaker 9: a world of fire, a world of water sprites, and lastly. 548 00:32:11,000 --> 00:32:11,960 Speaker 6: A world of air. 549 00:32:12,880 --> 00:32:16,080 Speaker 9: On each world you will encounter a challenge, perhaps more 550 00:32:16,120 --> 00:32:20,080 Speaker 9: than one. Surmounting these challenges will make you stronger, wiser, 551 00:32:20,400 --> 00:32:23,960 Speaker 9: more courageous, and in the end, will give you your heart's desire. 552 00:32:25,120 --> 00:32:28,920 Speaker 1: This was high drama worthy of he Man or Conan, 553 00:32:29,800 --> 00:32:32,720 Speaker 1: and it wasn't over, according to an article published in 554 00:32:32,800 --> 00:32:37,040 Speaker 1: Video Gaming Illustrated. Journalists were then shown another set of 555 00:32:37,080 --> 00:32:40,960 Speaker 1: screens that displayed promotional artwork that helped explain the premise. 556 00:32:42,240 --> 00:32:46,560 Speaker 1: The two main characters were Tara and Tor, two adventurous 557 00:32:46,600 --> 00:32:49,560 Speaker 1: siblings looking to avenge the death of their parents at 558 00:32:49,600 --> 00:32:52,760 Speaker 1: the hands of King Tyrannus. A number of clues would 559 00:32:52,760 --> 00:32:56,520 Speaker 1: be hidden in each game. Find them, submit them to Atari, 560 00:32:56,760 --> 00:32:59,320 Speaker 1: and you could be invited to a playoff for the prizes. 561 00:33:00,280 --> 00:33:03,920 Speaker 1: Talk Sorry arfman I designed. 562 00:33:03,600 --> 00:33:07,959 Speaker 5: The prizes according to a hero's journey path. A hero's 563 00:33:08,000 --> 00:33:09,680 Speaker 5: journey is a phrase you'd hear a lot about this 564 00:33:10,520 --> 00:33:18,040 Speaker 5: it's a mythological healing, growth, aspiration development, grail quest, Here's journey. 565 00:33:18,520 --> 00:33:20,000 Speaker 6: So it had to start small and get big. 566 00:33:20,160 --> 00:33:23,680 Speaker 5: So you had prizes for thieves, and prizes for warriors, 567 00:33:23,720 --> 00:33:28,880 Speaker 5: and prizes for Emperor King's prize for wizards. The price 568 00:33:28,960 --> 00:33:33,280 Speaker 5: for the wizards, you know as the Philosopher's Stone, ultimately 569 00:33:33,400 --> 00:33:35,280 Speaker 5: the ability to transmute. 570 00:33:35,640 --> 00:33:38,000 Speaker 1: But it wouldn't be enough to just play the games. 571 00:33:38,520 --> 00:33:40,960 Speaker 1: Players would have to read the mini comic book included 572 00:33:41,040 --> 00:33:45,360 Speaker 1: in the box. Inside the comic were hidden words the 573 00:33:45,360 --> 00:33:47,920 Speaker 1: game would guide you to their location in the comic. 574 00:33:48,360 --> 00:33:51,000 Speaker 1: Play the game, read the comic, and you were on 575 00:33:51,040 --> 00:33:55,360 Speaker 1: your way. It was marketing genius, but Atari wasn't relying 576 00:33:55,440 --> 00:33:58,200 Speaker 1: solely on the press to get the word out. They 577 00:33:58,320 --> 00:34:02,960 Speaker 1: launched a full fledged promotional assault. Displays went up in 578 00:34:03,000 --> 00:34:06,719 Speaker 1: stores with cardboard swords promising one hundred and fifty thousand 579 00:34:06,760 --> 00:34:10,759 Speaker 1: dollars in prizes. Members of the Atari Fan Club got notices, 580 00:34:11,280 --> 00:34:15,279 Speaker 1: Subscribers to Atari Age magazine were blasted with hype. The 581 00:34:15,280 --> 00:34:20,200 Speaker 1: burgeoning video game press was inundated. The question was would 582 00:34:20,239 --> 00:34:24,760 Speaker 1: gamers really care? After all, wasn't being a mindless diversion 583 00:34:24,800 --> 00:34:27,640 Speaker 1: The entire point of games a way to park your 584 00:34:27,640 --> 00:34:31,080 Speaker 1: brain and neutral What if people didn't want to conquer 585 00:34:31,200 --> 00:34:35,560 Speaker 1: King Tyrannus, or navigate water sprites, or avenge their parents' debts? 586 00:34:36,200 --> 00:34:39,640 Speaker 1: But they did. As the weeks and months rolled on, 587 00:34:40,120 --> 00:34:43,760 Speaker 1: it was clear that sword Quest was paying off. Atari 588 00:34:43,840 --> 00:34:47,480 Speaker 1: sold five hundred thousand copies of Earth World, a major 589 00:34:47,560 --> 00:34:50,840 Speaker 1: success by any metric. That was a half million people 590 00:34:50,880 --> 00:34:53,319 Speaker 1: who were willing to pay thirty four dollars for a 591 00:34:53,400 --> 00:34:57,320 Speaker 1: chance at winning twenty five thousand dollars or more. Across 592 00:34:57,320 --> 00:35:00,719 Speaker 1: the country, they settled into their shag carpeting, twisting their 593 00:35:00,800 --> 00:35:03,719 Speaker 1: joysticks to find the hidden virtual treasure that could be 594 00:35:03,840 --> 00:35:08,359 Speaker 1: exchanged for real treasure. Homework went by the wayside, so 595 00:35:08,440 --> 00:35:13,320 Speaker 1: did sleep Journey, cartridges, collected dust, Space Invaders was cast aside. 596 00:35:13,920 --> 00:35:17,600 Speaker 1: Sword Quest became a nationwide treasure hunt organized by the 597 00:35:17,719 --> 00:35:20,920 Speaker 1: biggest name in gaming. This wasn't just a chance for 598 00:35:20,960 --> 00:35:24,040 Speaker 1: a prize. It was a chance to validate a hobby 599 00:35:24,160 --> 00:35:27,080 Speaker 1: and passion, a chance for kids to tell their parents 600 00:35:27,080 --> 00:35:29,920 Speaker 1: that video games weren't a waste of time, that a 601 00:35:30,000 --> 00:35:32,759 Speaker 1: kid could maybe give his parents an allowance instead of 602 00:35:32,800 --> 00:35:36,359 Speaker 1: the other way around. The stakes were high for Atari, too, 603 00:35:36,880 --> 00:35:40,760 Speaker 1: Other game consoles were heading shelves. Consumers were complaining about 604 00:35:40,800 --> 00:35:44,920 Speaker 1: disappointing games like Karate, which had two crudely rendered stick 605 00:35:44,920 --> 00:35:48,480 Speaker 1: people fighting, or even pac Man, which didn't compare favorably 606 00:35:48,560 --> 00:35:52,240 Speaker 1: to the arcade version. If this contest struck a chord, 607 00:35:52,640 --> 00:35:56,480 Speaker 1: it would cement Atari's reputation. It could make that Blade 608 00:35:56,560 --> 00:36:00,880 Speaker 1: Runner future where Atari is on top a reality. It 609 00:36:00,880 --> 00:36:04,440 Speaker 1: could change the course of the gaming industry forever. But 610 00:36:04,480 --> 00:36:07,560 Speaker 1: the game was hard, so hard that out of those 611 00:36:07,560 --> 00:36:11,600 Speaker 1: half million players, just eight people found the right solution. 612 00:36:12,400 --> 00:36:14,880 Speaker 1: One by one. They began to fly out to Sunny 613 00:36:14,960 --> 00:36:18,600 Speaker 1: Vale to seek fame and fortune. Bert Wardahl was hoping 614 00:36:18,600 --> 00:36:20,920 Speaker 1: to be one of them, so were plenty of others. 615 00:36:21,280 --> 00:36:23,600 Speaker 1: But it wouldn't be long before sword Quest began to 616 00:36:23,719 --> 00:36:28,239 Speaker 1: spin out of control and introduce the biggest question of all. 617 00:36:28,400 --> 00:36:31,319 Speaker 1: How did all those prizes, valued at a total of 618 00:36:31,320 --> 00:36:34,840 Speaker 1: one hundred and fifty thousand dollars become something of a 619 00:36:34,920 --> 00:36:37,840 Speaker 1: lost treasure? Here's Howard. 620 00:36:38,960 --> 00:36:42,560 Speaker 3: And so I had heard stories about these amazing things. 621 00:36:42,600 --> 00:36:44,960 Speaker 3: I saw a picture of them here and there. I 622 00:36:44,960 --> 00:36:48,120 Speaker 3: can honestly say that in my entire experience, in my 623 00:36:48,239 --> 00:36:51,560 Speaker 3: life so far, I have never actually been in the 624 00:36:51,600 --> 00:36:54,560 Speaker 3: same room with any of these items. 625 00:36:54,840 --> 00:36:58,240 Speaker 5: And Todd Fry I never ended up seeing these prizes 626 00:36:58,280 --> 00:37:01,479 Speaker 5: in person. You know, it's actually interesting to think about 627 00:37:01,520 --> 00:37:05,680 Speaker 5: that there was a real abstraction where maybe Ivory Tower 628 00:37:05,880 --> 00:37:11,240 Speaker 5: and maybe disassociated or maybe my world was separate from 629 00:37:11,320 --> 00:37:12,000 Speaker 5: the mundane. 630 00:37:14,680 --> 00:37:17,760 Speaker 6: Sorry, this is so weird. That's why I'm laughing at myself. 631 00:37:18,440 --> 00:37:20,680 Speaker 5: But yeah, it would have been a good story if 632 00:37:20,719 --> 00:37:23,040 Speaker 5: I'd taken the sort of the sorcery and used to 633 00:37:23,120 --> 00:37:26,680 Speaker 5: chop out lives or yeah, not so much. 634 00:37:29,080 --> 00:37:31,560 Speaker 1: This season on the Legend of sword Quest. 635 00:37:32,480 --> 00:37:35,040 Speaker 8: It is a mystery, just purely because so much of 636 00:37:35,080 --> 00:37:37,520 Speaker 8: this is lost in the mists of time that gives 637 00:37:37,560 --> 00:37:39,360 Speaker 8: it a certain are of something special. 638 00:37:39,480 --> 00:37:41,040 Speaker 2: Night walk in, I just put it on a kitchen 639 00:37:41,000 --> 00:37:42,840 Speaker 2: tam on, Hey came here. I opened it up and 640 00:37:42,840 --> 00:37:44,040 Speaker 2: say what do you think? And I'm like, what's that? 641 00:37:44,520 --> 00:37:46,480 Speaker 2: My sister actually said that? Or was that a replica? 642 00:37:46,520 --> 00:37:47,520 Speaker 1: I said, no, I want it. 643 00:37:47,680 --> 00:37:48,040 Speaker 2: I won't. 644 00:37:48,360 --> 00:37:48,520 Speaker 8: No. 645 00:37:48,600 --> 00:37:49,960 Speaker 6: He never admits that it's fake. 646 00:37:50,040 --> 00:37:51,720 Speaker 2: You see, he's thinking if it's a fake, that he's 647 00:37:51,719 --> 00:37:53,520 Speaker 2: a victim too, because he bought him somebody. 648 00:37:53,960 --> 00:37:56,280 Speaker 7: Other people have pointed out that, well, that's not really 649 00:37:56,520 --> 00:37:58,279 Speaker 7: kind of legal you have to go through with. 650 00:37:58,360 --> 00:38:00,600 Speaker 2: A contest, and he didn't even know there was a 651 00:38:00,640 --> 00:38:03,160 Speaker 2: contest going on. Spoil the lawyers went round in our 652 00:38:03,200 --> 00:38:05,440 Speaker 2: arms for a year before so many had told him, well, 653 00:38:05,520 --> 00:38:07,279 Speaker 2: you bought the company, you got to do something about this. 654 00:38:07,520 --> 00:38:11,000 Speaker 7: He was saying, it's in legal boxes somewhere. We would 655 00:38:11,000 --> 00:38:13,839 Speaker 7: have to charge you legal research fees to go through 656 00:38:13,880 --> 00:38:15,799 Speaker 7: the boxes to figure out who owns what. I'm like, 657 00:38:15,920 --> 00:38:17,040 Speaker 7: I'm sorry, I don't. 658 00:38:16,840 --> 00:38:19,160 Speaker 2: Think there was ever any pictures of the actual items themselves, 659 00:38:19,239 --> 00:38:21,080 Speaker 2: besides the ones that were awarded the prize winners. 660 00:38:21,239 --> 00:38:24,040 Speaker 8: There was a letter envelope just tucked in the side 661 00:38:24,080 --> 00:38:26,120 Speaker 8: of a shoebox, and I opened it and I found 662 00:38:26,120 --> 00:38:27,840 Speaker 8: those photos, so I knew what this was. 663 00:38:28,080 --> 00:38:29,719 Speaker 6: How that is not the case. What happened to the 664 00:38:29,719 --> 00:38:30,400 Speaker 6: prizes is? 665 00:38:34,960 --> 00:38:37,560 Speaker 10: The Legend of sword Quest is a production of iHeart 666 00:38:37,560 --> 00:38:40,839 Speaker 10: Podcasts and School of Humans. This episode was written by 667 00:38:40,920 --> 00:38:44,760 Speaker 10: Jake Rosson and hosted by Jamie Loftus producers are Miranda 668 00:38:44,800 --> 00:38:50,040 Speaker 10: Hawkins and Josh Fisher. Executive producers are Virginia Prescott, LC Crowley, 669 00:38:50,280 --> 00:38:54,000 Speaker 10: Brandon Barr, and Jason English. Our show editor is married 670 00:38:54,080 --> 00:38:58,520 Speaker 10: to audio engineering by Graham Gibson. Research and fact checking 671 00:38:58,560 --> 00:39:03,160 Speaker 10: by Austin Thompson and Jake Rosson. Original score by Jesse Niswanger. 672 00:39:03,640 --> 00:39:07,040 Speaker 10: This episode was sound designed by Josh Fisher, mixing and 673 00:39:07,120 --> 00:39:12,240 Speaker 10: mastering by Miranda Hawkins. Show logo by Lucy Quintonia. Voices 674 00:39:12,280 --> 00:39:15,760 Speaker 10: in this episode are provided by Dylan Fagan, Nick Rimes, 675 00:39:15,920 --> 00:39:16,960 Speaker 10: and Isaiah Pringle.