WEBVTT - TechList: Tron: He Fights For the Users

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<v Speaker 1>Hey there, it's Jonathan Strickland, and I'm here to introduce

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<v Speaker 1>a playlist of ten episodes of my podcast tech Stuff

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<v Speaker 1>that are all about entertainment and entertainment related fields, from

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<v Speaker 1>video games to television series, two films to internet videos

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<v Speaker 1>from yesteryear. So I hope you guys enjoy these episodes.

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<v Speaker 1>You can go to the tech Stuff podcast page and

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<v Speaker 1>subscribe to listen to all sorts of episodes about tech

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<v Speaker 1>from all realms, and hopefully this will provide a little

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<v Speaker 1>bit of entertainment, a little bit of education, and probably

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<v Speaker 1>more than a few puns, because that's kind of how

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<v Speaker 1>I roll enjoy this playlist. Welcome to text Uff, a

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<v Speaker 1>production from I Heart Radio. Hey there, and welcome to

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<v Speaker 1>tex Stuff. I'm your host, Jonathan Strickland. I'm an executive

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<v Speaker 1>producer with iHeart Radio and I love all things tech

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<v Speaker 1>and we're listening to another playlist episode. This one is

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<v Speaker 1>called Tron He Fights for the Users, where we speak

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<v Speaker 1>with the director of the original movie Tron and how

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<v Speaker 1>all of that came together. It turns out that was

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<v Speaker 1>a pretty remarkable effort. It gave the look of computer

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<v Speaker 1>graphics in some places where it was really hand drawn animation. Uh,

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<v Speaker 1>it did use c g I as well, but it

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<v Speaker 1>was an interesting, you know, kind of marriage of all

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<v Speaker 1>those arts, live action, computer animation and hand drawn animation.

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<v Speaker 1>So let's take a listen. Tron follows the story of

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<v Speaker 1>a character named Flynn, who is a video game designer

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<v Speaker 1>and hacker who once was the employee of a corporation

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<v Speaker 1>called InCom. One of Flynn's co workers named Dillinger, stole

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<v Speaker 1>Flynn's work and arranged Flynn's removal from the company and

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<v Speaker 1>covered it all up. Flynn plans a daring computer raid

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<v Speaker 1>on the company with the help of two of his

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<v Speaker 1>former co workers. His big goal is to uncover the

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<v Speaker 1>actual evidence that in fact, Dillinger stole Flynn's work, and

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<v Speaker 1>his big opponent in this raid is an artificial intelligent construct.

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<v Speaker 1>It's a piece of code. It's some software. It's called

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<v Speaker 1>the Master Control Program or m c P. Now, originally

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<v Speaker 1>that started out as a chess game, but it had

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<v Speaker 1>started to assimilate other programs into its own code and

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<v Speaker 1>systematically growing more powerful as a result. So imagine sort

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<v Speaker 1>of like the borg absorbing other entities to gain more strength.

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<v Speaker 1>That's kind of what the m c P is doing.

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<v Speaker 1>He gets more and more capability as it absorbs other programs.

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<v Speaker 1>So while Flynn is trying to break into Incom's systems,

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<v Speaker 1>the m c P detects him and uses a laser

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<v Speaker 1>to convert Flynn into digital information and essentially upload him

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<v Speaker 1>to the computer. That pulls Flynn into the computer world

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<v Speaker 1>and their Flynn encounters programs and in the world of

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<v Speaker 1>the computer simulation or the computer environment, these programs have

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<v Speaker 1>the appearances of humans in this universe, they also resemble

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<v Speaker 1>their creators, whoever programmed them. One of those programs is Tron.

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<v Speaker 1>The name is short for Electronic. Tron is a security

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<v Speaker 1>program and is designed to keep an eye on the

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<v Speaker 1>m c P. But he also acts kind of like

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<v Speaker 1>a gladiator in various games that the m c P

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<v Speaker 1>forces programs to participate in, and as some people mentioned

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<v Speaker 1>within the context of the film, he fights for the users.

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<v Speaker 1>It's one of my favorite quotes from Tron. Users in

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<v Speaker 1>the Tron universe are sort of seen as like odds.

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<v Speaker 1>They are the creators, and the programs look to users

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<v Speaker 1>for guidance and for approval, and they have had all

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<v Speaker 1>communication cut off by the m c P, so they

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<v Speaker 1>wonder if the users are still out there. There's this

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<v Speaker 1>whole existential crisis going on in the world of Tron,

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<v Speaker 1>and that's an interesting piece of the mythology of the movie.

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<v Speaker 1>Flynn eventually, of course, helps bring down the m c

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<v Speaker 1>P and he escapes the computer world. He's also able

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<v Speaker 1>to prove that Dillinger stole his work, and he ends

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<v Speaker 1>up becoming the new head of Income as a result. Now,

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<v Speaker 1>the film was not a big success at the box office,

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<v Speaker 1>but it did find itself a cult following and also

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<v Speaker 1>had a profound impact on the way people would visualize cyberspace.

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<v Speaker 1>I would even say that you could see elements of

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<v Speaker 1>the design from Tron find its way into early implementations

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<v Speaker 1>of virtual reality, and the production of the film itself

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<v Speaker 1>relied heavily on some really innovative work from numerous people

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<v Speaker 1>in order for the film to actually come into being.

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<v Speaker 1>So Ramsey the Wonder Producer arranged for me to have

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<v Speaker 1>an interview with the writer and director of Tron, Stephen Liszburger.

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<v Speaker 1>What follows is our conversation about the technology he used

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<v Speaker 1>to create the movie, as well as his philosophy about

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<v Speaker 1>technology and stuff in general. Really the things that informed

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<v Speaker 1>the creation of Tron. I hope you enjoy Stephen Lisztburger,

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<v Speaker 1>it is a pleasure to have you on the show.

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<v Speaker 1>Thank you for joining Tech Stuff my pleasure. Now before

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<v Speaker 1>we jump into Tron, and I've got a lot of

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<v Speaker 1>things to ask about for Tron. Uh. Maybe my listeners

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<v Speaker 1>would probably appreciate understanding a little bit about your background

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<v Speaker 1>leading up to Tron. You had a background in animation

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<v Speaker 1>leading up to that. I come from the East Coast.

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<v Speaker 1>I was born in New York and went to college

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<v Speaker 1>in Boston at TOPS and went to the School of

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<v Speaker 1>the Museum of Fine Arts, where I studied film for

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<v Speaker 1>five years in looting animation, and I had my own

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<v Speaker 1>company in Boston that did some live action but primarily animation.

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<v Speaker 1>And uh. We eventually ended up with a studio on

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<v Speaker 1>the East Coast and went on the West coast we're in.

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<v Speaker 1>Our biggest job was doing Animal Olympics for the NBC

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<v Speaker 1>television network, and during that we developed Tron and then

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<v Speaker 1>tried to do it independently, but we couldn't pull it off,

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<v Speaker 1>so we were fortunate enough to get in business with Disney. Yeah.

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<v Speaker 1>I imagine a project with the scope of Tron would

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<v Speaker 1>have been extremely challenging to pull off without some some

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<v Speaker 1>pretty major help. And I also imagine that Disney's background

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<v Speaker 1>in animation uh led to some some aid when you

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<v Speaker 1>guys were working on Tron, because I don't know that

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<v Speaker 1>people who have seen the film are really aware how

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<v Speaker 1>much actual hand drawn animation techniques were incorporated. This was

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<v Speaker 1>an era before computer graphics had reached that digital age

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<v Speaker 1>where you do everything you know digitally on a computer

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<v Speaker 1>and then you can just export to a video file.

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<v Speaker 1>This is way before all of that, so I imagine

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<v Speaker 1>Disney's involvement was somewhat helpful because that was a studio

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<v Speaker 1>that actually understood animation. Yeah, all of that is true,

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<v Speaker 1>And just to unpack that, if we had tried to

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<v Speaker 1>do it independently, I think it would have we wouldn't

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<v Speaker 1>have made it eventually. We would have had to either

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<v Speaker 1>go under or bring in someone else because we were

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<v Speaker 1>somewhat naive. We had an idea how we would do it,

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<v Speaker 1>but we in retrospect the scale of it was something

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<v Speaker 1>that none of us had experienced with. On paper, we

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<v Speaker 1>thought we could work it all out. It added up

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<v Speaker 1>and made sense, but when we got into it at Disney,

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<v Speaker 1>many times I thought I'm really glad we're here and

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<v Speaker 1>not in any other studio, because, as you said, we

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<v Speaker 1>we had we had hundreds and hundreds of thousands of

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<v Speaker 1>pieces of artwork, um put any in just the frame

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<v Speaker 1>blow ups, Every individual frame of the electronic world blown up,

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<v Speaker 1>shot at seventy moment are blown up. They were when

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<v Speaker 1>they were stacked up. They filled two entire moving vans.

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<v Speaker 1>I mean, it was tons and tons and tons of

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<v Speaker 1>images and it it didn't freak Disney out because they said, yeah,

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<v Speaker 1>we're used to handling millions of pieces of artwork. And

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<v Speaker 1>in the end, that was totally the strength production wise

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<v Speaker 1>of the project because we all of us working on

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<v Speaker 1>it were familiar with animation. Even the live action people

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<v Speaker 1>had quite a bit of experience and animation. So we

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<v Speaker 1>sort of took the best from live action and then

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<v Speaker 1>we turned the whole live action movie into an animated movie.

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<v Speaker 1>And once it was at that level, you could treat

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<v Speaker 1>it like mass production. You could just keep multiplying the

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<v Speaker 1>number of teams working on the individual scenes. And and

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<v Speaker 1>there was a system there. We weren't reinventing the wheel.

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<v Speaker 1>That system existed. People knew how to do you know,

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<v Speaker 1>animated effects and how to work with these numbers of

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<v Speaker 1>probably it had to be over a million pieces in

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<v Speaker 1>the end. And the funny thing about it is how

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<v Speaker 1>efficient it was, because we ended up doing all of

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<v Speaker 1>the special effects in Tron one in half the time

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<v Speaker 1>that it took to do them in Tron too well,

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<v Speaker 1>and and correct me if I got this, get any

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<v Speaker 1>of this wrong. I want to see if I can

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<v Speaker 1>kind of lay out for my listeners sort of a

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<v Speaker 1>general approach to the electronic world sequences which took up

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<v Speaker 1>more almost an entire hour of Tron I think about

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<v Speaker 1>somewhere around the realm of fifty three to fifty five

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<v Speaker 1>minutes something like that of a footage in this electronic world.

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<v Speaker 1>So the thing is, there was an underlying template that

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<v Speaker 1>I had in mind, which is, you know, a sort

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<v Speaker 1>of live action short at the beginning then followed by

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<v Speaker 1>an animated movie. Is what Disney used to make. And

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<v Speaker 1>you know they always did that with their live action

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<v Speaker 1>films and animated and live or live and animated, and

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<v Speaker 1>so that combination is what I was going for. You know,

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<v Speaker 1>it's sort of a it's it's kind of an animated

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<v Speaker 1>feature in terms of that length of about seventy minutes

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<v Speaker 1>with the live action being kind of a short at

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<v Speaker 1>the beginning. So and the way that would work out,

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<v Speaker 1>like you said, you shot on seventy millimeter in large

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<v Speaker 1>each frame. Because to remind my listeners, some of whom

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<v Speaker 1>are are too young to really remember the days of film,

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<v Speaker 1>you're it's really funny, you know, once time moves on

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<v Speaker 1>and people forget about how difficult it was in the past.

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<v Speaker 1>It's a little bit like the next generation doesn't really

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<v Speaker 1>care how difficult it was before. And you know, there

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<v Speaker 1>was no way to composite film if you that was efficient,

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<v Speaker 1>if you did effects and you had characters, and you

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<v Speaker 1>had a fantasy background, there really was no good way

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<v Speaker 1>to put all of this together. Blue Screen existed, but

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<v Speaker 1>I've shot blue screen, and you know, if if you

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<v Speaker 1>at the time, if you had twenty or fifty blue

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<v Speaker 1>screen shots in the film, that was a lot. Well,

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<v Speaker 1>we had nine h composite shots that we had to do,

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<v Speaker 1>nine shots that had you and beings in worlds that

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<v Speaker 1>didn't exist, plus their costumes who were supposed to be glowing.

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<v Speaker 1>And there was no digital compositing. You couldn't even run

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<v Speaker 1>computer animation consecutively. We only had enough computing power. We

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<v Speaker 1>had total two megabytes, and we only had enough memory

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<v Speaker 1>to render one frame at a time period, so you

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<v Speaker 1>could never look at the light cycles moving. You could

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<v Speaker 1>only look at this individual frame. Then you had to

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<v Speaker 1>wait forty five minutes and render the next frame and

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<v Speaker 1>look at that one. And the only time we ever

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<v Speaker 1>saw the stuff put together is after we set up

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<v Speaker 1>a film camera and clicked like an animated movie, one

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<v Speaker 1>frame at a time off of this computer animation, and

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<v Speaker 1>then weep would all go into the screening room and

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<v Speaker 1>sit there. Even the guys that did all the computer

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<v Speaker 1>work had never seen it moving, and we saw it

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<v Speaker 1>for the very first time when we filmed it one

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<v Speaker 1>frame at a time and then ran it back. And

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<v Speaker 1>so to put all of this together, to composite it,

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<v Speaker 1>the only way we could do it was to do

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<v Speaker 1>blow up every frame and make it into an animated movie.

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<v Speaker 1>And what we did to combine it with the computer

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<v Speaker 1>animation was to try to find a sort of middle

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<v Speaker 1>ground where the live action would look like it had

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<v Speaker 1>been rendered by a computer and the computer animation wasn't

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<v Speaker 1>too attempting to look too real. Because we couldn't do

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<v Speaker 1>real many of the looks in the computer aspects of

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<v Speaker 1>Tron look the way they look because not because you

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<v Speaker 1>sat there and said, oh, wouldn't this look great in

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<v Speaker 1>wire frame instead of fully rendered. No, no, no, it

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<v Speaker 1>was wire frame because that's all we could do, and

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<v Speaker 1>it's phenomenal to to give a sense of scale. You're

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<v Speaker 1>talking about twenty four frames a second with film, every

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<v Speaker 1>single one of those frames being for the electronic world

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<v Speaker 1>being blown up so that animators can go in and

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<v Speaker 1>and hand draw elements onto those frames. Each of those

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<v Speaker 1>frames having to go through multiple exposures depending upon how

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<v Speaker 1>many colors you had, because each time you added a

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<v Speaker 1>different color, you had to do another love you had

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<v Speaker 1>to photograph everything all over again. Uh, you're you're talking frames.

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<v Speaker 1>If you start doing the math, if you're thinking fifty

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<v Speaker 1>three minutes more than that, because well, I don't want

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<v Speaker 1>to do the math right now, but I think, well,

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<v Speaker 1>this thing is, it's um if it goes through the math,

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<v Speaker 1>you say this can't be done because just doing the

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<v Speaker 1>colors on each frame, the average number of exposures was

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<v Speaker 1>I think eighteen. Some of the frames in Tron were

0:15:15.360 --> 0:15:21.720
<v Speaker 1>exposed thirty six times, and because everything had to be

0:15:21.800 --> 0:15:24.400
<v Speaker 1>held in focus, so that the blow ups were sharp,

0:15:24.440 --> 0:15:27.680
<v Speaker 1>and the blow ups are about the size of place. Matt.

0:15:29.680 --> 0:15:32.480
<v Speaker 1>There was no depth of field at seventy millimeter had

0:15:32.520 --> 0:15:36.320
<v Speaker 1>those light levels, So it wasn't those cameras, though seventy

0:15:36.320 --> 0:15:39.960
<v Speaker 1>millimeter cameras were used by David Lean to shoot Lawrence

0:15:40.000 --> 0:15:42.960
<v Speaker 1>of Arabia, and afterwards I really understood why, because in

0:15:43.000 --> 0:15:47.520
<v Speaker 1>the desert there's enough light. But for any of the

0:15:47.640 --> 0:15:52.560
<v Speaker 1>situations we were in, I had to shoot characters when

0:15:52.560 --> 0:15:55.000
<v Speaker 1>they were speaking to each other and over the shoulder shots.

0:15:55.200 --> 0:15:58.400
<v Speaker 1>They had to be shot on separate passes. So I

0:15:58.440 --> 0:16:01.720
<v Speaker 1>would have Bruce and the Ford round with no Jeff

0:16:01.880 --> 0:16:04.520
<v Speaker 1>that he was talking to looking at and I get

0:16:04.640 --> 0:16:06.520
<v Speaker 1>him in focus and then I get him out of

0:16:06.560 --> 0:16:08.480
<v Speaker 1>the frame, and then I bring in Jack and he'd

0:16:08.520 --> 0:16:12.120
<v Speaker 1>say his lines and I chewed them separately, each one

0:16:12.200 --> 0:16:17.120
<v Speaker 1>held in focus, and then they were put together. But yeah,

0:16:17.120 --> 0:16:22.080
<v Speaker 1>that the in animation, there's a thing called an exposure sheet,

0:16:23.000 --> 0:16:29.680
<v Speaker 1>and it's showed. It tells the animation cameraman what levels

0:16:29.680 --> 0:16:35.480
<v Speaker 1>are photographed and what order, and there there's about, I

0:16:35.520 --> 0:16:42.040
<v Speaker 1>don't know, three seconds of animation per exposure sheet. And

0:16:42.080 --> 0:16:45.280
<v Speaker 1>so what we did was we took those exposure sheets,

0:16:46.240 --> 0:16:50.240
<v Speaker 1>and instead of that sheet being filled in for three seconds,

0:16:50.280 --> 0:16:54.880
<v Speaker 1>which is seventy two frames, it was one frame in tron,

0:16:56.920 --> 0:17:01.600
<v Speaker 1>one exposure sheet per whole heat three seconds of animation

0:17:01.960 --> 0:17:06.199
<v Speaker 1>per individual frame. But again it was only possible to

0:17:06.280 --> 0:17:10.280
<v Speaker 1>put all of this together through animation. We were under

0:17:10.320 --> 0:17:13.760
<v Speaker 1>an extreme deadline, I heard all. I never was given

0:17:13.800 --> 0:17:16.679
<v Speaker 1>a real good reason by Disney why we were in

0:17:16.720 --> 0:17:20.600
<v Speaker 1>such a rush, but we were. And I've heard various

0:17:20.640 --> 0:17:23.800
<v Speaker 1>theories over the years that there was, you know, some

0:17:23.880 --> 0:17:28.760
<v Speaker 1>competition in the marketplace that summer, and so that's why

0:17:28.800 --> 0:17:31.560
<v Speaker 1>they wanted us to come out then. But sometimes I

0:17:31.600 --> 0:17:33.960
<v Speaker 1>wonder what would have happened if we had come out

0:17:34.040 --> 0:17:38.080
<v Speaker 1>the following winter, which made more sense, and that would

0:17:38.119 --> 0:17:40.600
<v Speaker 1>have given us six more months. I mean, it was

0:17:42.280 --> 0:17:48.280
<v Speaker 1>the deadline was so severe that, UM we took only

0:17:48.359 --> 0:17:53.439
<v Speaker 1>one day off every fourteen days. That was the legal limit.

0:17:53.960 --> 0:17:58.439
<v Speaker 1>So UM we would work thirteen days and then we

0:17:58.480 --> 0:18:00.880
<v Speaker 1>get one day off, and then we were thirteen days

0:18:00.880 --> 0:18:03.680
<v Speaker 1>in it one day off, and to complete the re

0:18:04.240 --> 0:18:09.440
<v Speaker 1>photography of all these blown up frames. UM. At the end,

0:18:09.480 --> 0:18:15.280
<v Speaker 1>I think we had twelve this division animation stands going

0:18:15.400 --> 0:18:19.600
<v Speaker 1>twenty four hours a day, three shifts on each and

0:18:23.840 --> 0:18:27.520
<v Speaker 1>the strain on the film in terms of getting it done.

0:18:27.640 --> 0:18:32.000
<v Speaker 1>From a director standpoint, that was kind of crazy. But

0:18:32.119 --> 0:18:35.959
<v Speaker 1>because I was new to this, you know, I just

0:18:36.119 --> 0:18:41.360
<v Speaker 1>accepted it. But the picture was after I shot all

0:18:41.359 --> 0:18:44.119
<v Speaker 1>the live action that the film had to be completed

0:18:44.760 --> 0:18:49.159
<v Speaker 1>in three weeks locked, so not one frame of the

0:18:49.200 --> 0:18:53.159
<v Speaker 1>movie could be changed. Frames could be taken out and removed,

0:18:53.240 --> 0:18:57.919
<v Speaker 1>but I couldn't change or add anything. So you know,

0:18:58.000 --> 0:19:01.240
<v Speaker 1>now directors get three or four months to live with

0:19:01.320 --> 0:19:03.960
<v Speaker 1>their movie in the editing room. I had three weeks

0:19:04.000 --> 0:19:07.280
<v Speaker 1>after that it was locked. And the thing that's interesting

0:19:07.400 --> 0:19:11.520
<v Speaker 1>is what I had to lock was actors in there

0:19:12.520 --> 0:19:17.120
<v Speaker 1>unaltered tron suits on an all black stage. And then

0:19:17.119 --> 0:19:21.800
<v Speaker 1>I had no computer animation yet because that wasn't done.

0:19:22.640 --> 0:19:25.359
<v Speaker 1>So when I locked the movie and said this is

0:19:25.359 --> 0:19:27.760
<v Speaker 1>the movie I'm making, there were no effects in it.

0:19:27.880 --> 0:19:30.280
<v Speaker 1>There were no colors in it. It was black and white.

0:19:30.680 --> 0:19:34.040
<v Speaker 1>Many of the scenes just had individual actors because you know,

0:19:34.080 --> 0:19:36.480
<v Speaker 1>it was one or the other, like I said, and

0:19:36.520 --> 0:19:41.040
<v Speaker 1>there was just storyboards are a little little brains that

0:19:41.200 --> 0:19:46.280
<v Speaker 1>said effect goes here a solar sailor. And at that

0:19:46.359 --> 0:19:49.360
<v Speaker 1>point I had to say Okay, I signed off. This

0:19:49.440 --> 0:19:53.760
<v Speaker 1>is the movie we're going to release from there on.

0:19:54.560 --> 0:19:57.679
<v Speaker 1>We just did nine months of filling it all in.

0:19:58.920 --> 0:20:07.320
<v Speaker 1>It's um yeah, in retrospect it was insane. But the

0:20:07.359 --> 0:20:13.800
<v Speaker 1>time compared to working on Tron to Drown Legacy, where

0:20:13.840 --> 0:20:17.040
<v Speaker 1>everything was composited in real time, where you could just

0:20:17.160 --> 0:20:20.560
<v Speaker 1>put the you know, computer animation together with the backgrounds,

0:20:20.560 --> 0:20:23.680
<v Speaker 1>together with the actors, and you know, you could make

0:20:23.760 --> 0:20:27.399
<v Speaker 1>changes up until like I don't know, a couple of

0:20:27.440 --> 0:20:32.280
<v Speaker 1>weeks before the movie was in theaters. Yeah, this is

0:20:32.280 --> 0:20:35.040
<v Speaker 1>a time where you can't even you can't even review

0:20:35.080 --> 0:20:38.000
<v Speaker 1>the footage immediately afterward obviously because you've got the filt

0:20:38.000 --> 0:20:41.280
<v Speaker 1>you have to process everything. So oh yeah, of course

0:20:41.480 --> 0:20:45.439
<v Speaker 1>there's no video tap. I mean you know, you shoot

0:20:45.480 --> 0:20:47.200
<v Speaker 1>it and it goes off to the lab and then

0:20:47.240 --> 0:20:52.120
<v Speaker 1>you see it the next day in dailies at lunchtime. Um.

0:20:52.160 --> 0:20:59.040
<v Speaker 1>There was also no time to do reshoots or reduce um.

0:20:59.080 --> 0:21:03.159
<v Speaker 1>I mean it was andred procedure on Tron Legacy that

0:21:03.200 --> 0:21:06.480
<v Speaker 1>when affects shots or shots were composited, that there would

0:21:06.520 --> 0:21:12.080
<v Speaker 1>be multiple reduce on each shot, every frame. It was

0:21:12.160 --> 0:21:14.840
<v Speaker 1>none of that. I mean we were flying blind and

0:21:14.880 --> 0:21:20.920
<v Speaker 1>then we had to commit um. Once in a while,

0:21:21.200 --> 0:21:25.119
<v Speaker 1>when something was really screwed up, I would get to

0:21:25.240 --> 0:21:30.480
<v Speaker 1>redo it or reshoot a recomposite. But often what we

0:21:30.560 --> 0:21:34.720
<v Speaker 1>did we say, Okay, there's a mistake. How can we

0:21:34.920 --> 0:21:39.680
<v Speaker 1>incorporate this mistake into the visuals or into the story,

0:21:40.000 --> 0:21:45.160
<v Speaker 1>and uh, we just went with it. So yeah, yeah,

0:21:45.440 --> 0:21:47.159
<v Speaker 1>I imagine that meant that you had a lot of

0:21:47.480 --> 0:21:50.359
<v Speaker 1>story boarding that was very precise from the very get go,

0:21:50.520 --> 0:21:54.600
<v Speaker 1>so that you could you could as the team of

0:21:54.720 --> 0:22:00.679
<v Speaker 1>talented people I had was unbelievable, once in a lifetime.

0:22:01.520 --> 0:22:05.119
<v Speaker 1>I it was one of the great joys of making

0:22:05.160 --> 0:22:11.119
<v Speaker 1>the film. And uh, yeah, incredible. I mean the team

0:22:11.160 --> 0:22:15.480
<v Speaker 1>I had from Listener Studios, my guys, some of whom

0:22:15.680 --> 0:22:19.199
<v Speaker 1>came from Disney originally and then left Disney work at

0:22:19.200 --> 0:22:23.600
<v Speaker 1>Listener Studios and then ironically they found themselves back at Disney.

0:22:23.640 --> 0:22:27.040
<v Speaker 1>But we storyboarded the whole film before we ever got

0:22:27.080 --> 0:22:30.400
<v Speaker 1>to Disney, and we did all this artwork for all

0:22:30.400 --> 0:22:33.280
<v Speaker 1>the different thing you know, aspects the m c P

0:22:33.640 --> 0:22:37.720
<v Speaker 1>and all Solar Sailor and on the life cycles. That

0:22:37.840 --> 0:22:41.359
<v Speaker 1>was all done, but it was done by us in house,

0:22:42.480 --> 0:22:45.600
<v Speaker 1>and it was it was interesting that then when I

0:22:45.600 --> 0:22:48.000
<v Speaker 1>got to Disney and they said, well, you know, if

0:22:48.040 --> 0:22:51.040
<v Speaker 1>you wanted, if you could have a dream, what would

0:22:51.040 --> 0:22:53.639
<v Speaker 1>it be. And I would say, well, I'd like Mobs

0:22:53.760 --> 0:22:57.400
<v Speaker 1>to go over these storyboards, and then I'd like sit

0:22:57.520 --> 0:23:01.480
<v Speaker 1>me to go over vehicle design, and both of them

0:23:01.480 --> 0:23:03.920
<v Speaker 1>to go over my costume designs, and I like Peter

0:23:04.080 --> 0:23:07.920
<v Speaker 1>Lloyd to go over production paintings. And so what what

0:23:08.359 --> 0:23:13.879
<v Speaker 1>worked out great is that we never approached these great

0:23:13.960 --> 0:23:16.200
<v Speaker 1>artists and said to him, we just have a blank

0:23:16.240 --> 0:23:19.280
<v Speaker 1>piece of paper and now I'm going to explain to

0:23:19.320 --> 0:23:22.280
<v Speaker 1>you what I'm trying to get to. It was. It

0:23:22.359 --> 0:23:24.919
<v Speaker 1>was so much better that we said, look, this is

0:23:24.960 --> 0:23:30.119
<v Speaker 1>as good as we can get this, and we're pretty

0:23:30.160 --> 0:23:33.200
<v Speaker 1>confident that, you know, there's more room to improve this.

0:23:33.880 --> 0:23:37.120
<v Speaker 1>And they never let us down. And I think they

0:23:37.160 --> 0:23:39.880
<v Speaker 1>really like that, you know, because they look at our

0:23:40.040 --> 0:23:42.159
<v Speaker 1>artwork and they go, yeah, this is really nice, but

0:23:42.359 --> 0:23:44.200
<v Speaker 1>this or why didn't you do that? Or why didn't

0:23:44.200 --> 0:23:46.639
<v Speaker 1>you do this? And Mobius would say, you know, you

0:23:46.680 --> 0:23:48.639
<v Speaker 1>could shoot this this way, but if you shot it

0:23:48.720 --> 0:23:51.439
<v Speaker 1>from this angle, and if you showed this, then the

0:23:51.480 --> 0:23:55.120
<v Speaker 1>audience wouldn't know that, and uh, yeah, it was amazing

0:23:56.320 --> 0:23:59.120
<v Speaker 1>that's that's it's awesome, and it's great that you already had,

0:23:59.440 --> 0:24:02.159
<v Speaker 1>you know, a nice idea to go in with and

0:24:02.200 --> 0:24:06.119
<v Speaker 1>not have to run the risk of asking an artist

0:24:06.280 --> 0:24:10.399
<v Speaker 1>to contribute and then say, oh, but that doesn't really

0:24:10.480 --> 0:24:12.760
<v Speaker 1>fit in what I was you know, it says that.

0:24:12.920 --> 0:24:15.520
<v Speaker 1>And the thing is I wasn't used to this part

0:24:15.560 --> 0:24:18.600
<v Speaker 1>of it either. The team that you know, my guys

0:24:18.920 --> 0:24:22.679
<v Speaker 1>at Listener Studios, we would throw stuff out all the

0:24:22.800 --> 0:24:25.120
<v Speaker 1>time and we would say, well, you know, that looked

0:24:25.119 --> 0:24:27.560
<v Speaker 1>good last week, but why don't we try this LFE

0:24:27.560 --> 0:24:31.760
<v Speaker 1>cycle design this week. And it was a learning curve

0:24:31.800 --> 0:24:34.600
<v Speaker 1>for me to work with you know, Sid and Mobius,

0:24:34.720 --> 0:24:40.760
<v Speaker 1>and they would say, no, this is it. There are changes,

0:24:41.720 --> 0:24:48.520
<v Speaker 1>there's no revisions. I'm not doing this again. That was amazing.

0:24:48.920 --> 0:24:51.119
<v Speaker 1>It would be at a little bit like walking up

0:24:51.119 --> 0:24:54.760
<v Speaker 1>to Da Vincian saying, yeah, yeah, it go that way.

0:24:54.920 --> 0:24:56.639
<v Speaker 1>Could you put some of the life cycle and he

0:24:56.720 --> 0:25:00.280
<v Speaker 1>hands it to you. You don't say to me, said

0:25:00.480 --> 0:25:05.040
<v Speaker 1>what about this? We do that? You know, you know

0:25:05.040 --> 0:25:07.600
<v Speaker 1>how about mud flaps And it's like, now, I don't

0:25:07.600 --> 0:25:12.040
<v Speaker 1>think so one thing that happened with the life cycles

0:25:12.200 --> 0:25:16.919
<v Speaker 1>I will interject this and it never bothered said, is

0:25:16.960 --> 0:25:21.439
<v Speaker 1>that we sent the life cycles to MAGI, which was

0:25:21.480 --> 0:25:25.640
<v Speaker 1>Phil Middleman's company UM in New York. We had three

0:25:25.680 --> 0:25:29.240
<v Speaker 1>computer companies. One was in New York State and that's

0:25:29.240 --> 0:25:31.600
<v Speaker 1>where Chris Wedge used to work, who went on to

0:25:31.720 --> 0:25:36.280
<v Speaker 1>Great Blue Sky Studios and do ice age. And then

0:25:36.280 --> 0:25:38.840
<v Speaker 1>we had a company out here called Triple I, where

0:25:38.920 --> 0:25:43.160
<v Speaker 1>Richard Taylor was, and then we also used Robert Abeles

0:25:43.200 --> 0:25:47.040
<v Speaker 1>company who was in Hollywood. But when I sent the

0:25:47.119 --> 0:25:54.280
<v Speaker 1>first LFE cycle drawings that said to uh, Magi, they said,

0:25:54.320 --> 0:25:59.760
<v Speaker 1>we can't do this. The curves are too complex. We

0:26:00.600 --> 0:26:04.680
<v Speaker 1>render this, we don't have enough you know, power, it

0:26:04.760 --> 0:26:08.240
<v Speaker 1>won't work. And I knew that, you know, it was

0:26:08.320 --> 0:26:12.639
<v Speaker 1>an incredible design. We all loved it, and so I

0:26:12.720 --> 0:26:15.440
<v Speaker 1>thought about it this I remember this was over a weekend,

0:26:15.880 --> 0:26:18.919
<v Speaker 1>some Sunday, and so then I said, how do I

0:26:19.000 --> 0:26:22.959
<v Speaker 1>keep the integrity of Sid's designed but simplify it for

0:26:23.000 --> 0:26:25.600
<v Speaker 1>the computer? And already you gotta imagine, it was already

0:26:25.640 --> 0:26:29.760
<v Speaker 1>really simple in terms of color and shading. And then I,

0:26:29.760 --> 0:26:31.399
<v Speaker 1>I don't know how where I got this idea, but

0:26:31.440 --> 0:26:34.399
<v Speaker 1>I got the idea of what if you took the bike,

0:26:35.359 --> 0:26:38.879
<v Speaker 1>which was very three d and squeezed parts of it

0:26:38.960 --> 0:26:43.520
<v Speaker 1>between two pieces of glass. To imagine that squeezing it

0:26:43.600 --> 0:26:46.240
<v Speaker 1>between two pieces of glass. So if you look at

0:26:46.280 --> 0:26:49.040
<v Speaker 1>it from the side, what I did was I kept

0:26:49.080 --> 0:26:52.960
<v Speaker 1>that faring in the front the way SID designed it,

0:26:53.320 --> 0:26:58.320
<v Speaker 1>but I flattened everything else that was also full of

0:26:58.359 --> 0:27:01.040
<v Speaker 1>all these compound curves, just like I was pressing a

0:27:01.080 --> 0:27:04.359
<v Speaker 1>piece of glass against it, and that did it. We

0:27:04.520 --> 0:27:08.639
<v Speaker 1>got enough of the complexity out of it so that

0:27:08.680 --> 0:27:10.920
<v Speaker 1>the computer guys could do it. And by the way,

0:27:10.960 --> 0:27:15.480
<v Speaker 1>I want to say one thing about Magi that it

0:27:15.520 --> 0:27:19.240
<v Speaker 1>was pretty funny, which is that they're One of the

0:27:19.280 --> 0:27:24.919
<v Speaker 1>main reasons their tanks in the first Tron movie is

0:27:25.000 --> 0:27:29.200
<v Speaker 1>because when I first went to Magi, which was really

0:27:29.240 --> 0:27:33.080
<v Speaker 1>early on, I was keeping track of their capabilities, like

0:27:33.320 --> 0:27:38.800
<v Speaker 1>years before we ever Matron. Their first major contract was

0:27:38.800 --> 0:27:43.760
<v Speaker 1>with the military to do tank simulations. This was all

0:27:43.800 --> 0:27:47.399
<v Speaker 1>the way back in the mid seventies. This was totally

0:27:47.560 --> 0:27:52.440
<v Speaker 1>like far out crazy stuff, you know, darkas stuff, and

0:27:52.680 --> 0:27:55.640
<v Speaker 1>mag I was doing, you know, it looked like very

0:27:55.680 --> 0:28:00.159
<v Speaker 1>crude video games, but it was tank oriented. So and

0:28:00.160 --> 0:28:02.240
<v Speaker 1>then I at some point came to them and said,

0:28:02.280 --> 0:28:06.000
<v Speaker 1>if you know, if these chases vehicles are tanks. You're

0:28:06.000 --> 0:28:08.840
<v Speaker 1>going to be able to, you know, do a lot

0:28:08.840 --> 0:28:12.359
<v Speaker 1>of this pretty effectively because of your tank experience. And

0:28:12.400 --> 0:28:16.560
<v Speaker 1>they said, yeah, so that's why you know the tanks

0:28:16.600 --> 0:28:31.000
<v Speaker 1>worked out so well. Well, I'm I'm curious now kind

0:28:31.000 --> 0:28:35.080
<v Speaker 1>of stepping back from the the meta tech of how

0:28:35.240 --> 0:28:37.720
<v Speaker 1>the movie came to be and kind of diving into

0:28:38.360 --> 0:28:41.880
<v Speaker 1>the the actual content of the film itself. This is

0:28:42.080 --> 0:28:45.120
<v Speaker 1>a really big treat for me because not only do

0:28:45.160 --> 0:28:49.120
<v Speaker 1>I get to talk about filmmaking approaches and technology that

0:28:49.160 --> 0:28:51.280
<v Speaker 1>I totally geek out about, but I can also talk

0:28:51.320 --> 0:28:55.800
<v Speaker 1>about the mythology of Tron, which is incredible. It's very

0:28:55.960 --> 0:28:59.000
<v Speaker 1>prescient in a lot of ways that I'm not even

0:28:59.040 --> 0:29:02.680
<v Speaker 1>certain that you guys were aware of at the time,

0:29:02.840 --> 0:29:06.880
<v Speaker 1>Like things that that to me became really big conversation

0:29:06.960 --> 0:29:10.240
<v Speaker 1>points a decade or more further out from when the

0:29:10.280 --> 0:29:13.640
<v Speaker 1>film came out. Oh yeah, I mean, I'll tell you

0:29:13.720 --> 0:29:17.920
<v Speaker 1>something that will boil your mind. I had a revelation

0:29:18.040 --> 0:29:22.160
<v Speaker 1>about the mythology of Tron the first movie two days ago.

0:29:24.680 --> 0:29:29.760
<v Speaker 1>I'm serious, because in discussions about Tron two and discussions

0:29:29.800 --> 0:29:32.800
<v Speaker 1>about you know, theoretical discussions about what the Tron three

0:29:32.840 --> 0:29:36.200
<v Speaker 1>would be all of a sudden, it sheds light all

0:29:36.240 --> 0:29:39.719
<v Speaker 1>the way back to the first film, and I realized, oh,

0:29:39.760 --> 0:29:42.400
<v Speaker 1>this is why I was doing that. And I never

0:29:42.480 --> 0:29:48.200
<v Speaker 1>really understood that that clearly until you know, so, yeah,

0:29:48.920 --> 0:29:53.400
<v Speaker 1>it's that aspect of it. It's funny because I like

0:29:53.560 --> 0:29:57.360
<v Speaker 1>to talk about the technical achievement of Tron and the

0:29:57.480 --> 0:30:01.760
<v Speaker 1>incredible work and all the talented people that worked on it,

0:30:01.800 --> 0:30:05.880
<v Speaker 1>and I mean talked about unsung heroes, you know, Richard

0:30:05.920 --> 0:30:09.320
<v Speaker 1>with Richard Taylor and Bill Kroyer did and and there

0:30:09.320 --> 0:30:11.640
<v Speaker 1>the teams and all the three companies. I could go

0:30:11.680 --> 0:30:15.080
<v Speaker 1>on all day about how great that whole group was.

0:30:15.480 --> 0:30:18.400
<v Speaker 1>But then people go, see, listener, he's such a geek.

0:30:18.680 --> 0:30:22.720
<v Speaker 1>You know, he doesn't love story or characters. And that's

0:30:22.760 --> 0:30:26.920
<v Speaker 1>not true at all. I mean, what what actually got

0:30:27.040 --> 0:30:31.600
<v Speaker 1>Tron gave me the energy to make Tron was not

0:30:33.000 --> 0:30:38.880
<v Speaker 1>the geeky energy of computer graphics. What what motivated me

0:30:39.000 --> 0:30:41.280
<v Speaker 1>for years and made me put everything on the line

0:30:42.120 --> 0:30:46.360
<v Speaker 1>were the characters. And it was that story in particular.

0:30:47.200 --> 0:30:50.240
<v Speaker 1>And then I got so excited because I saw that

0:30:50.400 --> 0:30:52.880
<v Speaker 1>there was a chance we could actually do it with

0:30:53.000 --> 0:30:59.440
<v Speaker 1>this technology. But looking back at it, um I have

0:30:59.560 --> 0:31:04.560
<v Speaker 1>to say it, you know, I was. I was inspired

0:31:05.680 --> 0:31:08.760
<v Speaker 1>by the experiences of my own life up to that point,

0:31:08.800 --> 0:31:13.000
<v Speaker 1>even though I was young, and the story works on

0:31:13.280 --> 0:31:19.520
<v Speaker 1>many levels for me personally. Um, so yeah, I care

0:31:19.560 --> 0:31:25.680
<v Speaker 1>about that pretty deeply. I would say, well, it's the

0:31:25.720 --> 0:31:30.160
<v Speaker 1>effects of the film are phenomenal and I love them.

0:31:30.200 --> 0:31:33.760
<v Speaker 1>But as people have pointed out numerous times over the years,

0:31:33.920 --> 0:31:37.719
<v Speaker 1>effects don't make a story. And if you rely too

0:31:37.760 --> 0:31:44.600
<v Speaker 1>heavily upon the the bedazzle of effects and you sacrifice

0:31:44.640 --> 0:31:48.360
<v Speaker 1>the story, then you know, I don't find myself talking

0:31:48.360 --> 0:31:51.640
<v Speaker 1>about those films later on, right, I don't know what

0:31:51.680 --> 0:31:54.960
<v Speaker 1>you mean. There's nothing but nothing to hang on. Yeah,

0:31:55.080 --> 0:32:00.120
<v Speaker 1>I know, well, they don't resonate past to the know,

0:32:00.240 --> 0:32:05.080
<v Speaker 1>the moment. The thing that I've been thinking about and

0:32:05.960 --> 0:32:10.200
<v Speaker 1>the revelation I just had recently, is that if you

0:32:10.280 --> 0:32:13.840
<v Speaker 1>look at if you look at a movie like Star

0:32:13.920 --> 0:32:21.760
<v Speaker 1>Wars or Um or an Avatar or Um, Wonder Woman

0:32:22.520 --> 0:32:25.760
<v Speaker 1>or four thor is a good example, the worlds of

0:32:25.760 --> 0:32:31.760
<v Speaker 1>those films are epic. I mean, there's nothing more epic

0:32:31.800 --> 0:32:36.600
<v Speaker 1>than Nordic mythology and spaces as epic as it gets,

0:32:36.720 --> 0:32:40.920
<v Speaker 1>and it's infinity, it's everything. So what happens in those

0:32:40.960 --> 0:32:45.520
<v Speaker 1>films is that Star Wars or a thor what happens

0:32:45.600 --> 0:32:52.840
<v Speaker 1>is that you get to have comedic characters because that

0:32:53.040 --> 0:32:57.880
<v Speaker 1>they make the epic grandeur of the setting relatable. So

0:32:58.000 --> 0:33:01.120
<v Speaker 1>you know, it's called Star Wars, which is about as

0:33:01.160 --> 0:33:03.200
<v Speaker 1>epic a title as you could ever come up with.

0:33:03.760 --> 0:33:06.480
<v Speaker 1>But then you know, Luke is kind of a goofy

0:33:06.560 --> 0:33:11.440
<v Speaker 1>farm boy with his you know and his robot friends

0:33:11.480 --> 0:33:15.520
<v Speaker 1>are you know, pretty funny. So you know, that's how

0:33:15.560 --> 0:33:18.440
<v Speaker 1>we relate to the epic. And the what I'm getting

0:33:18.440 --> 0:33:22.960
<v Speaker 1>at where this connects with Tron is that Tron has

0:33:23.320 --> 0:33:26.600
<v Speaker 1>is kind of the opposite formula if you think about it,

0:33:27.240 --> 0:33:31.800
<v Speaker 1>because when we did Tron one, all there was was

0:33:31.960 --> 0:33:36.560
<v Speaker 1>you know, pong games, and no one looks at a

0:33:36.640 --> 0:33:41.480
<v Speaker 1>palm game and says this is epic. You know, people

0:33:41.520 --> 0:33:43.680
<v Speaker 1>stand out at night and look at the stars and

0:33:43.840 --> 0:33:45.880
<v Speaker 1>say this is epic, but they don't stand in front

0:33:45.920 --> 0:33:48.800
<v Speaker 1>of a palm game in a bar and you know,

0:33:49.200 --> 0:33:53.120
<v Speaker 1>look at the the pongk bar table and say this

0:33:53.200 --> 0:33:57.120
<v Speaker 1>is epic. So what we did was we kind of

0:33:57.120 --> 0:33:59.200
<v Speaker 1>with the character of Flynn, we added it's kind of

0:33:59.200 --> 0:34:05.880
<v Speaker 1>an epic character. Two, a non epic world. And I

0:34:05.960 --> 0:34:09.560
<v Speaker 1>think that for the people that struggled with Tron, and

0:34:09.640 --> 0:34:13.560
<v Speaker 1>some people still do and say, you know, I don't

0:34:13.600 --> 0:34:15.920
<v Speaker 1>get that movie. Why are people excited about it? I

0:34:15.960 --> 0:34:19.600
<v Speaker 1>think what what they struggle with, even though they wouldn't

0:34:19.640 --> 0:34:23.160
<v Speaker 1>necessarily say it, is they struggle with the idea that

0:34:24.320 --> 0:34:28.640
<v Speaker 1>something epic can come and significant or grand can come

0:34:28.680 --> 0:34:32.480
<v Speaker 1>out of something that isn't well. And and to kind

0:34:32.520 --> 0:34:35.920
<v Speaker 1>of continue your your point, uh, you know, if you

0:34:35.960 --> 0:34:38.920
<v Speaker 1>look at it on on the scale of something like

0:34:38.960 --> 0:34:42.360
<v Speaker 1>Star Wars or thor you're talking about this cosmological scale,

0:34:42.960 --> 0:34:45.360
<v Speaker 1>and when you're talking about Tron, you're talking about diving

0:34:45.360 --> 0:34:51.200
<v Speaker 1>into a virtual space that's confined within a very you know,

0:34:51.600 --> 0:34:56.200
<v Speaker 1>limited physical space. It's within a computer. It's almost like

0:34:56.239 --> 0:34:59.520
<v Speaker 1>you're literally going as small scale as you can get.

0:34:59.520 --> 0:35:02.399
<v Speaker 1>We're talking about information, not even a physical thing at

0:35:02.400 --> 0:35:05.960
<v Speaker 1>this point, right. Well, that's that's I think one of

0:35:06.000 --> 0:35:11.600
<v Speaker 1>the reasons people are drawn to take sort of sanctuary

0:35:11.920 --> 0:35:15.080
<v Speaker 1>in the digital world, and we do it all the time,

0:35:16.280 --> 0:35:21.080
<v Speaker 1>is because we control it. It's finite. You know, even

0:35:21.080 --> 0:35:24.480
<v Speaker 1>though it's gotten as complex as it is compared to

0:35:24.520 --> 0:35:28.160
<v Speaker 1>the universe, it still feels like it's ours. We can

0:35:28.200 --> 0:35:31.640
<v Speaker 1>manage it, we put it together, we can alter it.

0:35:32.280 --> 0:35:36.279
<v Speaker 1>But you know, the universe, We're getting really bad at

0:35:36.400 --> 0:35:44.160
<v Speaker 1>dealing with the universe. And so I think, well, it's

0:35:44.200 --> 0:35:50.560
<v Speaker 1>also this is all very generational because my generation traditionally,

0:35:50.840 --> 0:35:56.279
<v Speaker 1>and certainly people older than me just I can't tell you.

0:35:56.320 --> 0:35:58.839
<v Speaker 1>I don't know how old you are, but I'm sure

0:35:58.880 --> 0:36:04.000
<v Speaker 1>you're younger than me. People were terrified of computers, just terrified,

0:36:04.880 --> 0:36:12.480
<v Speaker 1>and Disney was terrified, every you know, everybody was and say,

0:36:12.520 --> 0:36:14.480
<v Speaker 1>it's like gelling. People come along and they say, well

0:36:14.520 --> 0:36:18.279
<v Speaker 1>that this scares the hell out of my parents. What

0:36:18.440 --> 0:36:23.600
<v Speaker 1>power is actually here that does that? A little bit like, yeah,

0:36:23.680 --> 0:36:27.000
<v Speaker 1>if dad has a problem understanding this and it freaks

0:36:27.040 --> 0:36:29.080
<v Speaker 1>them out, I got to learn what this is about.

0:36:30.200 --> 0:36:33.160
<v Speaker 1>And so the idea that something significant was going to

0:36:33.280 --> 0:36:38.759
<v Speaker 1>come out of these you know, these limited worlds with

0:36:38.880 --> 0:36:43.799
<v Speaker 1>this you know, information storage and manipulation that was embraced

0:36:43.840 --> 0:36:48.640
<v Speaker 1>by the next generation, but it was, you know, none

0:36:48.719 --> 0:36:54.640
<v Speaker 1>of something that older people wanted to accept, and they

0:36:54.719 --> 0:37:01.200
<v Speaker 1>created this weird schism over the years with tron. I mean,

0:37:01.440 --> 0:37:04.560
<v Speaker 1>you know, some people said, oh my god, you know

0:37:04.640 --> 0:37:08.719
<v Speaker 1>how this is terrible If things go in this direction,

0:37:09.360 --> 0:37:12.640
<v Speaker 1>and then twenty years later they were doing ads for

0:37:12.680 --> 0:37:19.640
<v Speaker 1>Apple computers and I've I've seen that arc and people

0:37:19.640 --> 0:37:24.080
<v Speaker 1>don't change, generations change, and um. The other thing, as

0:37:24.080 --> 0:37:28.200
<v Speaker 1>long as I'm thinking down this avenue is that I

0:37:28.239 --> 0:37:34.440
<v Speaker 1>think the fundamental change with the threat of computers at

0:37:34.480 --> 0:37:37.840
<v Speaker 1>the time, you know, everybody was worried about, oh, you know,

0:37:37.920 --> 0:37:40.040
<v Speaker 1>the computers are going to take my personal data and

0:37:40.040 --> 0:37:41.960
<v Speaker 1>they're going to use it against me. I'm gonna lose

0:37:42.000 --> 0:37:48.080
<v Speaker 1>my privacy. And who could have predicted that they would

0:37:48.080 --> 0:37:51.680
<v Speaker 1>take all our personal data but they wouldn't have to

0:37:51.719 --> 0:37:54.680
<v Speaker 1>battle us for it. We would line up to hand

0:37:54.719 --> 0:37:59.719
<v Speaker 1>it over. It's called Facebook, okay, it's called you know

0:38:00.520 --> 0:38:04.480
<v Speaker 1>everything else that you know wants our credit card number.

0:38:05.160 --> 0:38:10.440
<v Speaker 1>And so that has been you know about No one

0:38:10.520 --> 0:38:15.359
<v Speaker 1>anticipated that, no one back then, and Trom didn't anticipate

0:38:15.440 --> 0:38:19.080
<v Speaker 1>that either that. You know, I talked to some of

0:38:19.120 --> 0:38:22.040
<v Speaker 1>the heaviest people in the field of computers back then,

0:38:22.920 --> 0:38:26.239
<v Speaker 1>and you know, they would give me notes and some

0:38:26.280 --> 0:38:29.520
<v Speaker 1>of them would give me story suggestions, but no one

0:38:29.560 --> 0:38:32.319
<v Speaker 1>ever gave me a note that said, you know, we're

0:38:32.360 --> 0:38:35.640
<v Speaker 1>going to hand It's not that we're gonna fear it

0:38:35.719 --> 0:38:38.680
<v Speaker 1>and battle it. We're gonna run towards it as fast

0:38:38.719 --> 0:38:43.560
<v Speaker 1>as we can. And it's and I've spent a lot

0:38:43.600 --> 0:38:46.600
<v Speaker 1>of time thinking about how that really happened or on

0:38:46.760 --> 0:38:50.120
<v Speaker 1>what that really means, what are the repercussions of that?

0:38:50.200 --> 0:38:54.280
<v Speaker 1>And what I came away with on that is that

0:38:54.280 --> 0:38:59.960
<v Speaker 1>that computers put us, put the users in a situation

0:39:00.200 --> 0:39:04.120
<v Speaker 1>where they said, look, we'll take care of the cognitive problems,

0:39:04.160 --> 0:39:09.040
<v Speaker 1>so you're liberated from that, and what what you can

0:39:09.080 --> 0:39:13.759
<v Speaker 1>do with your extra time is indulge your feelings, and

0:39:13.880 --> 0:39:16.400
<v Speaker 1>you know, because that's what we like to do. You know.

0:39:17.600 --> 0:39:20.319
<v Speaker 1>We we get adding machines so we don't have to

0:39:20.360 --> 0:39:23.319
<v Speaker 1>do the math. So then we can, you know, go

0:39:23.400 --> 0:39:25.920
<v Speaker 1>to the movies instead of doing the math, and we

0:39:26.000 --> 0:39:31.040
<v Speaker 1>can enjoy our emotions and feelings. And that has continued

0:39:31.760 --> 0:39:34.960
<v Speaker 1>to advance. You know. It used to be like, Okay,

0:39:35.000 --> 0:39:37.160
<v Speaker 1>I'm not going to learn too much math because I

0:39:37.200 --> 0:39:39.920
<v Speaker 1>have an adding machine, and you know, now I have

0:39:40.040 --> 0:39:43.120
<v Speaker 1>spell check, well, you know, and then it's like, well

0:39:43.239 --> 0:39:45.200
<v Speaker 1>I don't pretty soon I'm not even gonna have to

0:39:45.280 --> 0:39:50.919
<v Speaker 1>drive my car drive itself. And so all these cognitive

0:39:51.000 --> 0:39:55.920
<v Speaker 1>things are being you know, we're so called being liberated

0:39:56.000 --> 0:40:01.680
<v Speaker 1>from and then we're just all about our feelings. And

0:40:02.680 --> 0:40:05.640
<v Speaker 1>you know, we wanted that for a long time. But

0:40:06.120 --> 0:40:11.240
<v Speaker 1>in the past, people humanity dreamt about it the other way.

0:40:11.480 --> 0:40:16.400
<v Speaker 1>You know, for hundreds of years, people philosophers dreamt of

0:40:16.400 --> 0:40:20.239
<v Speaker 1>a world that was guided by reason because it was

0:40:20.360 --> 0:40:24.960
<v Speaker 1>too much about people's feelings. And you know, science and

0:40:25.000 --> 0:40:29.280
<v Speaker 1>philosophy advanced so we could get to this point where

0:40:29.400 --> 0:40:36.960
<v Speaker 1>reason sort of determined our our fate because reason is

0:40:37.760 --> 0:40:43.200
<v Speaker 1>connected to underlying truth that endures. That's why, that's what

0:40:43.360 --> 0:40:47.960
<v Speaker 1>reason is. But emotions don't work that way, you know.

0:40:48.520 --> 0:40:56.080
<v Speaker 1>You can I think that it's worth, you know, dying

0:40:56.400 --> 0:41:00.239
<v Speaker 1>one moment for something, you know, if I don't get

0:41:00.480 --> 0:41:03.760
<v Speaker 1>invited to the prom I should you be better off dead?

0:41:04.480 --> 0:41:08.319
<v Speaker 1>And then a month later you could forget that you

0:41:08.400 --> 0:41:12.959
<v Speaker 1>ever felt that way. And so now we're we're kind

0:41:12.960 --> 0:41:17.360
<v Speaker 1>of living in the age of Trump where I'm digressing,

0:41:17.400 --> 0:41:19.440
<v Speaker 1>I know, but we're living in the age of Trump.

0:41:20.000 --> 0:41:24.880
<v Speaker 1>We're it's all about these feelings every day, and we

0:41:24.960 --> 0:41:28.680
<v Speaker 1>have we have the way of of expressing those feelings

0:41:28.719 --> 0:41:33.719
<v Speaker 1>to a larger audience than ever before, instantaneously as soon

0:41:33.800 --> 0:41:37.960
<v Speaker 1>as we feel you know, so the cognitive power of

0:41:38.040 --> 0:41:44.720
<v Speaker 1>computers has ironically completely liberated our emotional feely side. Touchy

0:41:44.800 --> 0:41:50.279
<v Speaker 1>feely side gets to send out every thought in his

0:41:50.480 --> 0:41:57.920
<v Speaker 1>head because of Twitter whenever, whenever, whenever a disgruntled employee

0:41:57.920 --> 0:42:02.840
<v Speaker 1>of Twitter isn't deleting his account. Yeah, so this weird

0:42:02.920 --> 0:42:07.440
<v Speaker 1>relationship we've developed with technology, and I go all the

0:42:07.480 --> 0:42:10.440
<v Speaker 1>way back to you know, the early chron days, and

0:42:10.520 --> 0:42:13.680
<v Speaker 1>I can see what we thought then, and I can

0:42:13.840 --> 0:42:17.640
<v Speaker 1>you know, I've experienced the arc you know, from there

0:42:17.680 --> 0:42:21.440
<v Speaker 1>to hear it's it's really interesting. Well, what's fascinating to

0:42:21.480 --> 0:42:23.680
<v Speaker 1>me is that, you know, you talked about this this

0:42:23.840 --> 0:42:27.960
<v Speaker 1>thing about computers that were very scary to one generation

0:42:28.160 --> 0:42:31.759
<v Speaker 1>and very promising to the next. Uh. My background is,

0:42:31.800 --> 0:42:35.600
<v Speaker 1>interestingly for me anyway, not not in technology. My background,

0:42:35.680 --> 0:42:39.839
<v Speaker 1>my scholarly background, was in medieval literature and history. And

0:42:39.880 --> 0:42:42.320
<v Speaker 1>the funny thing is you see the exact same story

0:42:42.400 --> 0:42:46.560
<v Speaker 1>play out upon the invention of the Guttenberg Press, because

0:42:46.560 --> 0:42:52.959
<v Speaker 1>it was taking taking books away from monks, you know exactly. Yeah,

0:42:52.960 --> 0:42:55.640
<v Speaker 1>instead of instead of it being the church that was

0:42:55.760 --> 0:42:59.640
<v Speaker 1>completely in charge of creating manuscripts and books, and now

0:42:59.719 --> 0:43:02.759
<v Speaker 1>be aim the domain of printers who could produce them

0:43:02.800 --> 0:43:05.160
<v Speaker 1>much more quickly, which meant that people could actually own

0:43:05.239 --> 0:43:08.839
<v Speaker 1>books for the first time because they weren't prohibitively expensive,

0:43:09.360 --> 0:43:13.200
<v Speaker 1>and that transformed the Renaissance. Really, you could argue that

0:43:13.239 --> 0:43:18.279
<v Speaker 1>was an enormous inforce on it, just as computers have

0:43:18.360 --> 0:43:24.240
<v Speaker 1>been granted a much more accelerated but a similar transformative

0:43:24.719 --> 0:43:29.360
<v Speaker 1>element in our own society. So this kind of knowing,

0:43:29.400 --> 0:43:31.000
<v Speaker 1>this sort of stuff, I mean, granted, a lot of

0:43:31.000 --> 0:43:33.080
<v Speaker 1>this stuff kind of evolved over the years since Tron

0:43:33.120 --> 0:43:35.600
<v Speaker 1>has come out, and in some ways can change the

0:43:35.640 --> 0:43:38.040
<v Speaker 1>way we view Tron, which I actually I think that's

0:43:38.080 --> 0:43:41.239
<v Speaker 1>great for any piece of art, right that you can

0:43:41.280 --> 0:43:43.719
<v Speaker 1>revisit that piece of art and it means something new

0:43:43.760 --> 0:43:47.480
<v Speaker 1>to you based upon your experiences and the way the

0:43:47.480 --> 0:43:49.759
<v Speaker 1>world has changed. That's one of the one of the

0:43:49.840 --> 0:43:55.640
<v Speaker 1>things window into how what a relationship was with all

0:43:55.680 --> 0:43:59.560
<v Speaker 1>of those things, the things of the moment and eternal

0:43:59.680 --> 0:44:03.839
<v Speaker 1>thing at that moment in time, you know. I mean,

0:44:04.200 --> 0:44:09.040
<v Speaker 1>I'll tell you another sort of past and future mechanism

0:44:09.200 --> 0:44:14.479
<v Speaker 1>that I thought about primarily after I made Tron, which

0:44:14.520 --> 0:44:18.120
<v Speaker 1>is that you know, the character of Flynn is kind

0:44:18.160 --> 0:44:21.239
<v Speaker 1>of you know, afterwards, I did quite a bit of

0:44:21.239 --> 0:44:25.560
<v Speaker 1>study about the archetype of the shaman character and what

0:44:25.640 --> 0:44:29.880
<v Speaker 1>it what does the shaman character do traditionally And traditionally

0:44:30.280 --> 0:44:36.920
<v Speaker 1>he he heals a person who has lost their spirit

0:44:37.400 --> 0:44:41.400
<v Speaker 1>because their spirit has gone into you know, the nether world,

0:44:41.480 --> 0:44:44.399
<v Speaker 1>the spirit world, and that is why the person here

0:44:44.480 --> 0:44:49.439
<v Speaker 1>is sick. And the shaman has the power to crossover

0:44:49.640 --> 0:44:53.200
<v Speaker 1>into the spirit world. And then because he has powers there,

0:44:53.480 --> 0:44:59.200
<v Speaker 1>he can retrieve the spirit of his friend, bring it

0:44:59.239 --> 0:45:02.080
<v Speaker 1>back to this world and then put the two together.

0:45:02.880 --> 0:45:05.920
<v Speaker 1>And I'm reading about this, like, you know, specifics about

0:45:05.960 --> 0:45:09.840
<v Speaker 1>this twenty years later, and and then I'm thinking about

0:45:09.920 --> 0:45:14.680
<v Speaker 1>what Flynn did in the first movie Alan and you know,

0:45:14.760 --> 0:45:18.160
<v Speaker 1>Laura come to him and they're sick. Why because they've

0:45:18.200 --> 0:45:23.400
<v Speaker 1>lost their spirit, They've lost their programs and it's making

0:45:23.480 --> 0:45:27.719
<v Speaker 1>them sick. And he has lost information too. And then

0:45:27.719 --> 0:45:32.239
<v Speaker 1>he ends up crossing over into the digital realm and

0:45:32.760 --> 0:45:37.319
<v Speaker 1>you know what does he do there? He freeze them

0:45:37.400 --> 0:45:41.960
<v Speaker 1>up so that they can now get in touch the

0:45:42.120 --> 0:45:45.120
<v Speaker 1>you know, the information that is the Tron program can

0:45:45.160 --> 0:45:47.319
<v Speaker 1>get in touch with the user can get in touch

0:45:47.400 --> 0:45:51.319
<v Speaker 1>with it, and you know, and then he comes back

0:45:51.360 --> 0:45:54.120
<v Speaker 1>to this world and I thought, you know, this is

0:45:54.520 --> 0:45:57.960
<v Speaker 1>this is pretty crazy that it's the role of the shaman,

0:45:58.440 --> 0:46:02.640
<v Speaker 1>but in a in a digital environment, and I wasn't

0:46:02.680 --> 0:46:05.160
<v Speaker 1>really thinking about that when I came up with it.

0:46:05.960 --> 0:46:07.840
<v Speaker 1>And not only that, but a role of a shaman,

0:46:07.880 --> 0:46:11.919
<v Speaker 1>a shaman taking the role of essentially our protagonist, uh,

0:46:11.960 --> 0:46:14.920
<v Speaker 1>the hero of the story, the one who makes the

0:46:15.280 --> 0:46:17.799
<v Speaker 1>who defeats the bad guy at the end. You know,

0:46:17.840 --> 0:46:22.399
<v Speaker 1>we have Tron, but we follow Flynn. Obviously, that makes

0:46:22.400 --> 0:46:25.240
<v Speaker 1>sense because Flynn is from our world, so we're seeing

0:46:25.280 --> 0:46:28.320
<v Speaker 1>the world of Tron through his eyes. That's very necessary

0:46:28.360 --> 0:46:31.480
<v Speaker 1>for the grounding of that for the audience. But it

0:46:31.560 --> 0:46:35.000
<v Speaker 1>is also interesting that that in a traditional narrative, we

0:46:35.040 --> 0:46:37.719
<v Speaker 1>would be following the story of Tron right you start,

0:46:37.760 --> 0:46:39.800
<v Speaker 1>you follow the story of the guy who slays the

0:46:39.880 --> 0:46:43.360
<v Speaker 1>dragon at the end. Uh. And so instead we're following

0:46:43.760 --> 0:46:49.480
<v Speaker 1>the character that enables that to happen. And it's pretty

0:46:49.480 --> 0:46:53.160
<v Speaker 1>funny that moment when at the end of Tron where

0:46:53.239 --> 0:46:57.040
<v Speaker 1>she says, you know, Flynn really did it, and Tron

0:46:57.120 --> 0:47:00.759
<v Speaker 1>doesn't know that, you know, he managed to overcome the

0:47:00.840 --> 0:47:04.319
<v Speaker 1>m c P because of what Flynn did. That that

0:47:04.440 --> 0:47:08.719
<v Speaker 1>happened on a whole, whole dimensional level above his head literally,

0:47:09.280 --> 0:47:11.760
<v Speaker 1>and he looks at her and he goes, oh, okay,

0:47:12.080 --> 0:47:16.440
<v Speaker 1>you really know what to do with that information? Yeah,

0:47:16.920 --> 0:47:19.719
<v Speaker 1>you know, And I just this thought popped into my head,

0:47:19.760 --> 0:47:22.880
<v Speaker 1>which is that according to this definition of what a

0:47:22.920 --> 0:47:30.040
<v Speaker 1>shaman is, you could almost say that, um Wizard of

0:47:30.080 --> 0:47:36.680
<v Speaker 1>Oz is a shaman story that Judy Garland's character, she

0:47:37.239 --> 0:47:39.840
<v Speaker 1>crosses over to the other world and what does she do.

0:47:40.080 --> 0:47:42.920
<v Speaker 1>She helps her friends become whole. She gets them a

0:47:43.000 --> 0:47:49.640
<v Speaker 1>hard brain. It's a very similar mechanism. Absolutely. Yeah, it's

0:47:49.719 --> 0:47:52.920
<v Speaker 1>a interesting I had not even thought of that, but

0:47:52.960 --> 0:47:56.840
<v Speaker 1>that is a very a very apt, uh comparison, especially

0:47:56.880 --> 0:48:01.200
<v Speaker 1>since Dorothy again is going into a worldly unlike our own,

0:48:01.239 --> 0:48:03.480
<v Speaker 1>that has its own rules, has its own history. I

0:48:03.600 --> 0:48:13.680
<v Speaker 1>never thought of Dorothy as a shaman, but she is. Yeah. Well,

0:48:14.000 --> 0:48:16.360
<v Speaker 1>I have another question for you. This is one that

0:48:16.360 --> 0:48:20.240
<v Speaker 1>that not only I need to know, but my producer

0:48:20.360 --> 0:48:24.360
<v Speaker 1>Ramsey needs to know, and that is Master Control Program

0:48:24.440 --> 0:48:27.359
<v Speaker 1>m c P. One one of the great villains of

0:48:27.440 --> 0:48:32.680
<v Speaker 1>science fiction. What what what was? Did you have any

0:48:32.719 --> 0:48:37.239
<v Speaker 1>specific inspirations for m c P, perhaps with any other

0:48:37.560 --> 0:48:39.840
<v Speaker 1>organizations that might have three letters in their name or

0:48:39.840 --> 0:48:44.279
<v Speaker 1>anything along those lines, or from the beginning, he was

0:48:44.719 --> 0:48:50.000
<v Speaker 1>always machine like and when I want to, and there

0:48:50.160 --> 0:48:53.520
<v Speaker 1>was a sort of Wizard of Oz component to him too,

0:48:53.960 --> 0:48:57.840
<v Speaker 1>speaking Wizard of Oz, because you know, he was smoking

0:48:57.920 --> 0:49:01.240
<v Speaker 1>mirrors and in the end he was that know a little.

0:49:01.440 --> 0:49:05.759
<v Speaker 1>It all started with that little chess player. But um,

0:49:05.880 --> 0:49:10.719
<v Speaker 1>when I went to Triple I, they had one of

0:49:10.760 --> 0:49:14.880
<v Speaker 1>the three computer companies, they had created a juggling human

0:49:15.200 --> 0:49:19.840
<v Speaker 1>character wearing a top hat who um looked very human.

0:49:19.880 --> 0:49:22.880
<v Speaker 1>He barely moved. He just stood in one position and

0:49:23.000 --> 0:49:26.280
<v Speaker 1>his arms moved and he juggled a bunch of balls

0:49:26.440 --> 0:49:31.239
<v Speaker 1>and uh, but he didn't speak or anything like that.

0:49:31.520 --> 0:49:34.520
<v Speaker 1>And I don't think he ever moved his speed either.

0:49:35.040 --> 0:49:39.520
<v Speaker 1>And then I saw that I saw this, This image

0:49:39.520 --> 0:49:42.520
<v Speaker 1>popped into my head that like the Wizard of Oz,

0:49:42.719 --> 0:49:46.719
<v Speaker 1>we could have his face on this machine like exterior

0:49:46.800 --> 0:49:50.360
<v Speaker 1>that we had been creating for the m c P.

0:49:50.840 --> 0:49:55.400
<v Speaker 1>And uh. But then we couldn't render it in flesh

0:49:55.520 --> 0:49:58.200
<v Speaker 1>tones and have it speak because we just didn't have

0:49:58.320 --> 0:50:01.920
<v Speaker 1>enough computing power. So the only way we could actually

0:50:02.080 --> 0:50:06.400
<v Speaker 1>do it was in wire frame. So you know, we

0:50:06.400 --> 0:50:10.000
<v Speaker 1>we recorded David Warner's voice doing it, and then we

0:50:10.080 --> 0:50:12.840
<v Speaker 1>altered his voice, and then we you know, did what

0:50:13.000 --> 0:50:16.120
<v Speaker 1>animators have always done is sync up the images, you know,

0:50:16.239 --> 0:50:21.240
<v Speaker 1>the face with the soundtrack and the MVP is really

0:50:21.760 --> 0:50:27.120
<v Speaker 1>I guess the first talking had the first c G

0:50:27.600 --> 0:50:32.400
<v Speaker 1>character that ever was. And I always liked the idea

0:50:32.480 --> 0:50:37.560
<v Speaker 1>that you can be outside of him or you can

0:50:37.600 --> 0:50:41.440
<v Speaker 1>be inside of him. The scene where Sark is actually

0:50:42.160 --> 0:50:45.960
<v Speaker 1>you know, at the pedestal and the m CP surround him.

0:50:47.040 --> 0:50:51.399
<v Speaker 1>I like that that. You know, it's that's a relationship

0:50:51.480 --> 0:50:55.160
<v Speaker 1>with the technology. We can be objective to it or

0:50:55.280 --> 0:51:00.239
<v Speaker 1>we can be subjected to being inside the technology and

0:51:00.280 --> 0:51:04.960
<v Speaker 1>it's completely surrounds us. I always pictured him as kind

0:51:04.960 --> 0:51:12.840
<v Speaker 1>of a it's funny processor, like a food processor, because

0:51:12.880 --> 0:51:16.359
<v Speaker 1>he's kind of like a juicer you think about it.

0:51:16.480 --> 0:51:20.560
<v Speaker 1>You know, he brings in these programs and he these

0:51:20.719 --> 0:51:24.440
<v Speaker 1>entities and then he juices them to extract their information.

0:51:25.640 --> 0:51:32.320
<v Speaker 1>And I'll tell you a little funny um story about

0:51:32.520 --> 0:51:36.239
<v Speaker 1>the m c P and Flynn, which is that I

0:51:36.280 --> 0:51:42.880
<v Speaker 1>didn't know that Jeff who's contribution. I can't stop bragging

0:51:42.920 --> 0:51:45.399
<v Speaker 1>about how you know, great he is in that role,

0:51:45.480 --> 0:51:50.920
<v Speaker 1>but um and I cast him so the uh that

0:51:51.040 --> 0:51:58.040
<v Speaker 1>was my contribution. He did the rest, but he UM,

0:51:58.080 --> 0:52:01.840
<v Speaker 1>I didn't know he was going to do this persona

0:52:02.239 --> 0:52:05.759
<v Speaker 1>and so we started filming the tank scene and he

0:52:05.840 --> 0:52:08.680
<v Speaker 1>was doing it and it was really cool and it

0:52:08.719 --> 0:52:11.279
<v Speaker 1>was a daring move on his part. But then the

0:52:11.440 --> 0:52:14.520
<v Speaker 1>m c P, the recognizers common they capture Clue and

0:52:14.520 --> 0:52:17.640
<v Speaker 1>then they put him in the m c P and uh,

0:52:19.120 --> 0:52:22.680
<v Speaker 1>he starts getting d rez and then he starts screaming

0:52:22.719 --> 0:52:27.160
<v Speaker 1>for his life and Jeff delivers this great, you know,

0:52:27.520 --> 0:52:31.240
<v Speaker 1>heartfelt moment of like, you know, I'm not giving into

0:52:31.280 --> 0:52:34.200
<v Speaker 1>you m c P. But he doesn't do it in

0:52:34.239 --> 0:52:38.720
<v Speaker 1>the Clue voice. He does it as in his real voice,

0:52:39.560 --> 0:52:43.239
<v Speaker 1>and neither of us caught that. No one caught that

0:52:43.360 --> 0:52:47.200
<v Speaker 1>inconsistency that if you think about it, that should have

0:52:47.239 --> 0:52:50.759
<v Speaker 1>been in the Clue program voice, but and you know,

0:52:51.200 --> 0:52:54.239
<v Speaker 1>but it isn't. And it's a little bit like it's

0:52:54.320 --> 0:52:56.840
<v Speaker 1>kind of freaky because it's a little bit like Clue

0:52:56.880 --> 0:52:59.840
<v Speaker 1>was dying. And then the last thing he did was

0:53:00.320 --> 0:53:04.160
<v Speaker 1>act like you know, a user just before the end,

0:53:05.760 --> 0:53:08.320
<v Speaker 1>so that's you know, it was kind of a happy accident.

0:53:08.800 --> 0:53:11.839
<v Speaker 1>But anyway, the the m c P was it was like,

0:53:12.200 --> 0:53:17.239
<v Speaker 1>you know, a food processor with people or characters, and

0:53:20.400 --> 0:53:24.640
<v Speaker 1>that design actually did not change all that much. I

0:53:24.680 --> 0:53:29.160
<v Speaker 1>mean it was it was worked over brilliantly by Sid

0:53:29.239 --> 0:53:34.280
<v Speaker 1>Mead and improved a lot, but that the through line

0:53:34.560 --> 0:53:40.640
<v Speaker 1>went back years. Well, I guess, uh, you know to

0:53:40.760 --> 0:53:46.520
<v Speaker 1>me just seeing that that image, uh, that that enormous

0:53:46.680 --> 0:53:53.640
<v Speaker 1>had that booming voice, it's consuming the the information uh

0:53:53.880 --> 0:53:56.840
<v Speaker 1>from from other programs to me today, like when I

0:53:56.840 --> 0:53:58.799
<v Speaker 1>think of the Internet voice, that's the voice that's in

0:53:58.840 --> 0:54:02.160
<v Speaker 1>my head. It's the of m C p as as

0:54:02.200 --> 0:54:05.799
<v Speaker 1>it's consuming and you know, talking again about pressions, like

0:54:06.200 --> 0:54:10.719
<v Speaker 1>there's so much here about the emerging of what it

0:54:10.840 --> 0:54:13.720
<v Speaker 1>is to be human and the technology that we created.

0:54:14.160 --> 0:54:18.040
<v Speaker 1>It really really seems like the singularity, like that concept

0:54:18.080 --> 0:54:21.799
<v Speaker 1>of the singularity of of humans elevating themselves to the

0:54:21.840 --> 0:54:25.960
<v Speaker 1>next level, perhaps merging with machines or incorporating machines in

0:54:26.040 --> 0:54:28.360
<v Speaker 1>some way. Sometimes it doesn't involve that, but but a

0:54:28.360 --> 0:54:32.640
<v Speaker 1>lot of the versions of the singularity do this seems like, uh,

0:54:32.680 --> 0:54:34.600
<v Speaker 1>it was very much in that that sort of vein,

0:54:34.680 --> 0:54:38.840
<v Speaker 1>like this idea of you know, there were no we

0:54:38.880 --> 0:54:42.720
<v Speaker 1>didn't use the term user before Tron, and people didn't

0:54:42.719 --> 0:54:46.760
<v Speaker 1>know what the word meant, and people didn't have computers.

0:54:46.800 --> 0:54:49.600
<v Speaker 1>I mean, there were no really you know, handful, but

0:54:50.360 --> 0:54:55.360
<v Speaker 1>people were and they were crude at best. So, um,

0:54:55.400 --> 0:54:58.960
<v Speaker 1>this whole idea of your sort of your alter ego,

0:54:59.320 --> 0:55:03.160
<v Speaker 1>your avoc are being you know, in there in the

0:55:03.200 --> 0:55:07.600
<v Speaker 1>form of your information, that just keeps building every year,

0:55:08.600 --> 0:55:13.320
<v Speaker 1>so that you know, it's it's getting to the point

0:55:13.520 --> 0:55:16.920
<v Speaker 1>where we really are creating as much as possible, a

0:55:17.120 --> 0:55:25.120
<v Speaker 1>double ganger of ourselves digitally. And I mean, I think

0:55:25.239 --> 0:55:29.840
<v Speaker 1>what's interesting is that Nintendo, i've heard, has done studies

0:55:29.920 --> 0:55:35.080
<v Speaker 1>on how people texture themselves in their mind's eye, and

0:55:35.800 --> 0:55:40.480
<v Speaker 1>they've come to the conclusion that we imagine ourselves this

0:55:40.719 --> 0:55:45.480
<v Speaker 1>is somewhat a cartoon version of ourselves. And I think

0:55:45.520 --> 0:55:49.799
<v Speaker 1>that's one of the reasons that Nintendo video games as

0:55:49.840 --> 0:55:52.400
<v Speaker 1>successful and brilliant as they are. I mean, part of

0:55:52.440 --> 0:55:57.600
<v Speaker 1>that success, I think comes from working with that theory

0:55:57.760 --> 0:56:02.279
<v Speaker 1>that you know, they're not realistic, and I think that

0:56:02.560 --> 0:56:06.279
<v Speaker 1>the idea of a realistic double ganger, a sort of

0:56:06.360 --> 0:56:11.000
<v Speaker 1>copy of ourselves, I think that that's a in some

0:56:11.120 --> 0:56:17.480
<v Speaker 1>ways maybe more challenging, and I think that's part of

0:56:17.520 --> 0:56:23.919
<v Speaker 1>the challenge that we're actually facing that you know, it's

0:56:24.000 --> 0:56:27.600
<v Speaker 1>it's a little bit like not only we're creating a

0:56:27.760 --> 0:56:33.719
<v Speaker 1>double gang or Earth and a digital one. And like

0:56:33.760 --> 0:56:36.160
<v Speaker 1>I said earlier, I think we feel good about that

0:56:36.360 --> 0:56:42.880
<v Speaker 1>because it doesn't confound us like the universe. You know,

0:56:43.440 --> 0:56:46.400
<v Speaker 1>it has problems like hackers and trolls, but yeah, we

0:56:46.440 --> 0:56:50.920
<v Speaker 1>can deal with that. But you know, because ultimately those

0:56:50.920 --> 0:56:57.719
<v Speaker 1>are people are and where we don't understand is CEO two.

0:56:59.520 --> 0:57:05.279
<v Speaker 1>You know. I uh, well, Stephen Lisberger, this has been

0:57:05.320 --> 0:57:08.440
<v Speaker 1>a huge thrill for me to to talk to the

0:57:08.480 --> 0:57:11.480
<v Speaker 1>writer and director of a film that, you know what

0:57:11.600 --> 0:57:14.880
<v Speaker 1>played a big part in my childhood and I watch

0:57:14.920 --> 0:57:17.840
<v Speaker 1>it frequently, so I have, in fact, I want to

0:57:17.880 --> 0:57:22.720
<v Speaker 1>take this opportunity to thank you for your quarters. Oh

0:57:22.840 --> 0:57:25.040
<v Speaker 1>there have been an I didn't even get into the

0:57:25.160 --> 0:57:28.840
<v Speaker 1>arcades section of this because I mean, you know, I

0:57:28.880 --> 0:57:32.200
<v Speaker 1>just had to had one footnote because I can't resist,

0:57:32.280 --> 0:57:34.200
<v Speaker 1>which is you know, people always talking about well, the

0:57:34.240 --> 0:57:37.040
<v Speaker 1>first Tron. You know, it didn't make enough money, It

0:57:37.160 --> 0:57:41.040
<v Speaker 1>wasn't eat well the movie paid for itself as a movie,

0:57:41.880 --> 0:57:46.720
<v Speaker 1>but the video game paid for the entire movie. Too.

0:57:47.600 --> 0:57:50.200
<v Speaker 1>Many a week's allowance went into discs of Tron. For me.

0:57:50.640 --> 0:57:55.120
<v Speaker 1>I remember the full console, like the one you would

0:57:55.160 --> 0:57:59.000
<v Speaker 1>step in and play and uh, and yeah, I played

0:57:59.080 --> 0:58:01.840
<v Speaker 1>a lot of that game. Yeah, do you know about

0:58:01.840 --> 0:58:05.000
<v Speaker 1>the Tron ride in Shanghai. I have heard about this,

0:58:05.080 --> 0:58:07.400
<v Speaker 1>I have not made my way to Asia yet and

0:58:07.560 --> 0:58:12.439
<v Speaker 1>set it out on YouTube Tron Shanghai and um, it's

0:58:12.520 --> 0:58:16.360
<v Speaker 1>pretty amazing. They worked on that ride for over fifteen years.

0:58:16.960 --> 0:58:19.880
<v Speaker 1>Actually happened. Yeah, I've heard. I've heard about a new

0:58:19.920 --> 0:58:24.120
<v Speaker 1>one to do it in Florida now. So I'm really

0:58:24.160 --> 0:58:28.520
<v Speaker 1>excited about that because, you know, the thing is, like

0:58:28.560 --> 0:58:31.960
<v Speaker 1>you said earlier, people think of Tron and you know,

0:58:31.960 --> 0:58:35.520
<v Speaker 1>it's sometimes too literally like, oh, you know, it's a

0:58:35.600 --> 0:58:38.560
<v Speaker 1>small world in there. You know, it's a small world

0:58:38.600 --> 0:58:42.960
<v Speaker 1>after all. And but it's funny because with the Tron ride,

0:58:43.040 --> 0:58:47.080
<v Speaker 1>the world of Tron is immense and you're small and

0:58:47.160 --> 0:58:51.680
<v Speaker 1>you get on the ride and in some ways that's

0:58:51.720 --> 0:58:56.440
<v Speaker 1>the whole you know, that's the most thrilling part to

0:58:56.520 --> 0:58:59.800
<v Speaker 1>be small and have that recognizer looming over your head,

0:58:59.840 --> 0:59:03.520
<v Speaker 1>for instance. Yeah, to make that lead to realize, oh,

0:59:03.680 --> 0:59:08.200
<v Speaker 1>you know, this world is not small, and so yeah,

0:59:08.320 --> 0:59:11.480
<v Speaker 1>it's really cool to ride. But anyway, yeah, the game

0:59:11.520 --> 0:59:16.320
<v Speaker 1>and the ride, I mean, I can't wait to experience

0:59:16.360 --> 0:59:19.160
<v Speaker 1>the ride. I really, I really am looking forward to that.

0:59:19.640 --> 0:59:22.200
<v Speaker 1>The game remains one of my favorites. I'm a I'm

0:59:22.200 --> 0:59:25.160
<v Speaker 1>a child of the seventies and eighties, so the Arcade

0:59:25.320 --> 0:59:30.680
<v Speaker 1>experience was really an important one for me growing up. Also,

0:59:31.120 --> 0:59:34.600
<v Speaker 1>Tron obviously being in that realm of for a lot

0:59:34.600 --> 0:59:36.240
<v Speaker 1>of people, it was kind of their introduction to this

0:59:36.360 --> 0:59:40.800
<v Speaker 1>concept of taking taking a very abstract idea in the

0:59:40.800 --> 0:59:44.760
<v Speaker 1>form of computer program and really turning it into something relatable.

0:59:44.800 --> 0:59:47.800
<v Speaker 1>I mean, to have a computer program that could technically

0:59:47.800 --> 0:59:49.800
<v Speaker 1>just be oh well, this is just a spreadsheet program,

0:59:49.840 --> 0:59:54.320
<v Speaker 1>but no, in this world that is a an anthropomorphic

0:59:54.720 --> 0:59:59.880
<v Speaker 1>creation that can fight for you. That's uh pretty amazing concept.

1:00:00.560 --> 1:00:05.880
<v Speaker 1>Uh I. This was a huge thrill for me. I

1:00:05.920 --> 1:00:08.200
<v Speaker 1>thank you so much. Yeah, if you get a chance

1:00:08.240 --> 1:00:10.440
<v Speaker 1>to get a word, and I mean, I'll totally be

1:00:10.480 --> 1:00:14.160
<v Speaker 1>an extra in Tron three. I'm I'm happy to be. Yeah,

1:00:14.360 --> 1:00:17.640
<v Speaker 1>just sitting at sitting off at the side. I'm perfectly fine.

1:00:17.720 --> 1:00:19.480
<v Speaker 1>I just want to I want to be in the

1:00:19.520 --> 1:00:22.640
<v Speaker 1>room where it happens as they say, thank you for

1:00:22.760 --> 1:00:30.120
<v Speaker 1>enjoining me again. Okay, you too. Bye. I hope you

1:00:30.160 --> 1:00:33.640
<v Speaker 1>enjoyed that discussion with Mr Lisburger. I could have easily

1:00:33.880 --> 1:00:37.360
<v Speaker 1>kept talking for another hour or two with him, and

1:00:37.360 --> 1:00:39.240
<v Speaker 1>I get the feeling he would have indulged me for

1:00:39.320 --> 1:00:41.120
<v Speaker 1>as long as he had the time to do so.

1:00:41.880 --> 1:00:45.920
<v Speaker 1>I've always had an appreciation for Tron. I've always enjoyed

1:00:45.960 --> 1:00:49.000
<v Speaker 1>that movie ever since it first came out, But now

1:00:49.040 --> 1:00:52.880
<v Speaker 1>that appreciation is even more profound knowing the challenges that

1:00:52.960 --> 1:00:55.680
<v Speaker 1>the team faced in order to produce this movie at

1:00:55.680 --> 1:00:58.080
<v Speaker 1>the time that it was made, going to the point

1:00:58.120 --> 1:01:02.080
<v Speaker 1>where you would swear this was computer generated imagery, and

1:01:02.120 --> 1:01:05.760
<v Speaker 1>then knowing that it was hand animated, hand drawn on

1:01:05.840 --> 1:01:11.680
<v Speaker 1>top of actual individual cells of film. It's incredible to

1:01:11.760 --> 1:01:14.280
<v Speaker 1>think of how much work and care and love went

1:01:14.320 --> 1:01:17.680
<v Speaker 1>into this film and created that distinctive look and feel.

1:01:18.600 --> 1:01:20.320
<v Speaker 1>And also, I really do hope I can show up

1:01:20.320 --> 1:01:25.919
<v Speaker 1>in Tron three The Balls in your Court, Disney call me.

1:01:28.800 --> 1:01:32.680
<v Speaker 1>I hope you guys enjoyed that episode. With our conversation

1:01:32.680 --> 1:01:36.080
<v Speaker 1>with the director of Tron, we will keep on going

1:01:36.200 --> 1:01:38.840
<v Speaker 1>with this entertainment playlists, so stick around if you want

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<v Speaker 1>to hear more, and if you have any suggestions for

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<v Speaker 1>future episodes, send me a message. You can reach out

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<v Speaker 1>on Facebook or Twitter to handle it's tech stuff. H. S.

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<v Speaker 1>W and I'll talk to you again. Really Send text

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<v Speaker 1>Stuff is an I heart Radio production. For more podcasts

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<v Speaker 1>from my heart Radio, visit the i heart Radio app,

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<v Speaker 1>H