WEBVTT - The Rise and Fall of Atari: Part Two

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<v Speaker 1>Get in touch with technology with tex Stuff from Hey there,

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<v Speaker 1>and welcome to tech Stuff. I'm Jonathan Strickland and joining

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<v Speaker 1>me again is Chuck Bryant from Stuff You Should Know?

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<v Speaker 1>How do you do? How do you do? To you, Chuck.

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<v Speaker 1>If you tuned into our last episode, you heard the

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<v Speaker 1>beginning of the epic tale of the rise and fall

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<v Speaker 1>of Atari. We talked about Atari's founding up to the

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<v Speaker 1>point where it's founder, Nolan Bushnell, sells the company to

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<v Speaker 1>Warner Communications, and now we're going to talk about where

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<v Speaker 1>things went from that point forward. Yeah, I should say

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<v Speaker 1>I almost said hello by doing my impression of the

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<v Speaker 1>home version of pac Man, but I didn't do it.

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<v Speaker 1>I appreciate that. I'll do that when we talk about

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<v Speaker 1>it in ten minutes. Yea, we will get there. So

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<v Speaker 1>nineteen seventy seven, this we were teasing it at the

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<v Speaker 1>end of the last episode. This is when Atari release

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<v Speaker 1>is the revolutionary and I mean that sincerely. I am

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<v Speaker 1>not being snarky. Revolutionary Atari Video Computer System a k

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<v Speaker 1>A the Atari vcs a k A. Yeah, and where

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<v Speaker 1>I didn't even know, but I saw that you research

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<v Speaker 1>where the name came from. Yeah, So all right, when

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<v Speaker 1>you're a company and you make stuff, you give units

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<v Speaker 1>part names, right, So like in a hardware store, you

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<v Speaker 1>might have a typical like a type of screw of

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<v Speaker 1>a certain length, that's a Phillip's head screw, and to

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<v Speaker 1>describe the whole thing would take you like five lines

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<v Speaker 1>of text because you're talking about the length, the type

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<v Speaker 1>of screw head, you know, how how close the treads are.

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<v Speaker 1>Or you could just give it a part name and

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<v Speaker 1>then you say, I need fifteen of hc X blah

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<v Speaker 1>blah blah blah blah. Well, the part name for the

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<v Speaker 1>this unit, this this system was the c X to

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<v Speaker 1>six hundred. So they just said, all right, we're just

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<v Speaker 1>gonna call it the AY because it sounds, you know, futuristic. Yeah,

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<v Speaker 1>whereas the rest of us are thinking, like where we're

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<v Speaker 1>atari's one or two. I always thought that, yeah, so

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<v Speaker 1>this this is just an identifier that that makes it

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<v Speaker 1>easy to refer to a part. Now in this case,

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<v Speaker 1>it just made a really compelling sounding device. Uh. And

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<v Speaker 1>it goes on sale in the United States for a

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<v Speaker 1>hundred ninety nine on the low end. The high end

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<v Speaker 1>was to twenty nine. It chipped with two joysticks. I

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<v Speaker 1>guess the two nine version came with the paddles. I guess,

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<v Speaker 1>so I had that. I had the paddles. Yeah, I

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<v Speaker 1>had the paddles. There's no other way to play Breakout

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<v Speaker 1>properly without paddles. Um, and uh, it came with Combat. Yeah,

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<v Speaker 1>it came with one game, which was really I can't

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<v Speaker 1>remember actually how many variations there were, right, because they

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<v Speaker 1>had the tanks, they had the airplane jets. I told

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<v Speaker 1>you in the last episode. My brother and I were

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<v Speaker 1>playing Combat last week at his house on and we

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<v Speaker 1>were kind of cracking up at um. You know, like

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<v Speaker 1>here's one version where it's the two tanks, and then

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<v Speaker 1>the next version is it's the same thing, but they're invisible,

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<v Speaker 1>and the next version is it's the same thing, but

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<v Speaker 1>the bullets bounce off the wall. So that was my

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<v Speaker 1>favorite one. Yeah, where you could bank shots into each

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<v Speaker 1>other and or you could hit yourself. Oh I didn't. Yeah,

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<v Speaker 1>if you if you bake it, if you bank it

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<v Speaker 1>so that it it bounces back and hit goes through

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<v Speaker 1>your tank and it actually hit yourself, And that was

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<v Speaker 1>really yeah. And then of course they had the air

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<v Speaker 1>combat games of you know, you could be fighter pilots

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<v Speaker 1>or you could be biplanes, you could be that giant

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<v Speaker 1>whatever that was. And there were clouds in some versions

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<v Speaker 1>you fly behind clouds, not in other versions. So they

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<v Speaker 1>managed to really milk combat for many, many different versions

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<v Speaker 1>of essentially the same game. Yeah, And as I recall,

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<v Speaker 1>the way you would play that is there were physical

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<v Speaker 1>switches on the atari itself that you you could manipulate

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<v Speaker 1>and get different versions as well. It was there one

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<v Speaker 1>that was it Like, it wasn't a menu system, right,

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<v Speaker 1>it was. It was a menu. It was a toggle

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<v Speaker 1>on the front of the game, just toggle through the

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<v Speaker 1>different versions, which is kind of interesting. Like it was

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<v Speaker 1>the actual console itself that had physical switches in the

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<v Speaker 1>upper down position and that's how you could determine which

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<v Speaker 1>version you were playing. And um, yeah, so those days

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<v Speaker 1>of having that video screen with the menu where it's

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<v Speaker 1>like start, load game, save game didn't exist. And and

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<v Speaker 1>once that game, like we mentioned in the previous episode,

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<v Speaker 1>once you turn that console off, all that information disappears

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<v Speaker 1>because it's only in read only memory. That's right. And

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<v Speaker 1>I think any of us that got three quarters of

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<v Speaker 1>the way through Raiders of the Lost Art and someone

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<v Speaker 1>accidentally flicked the reset switch, bad Yeah, oh man, And

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<v Speaker 1>that and that game was one of the most complicated

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<v Speaker 1>Atari games that I can recall. And what we're talking

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<v Speaker 1>about it, Yeah, we'll save that, we'll save it. We'll

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<v Speaker 1>we'll talk on our reflections of some of our favorite

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<v Speaker 1>games later on. But technically the system was ready for

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<v Speaker 1>shipping a year before it came out, but Atari sat

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<v Speaker 1>on it. And the reason they saund it was causes.

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<v Speaker 1>Something we mentioned in the last episode that that big

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<v Speaker 1>agreement they had with Magnavox. Part of that agreement was

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<v Speaker 1>they would give Magnavox the rights to anything Atari produced

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<v Speaker 1>within that year, and so they thought, well, if we

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<v Speaker 1>wait a little longer, we don't. Yeah, we won't give

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<v Speaker 1>them the rights to the all will retain them ourselves.

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<v Speaker 1>So they sat on it and released it a year late.

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<v Speaker 1>And originally they were only going to create ten titles

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<v Speaker 1>for this thing. They thought that the market for it

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<v Speaker 1>would be something that would last two or three years,

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<v Speaker 1>and they would just produce it for that before moving

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<v Speaker 1>on to something else, and therefore you would have more

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<v Speaker 1>flexibility because you could switch out titles. But they thought, well,

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<v Speaker 1>there's there's no real market here. We're not gonna go

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<v Speaker 1>beyond that. But some of the programmers started playing around

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<v Speaker 1>with and said, wait a minute, we have the opportunity

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<v Speaker 1>here to make stuff that has never been in the

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<v Speaker 1>arcades that that could be totally new, groundbreaking. There's a

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<v Speaker 1>lot more potent chill with this hardware. Like here's where

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<v Speaker 1>the money is. Yeah, fellas, how about two hundred titles

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<v Speaker 1>right that you can sell for thirty dollars a piece. Yeah,

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<v Speaker 1>And so they said this sounds like a good idea. Well, yeah,

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<v Speaker 1>but Uhara was not was not a smash hit right

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<v Speaker 1>out of the gate. No. It actually there's a couple

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<v Speaker 1>of years were sort of lackluster because people didn't really

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<v Speaker 1>get that it was more than Pong at first, and

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<v Speaker 1>One Communications didn't really market it well either, So there

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<v Speaker 1>was there was some some downfalls in the market. They

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<v Speaker 1>weren't a video game company, they didn't really know what

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<v Speaker 1>to do with it. And it was expensive. I mean,

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<v Speaker 1>you know, hundred dollars that that doesn't sound like it's

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<v Speaker 1>expensive today, but keep in mind we're talking nineteen seventies money.

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<v Speaker 1>You know, that's like more than seven hundred bucks for

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<v Speaker 1>this thing that at least at first was only going

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<v Speaker 1>to play ten titles. That's not that's not a big

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<v Speaker 1>selling point for someone who's I'm gonna I'm gonna shell

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<v Speaker 1>out the better part of a grand to get a

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<v Speaker 1>machine that can play ten games. Yeah. Remember my brother

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<v Speaker 1>and I how, um, you know how you would submit

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<v Speaker 1>the Christmas list to the to the parents. Yes, here's

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<v Speaker 1>what Scott wants, here's what Chuck wants. We had to share. Um,

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<v Speaker 1>we had to both go in all in on Atari.

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<v Speaker 1>Like this Christmas all both of us went together is

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<v Speaker 1>this one item. And my parents are like, all right,

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<v Speaker 1>well you better play it. It's funny because I actually

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<v Speaker 1>got may Atari fairly close to the um not not

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<v Speaker 1>too long before the Great video game Crash, which we

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<v Speaker 1>will get to, which meant that the price had actually

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<v Speaker 1>come down because there was a lot of competition in

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<v Speaker 1>that space pretty early on. Yeah, I could remember what year,

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<v Speaker 1>but um, I don't think it was seventy eight, but

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<v Speaker 1>I bet I bet it was eight. Yeah, my I

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<v Speaker 1>was probably closer for me. Uh so in that's when

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<v Speaker 1>Nolan Bushnell leaves Atari. Yeah, and we talked a little

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<v Speaker 1>bit in the last episode about the corporate structure at

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<v Speaker 1>Warners and um, how it just did not jib at

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<v Speaker 1>all with these creative sort of pot smoking hippie the

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<v Speaker 1>game designers, and um, he just got more and more

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<v Speaker 1>upset and discontented and or discontent discontent. He felt discontentment

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<v Speaker 1>to where he basically tried to get himself fired to

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<v Speaker 1>and he had a huge fight with a Warner executive

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<v Speaker 1>in front of the board of directors. And that was

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<v Speaker 1>that he was told to pack his things and go.

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<v Speaker 1>So he leaves. Um, and uh, it was a big

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<v Speaker 1>bummer after that. I mean it was already sort of

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<v Speaker 1>a bummer, but him leaving was a very symbolic deal

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<v Speaker 1>for Atari's sort of the downfall of Yeah, some people

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<v Speaker 1>refer to the sale of Atari to Warner as the

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<v Speaker 1>first quote unquote death of Atari. Yeah, some people refer

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<v Speaker 1>to Nolan's departure as the first death. But at any rate,

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<v Speaker 1>they were kind of tied. I think it was. It's

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<v Speaker 1>a big change. I mean, they did happen fairly close

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<v Speaker 1>one another in time. He didn't last. There was a

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<v Speaker 1>c E. The new CEO of Attari is Ray Kassar. Yeah,

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<v Speaker 1>he was not well liked, but now developers no. In fact,

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<v Speaker 1>at least his name would be used for a famous

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<v Speaker 1>Attori title later on. What was it yards Revenge? It's

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<v Speaker 1>just ray backwards. It's pretty yards revenge. And then apparently,

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<v Speaker 1>uh Cassar said that's clever. So it must have been

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<v Speaker 1>a few moments where at any rate, al Alcorn, Harry Jenkins,

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<v Speaker 1>and Roger Hector at this time begin to work on

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<v Speaker 1>a handheld electronic game system that used holography as its display,

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<v Speaker 1>so so a holographic display, and it was called the Cosmos.

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<v Speaker 1>I heard of that. Yeah, it was a handheld thing.

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<v Speaker 1>It was supposed to have nine games with all the

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<v Speaker 1>game information actually on the device itself, but you would

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<v Speaker 1>switch cartridges out because the cartridges had the information for

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<v Speaker 1>the holographic display. Yeah. I had a Merlin, remember that.

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<v Speaker 1>I do remember the Merlin, a little red. It looked

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<v Speaker 1>like a telephone. Yeah, and then I can't remember the

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<v Speaker 1>name of it again. If someone knows this, I know

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<v Speaker 1>you'll right in. It was a really great handheld um

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<v Speaker 1>that had a dial on the bottom and it was

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<v Speaker 1>about nine inches tall about three inches wide, and I

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<v Speaker 1>had a screen and it had cartridges you load had

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<v Speaker 1>like Breakout. I can't remember the name of it, but

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<v Speaker 1>it was really advanced for the time. Yeah. I did

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<v Speaker 1>a tech Stuff episode, a series of them. Actually about

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<v Speaker 1>a lot of the consoles and handheld consoles that came

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<v Speaker 1>out during this time, um, which fairly extensive but not exhaustive.

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<v Speaker 1>We didn't can't cover everything. There's just there's a lot

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<v Speaker 1>of no name ones that sort of came and went,

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<v Speaker 1>Yeah ones that or or they had like, uh, you know,

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<v Speaker 1>a very limited release in South America, and they're like

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<v Speaker 1>three people in the United States who have one. That

0:10:52.400 --> 0:10:55.920
<v Speaker 1>kind of thing. Yeah, I can't. I think I want

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<v Speaker 1>to say that they were both named after cats, and

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<v Speaker 1>one of our one of our listeners through me as

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<v Speaker 1>one of the two cat uh characters using this and

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<v Speaker 1>Lauren was the other one. So I've I've got I've

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<v Speaker 1>got that picture somewhere. Uh. Nineteen seventy nine, one of

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<v Speaker 1>the great arcade games of all time comes out from

0:11:16.760 --> 0:11:22.920
<v Speaker 1>Atari Asteroids. That's right, that's you know, fantastic game, addictive gameplay,

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<v Speaker 1>the one that still holds up. Very challenging still once

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<v Speaker 1>you start flying that spaceship around, right because because it

0:11:30.240 --> 0:11:33.200
<v Speaker 1>actually used inertia and momentum, right, you you had to

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<v Speaker 1>actually turn your ship and thrust in the opposite direction

0:11:36.240 --> 0:11:39.599
<v Speaker 1>to stop yourself at the plan ahead. Yeah, the Asteroids

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<v Speaker 1>when you would when you shoot them would break apart

0:11:41.480 --> 0:11:44.280
<v Speaker 1>into different directions. And if you were flying around and

0:11:44.280 --> 0:11:46.320
<v Speaker 1>if you've got going too fast and those asteroids you

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<v Speaker 1>start shooting them, you broke apart into little sticks. They

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<v Speaker 1>have that little teleport button that you could use like

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<v Speaker 1>once a game and yeah, but that would often drop

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<v Speaker 1>you right in the path of a big asteroid. Yeah,

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<v Speaker 1>it wasn't necessarily a way to to save yourself. This

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<v Speaker 1>is also when Atari would release a game for the

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<v Speaker 1>home game market that that chuck, I think you have

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<v Speaker 1>a few things to say about. It's a little game

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<v Speaker 1>called Adventure. Oh talk about my favorite thing ever? Yes,

0:12:13.840 --> 0:12:18.040
<v Speaker 1>please do, let's do that. Yes, Adventure was was created

0:12:18.040 --> 0:12:24.600
<v Speaker 1>by Warren Robinette and it I played it yesterday online. Um,

0:12:24.720 --> 0:12:31.079
<v Speaker 1>had a great time. Still holds up, Well, maybe it's nostalgia.

0:12:31.120 --> 0:12:34.320
<v Speaker 1>Playing a little is definite role. It does hold up

0:12:34.320 --> 0:12:36.840
<v Speaker 1>in a way though. But when you look at it now,

0:12:37.080 --> 0:12:40.080
<v Speaker 1>and if you're younger, you will scoff at the square

0:12:40.679 --> 0:12:44.880
<v Speaker 1>that represents the night, and the arrow that represents a sword,

0:12:45.280 --> 0:12:49.400
<v Speaker 1>and the ducks that represent the dragons. Um. But at

0:12:49.400 --> 0:12:52.680
<v Speaker 1>the time it was, there was nothing like it there.

0:12:52.760 --> 0:12:56.920
<v Speaker 1>It was the first game that put you. Uh. It

0:12:57.040 --> 0:13:00.720
<v Speaker 1>was the first first person adventure game. Yeah, it's the

0:13:00.840 --> 0:13:05.439
<v Speaker 1>It's considered the first action adventure game ever. It spawned

0:13:05.520 --> 0:13:08.640
<v Speaker 1>a genre of games. Yeah, and but I don't think

0:13:08.679 --> 0:13:11.000
<v Speaker 1>we can get across like when we were kids playing

0:13:11.040 --> 0:13:14.840
<v Speaker 1>this game, we didn't see a square in an arrow.

0:13:15.760 --> 0:13:18.520
<v Speaker 1>We had imagination to go along with it. And it

0:13:18.600 --> 0:13:22.160
<v Speaker 1>sounds corny, but you really did, in your mind's eye

0:13:22.400 --> 0:13:25.280
<v Speaker 1>see the dragon, the red dragon, coming at you, and

0:13:25.320 --> 0:13:26.640
<v Speaker 1>you felt like you were the night and you had

0:13:26.640 --> 0:13:30.720
<v Speaker 1>this great big sword. So it really played on kids imagination, which, um,

0:13:30.760 --> 0:13:32.520
<v Speaker 1>I mean, I love the games. Now, don't get me wrong.

0:13:32.559 --> 0:13:34.720
<v Speaker 1>I'm not saying you should go back and do things

0:13:34.800 --> 0:13:37.400
<v Speaker 1>like this anymore, although there are some games that have

0:13:37.440 --> 0:13:39.960
<v Speaker 1>come out recently that have more of this old school

0:13:41.000 --> 0:13:45.280
<v Speaker 1>feel to it and they're phenomenal. For example, if you

0:13:45.320 --> 0:13:47.480
<v Speaker 1>want a game that looks like it was made back

0:13:47.520 --> 0:13:49.160
<v Speaker 1>in the early this would be more like in the

0:13:49.160 --> 0:13:53.000
<v Speaker 1>early computer game era. Papers Please, Now, let me tell

0:13:53.040 --> 0:13:55.360
<v Speaker 1>you what Papers pleases, and you're not gonna believe that

0:13:55.360 --> 0:13:58.040
<v Speaker 1>this is a game. In Papers Please, you play the

0:13:58.080 --> 0:14:03.880
<v Speaker 1>part of a border patrol agent who reviews documentation of

0:14:03.880 --> 0:14:07.320
<v Speaker 1>people passing from one Soviet style nation to a different

0:14:07.400 --> 0:14:12.160
<v Speaker 1>Soviet style nation. But it's fantastic and it's done in

0:14:12.200 --> 0:14:14.240
<v Speaker 1>this style. And like I said, it's more of a

0:14:14.240 --> 0:14:16.400
<v Speaker 1>computer game style than the video game like the home

0:14:16.480 --> 0:14:21.480
<v Speaker 1>video games is very retro. But the gameplay is phenomenal.

0:14:21.680 --> 0:14:28.160
<v Speaker 1>The style is perfect, the oppressive Soviet music and and

0:14:28.360 --> 0:14:31.200
<v Speaker 1>uh and game. The writing in the game is fine.

0:14:31.760 --> 0:14:35.000
<v Speaker 1>So we're seeing some people who are kind of going

0:14:35.040 --> 0:14:38.240
<v Speaker 1>back to it, maybe a little later in the development

0:14:38.280 --> 0:14:41.400
<v Speaker 1>cycle and adventure, but they're going back to those basics

0:14:41.400 --> 0:14:45.080
<v Speaker 1>of gameplay is really important, and imagination can make up

0:14:45.120 --> 0:14:49.160
<v Speaker 1>for a lot of of what other people would see

0:14:49.200 --> 0:14:51.240
<v Speaker 1>as like a drawback. You know, this idea that the

0:14:51.360 --> 0:14:55.560
<v Speaker 1>graphics are not uh realistic or or or you know,

0:14:55.800 --> 0:15:00.760
<v Speaker 1>they they're very abstract. These days, I'm seeing developers say

0:15:00.880 --> 0:15:03.600
<v Speaker 1>that's not a problem. You know, that's something you can

0:15:03.600 --> 0:15:07.040
<v Speaker 1>embrace if the game is good. Yeah, exactly. And an

0:15:07.040 --> 0:15:11.120
<v Speaker 1>Adventure was that. I mean, there are three big things

0:15:11.160 --> 0:15:13.800
<v Speaker 1>that Adventure brought to the table um. There was a

0:15:13.880 --> 0:15:17.760
<v Speaker 1>large space for the first time, UHL, thirty rooms and

0:15:17.840 --> 0:15:20.080
<v Speaker 1>eight regions. Yeah, you moved from screen to screen and

0:15:20.120 --> 0:15:22.200
<v Speaker 1>it would take you into a new region with new

0:15:22.320 --> 0:15:25.000
<v Speaker 1>new things that you had to maneuver around. You could

0:15:25.000 --> 0:15:27.760
<v Speaker 1>pick up objects and drop them and move them around

0:15:27.920 --> 0:15:30.160
<v Speaker 1>and use them and manipulate them. That was a new

0:15:30.160 --> 0:15:32.600
<v Speaker 1>thing one of the time, as I recall well, which

0:15:32.600 --> 0:15:34.480
<v Speaker 1>turned out to be brilliant because it's us of the

0:15:34.520 --> 0:15:37.240
<v Speaker 1>lost Ark made things very convoluted, right. Yeah. It meant

0:15:37.280 --> 0:15:39.600
<v Speaker 1>that you didn't have to have an inventory screen. All

0:15:39.640 --> 0:15:43.520
<v Speaker 1>the action could take place within that game, like you

0:15:43.520 --> 0:15:45.320
<v Speaker 1>had to plan out what you needed, like are you

0:15:45.360 --> 0:15:47.560
<v Speaker 1>going to need the sword on that next screen? If

0:15:47.600 --> 0:15:49.680
<v Speaker 1>you don't, do you want to move? The whole point

0:15:49.680 --> 0:15:55.200
<v Speaker 1>of the game was getting the chalice exactly so you

0:15:55.280 --> 0:15:57.800
<v Speaker 1>might not need your sword, so dropping the sword, moving

0:15:57.800 --> 0:15:59.960
<v Speaker 1>the chalice further along might be the best thing to do.

0:16:00.080 --> 0:16:02.960
<v Speaker 1>But there was also another element that could really mess

0:16:03.040 --> 0:16:07.280
<v Speaker 1>with you if you yes. The bat. Yeah, there was

0:16:07.320 --> 0:16:09.880
<v Speaker 1>a bat that would fly around and there were several

0:16:09.960 --> 0:16:14.000
<v Speaker 1>levels of difficult from three I think, and I think

0:16:14.040 --> 0:16:17.240
<v Speaker 1>the bat came out of number two. UM, but either

0:16:17.320 --> 0:16:19.240
<v Speaker 1>on level two or three, the bat would just fly

0:16:19.320 --> 0:16:21.880
<v Speaker 1>around and you would be so close to getting what

0:16:21.920 --> 0:16:24.880
<v Speaker 1>you needed, and it took work. This game time. There

0:16:24.920 --> 0:16:28.880
<v Speaker 1>was no timer, which was another genius move UM and

0:16:28.920 --> 0:16:30.880
<v Speaker 1>it would take a lot of figuring out to to

0:16:31.120 --> 0:16:34.000
<v Speaker 1>find your way through these mazes and catacombs, and sometimes

0:16:34.000 --> 0:16:35.800
<v Speaker 1>you would have to use this bridge to get through

0:16:35.800 --> 0:16:38.200
<v Speaker 1>a wall, and it was really pretty genius. And then

0:16:38.240 --> 0:16:41.360
<v Speaker 1>the bat would come and steal the things and steal

0:16:41.360 --> 0:16:43.760
<v Speaker 1>the thing you wanted, or occasionally it would fly away

0:16:43.800 --> 0:16:47.280
<v Speaker 1>with like a dragon, which was funny. Yeah, and then

0:16:47.320 --> 0:16:49.560
<v Speaker 1>basically then you had to go on a quest to

0:16:49.600 --> 0:16:51.920
<v Speaker 1>find this bat because the bat had the key to

0:16:51.960 --> 0:16:56.200
<v Speaker 1>the Black Castle. Black Castle had you know, the chalice exactly,

0:16:56.280 --> 0:17:00.400
<v Speaker 1>so it was it was levels of complexity. Also, another

0:17:00.480 --> 0:17:03.880
<v Speaker 1>really cool thing about Adventure, it's the first video game

0:17:03.920 --> 0:17:07.080
<v Speaker 1>that I know of to have an Easter Egg in it. Yeah,

0:17:07.160 --> 0:17:09.479
<v Speaker 1>it is the first game. I'm reading Ready Player one

0:17:09.600 --> 0:17:12.920
<v Speaker 1>right now. Fantastic. They talk a little bit about that. Um,

0:17:12.960 --> 0:17:16.560
<v Speaker 1>there's actually a game inside Ready Player one. Oh really, Yeah,

0:17:16.600 --> 0:17:19.640
<v Speaker 1>there was this game within the book itself that if

0:17:19.680 --> 0:17:21.720
<v Speaker 1>you figured it out, you could win a prize. I

0:17:21.720 --> 0:17:24.639
<v Speaker 1>can't remember the details. Yeah, that's it's actually one of

0:17:24.680 --> 0:17:28.240
<v Speaker 1>those things where they released the information that that there

0:17:28.320 --> 0:17:31.399
<v Speaker 1>was stuff hidden in the book that if you figured

0:17:31.440 --> 0:17:33.480
<v Speaker 1>it out, would lead you down a pathway where you

0:17:33.480 --> 0:17:35.360
<v Speaker 1>could want a prize at the end. That's pretty cool.

0:17:35.400 --> 0:17:40.160
<v Speaker 1>It was a neat idea. Yeah, the Easter eggon Adventure

0:17:40.200 --> 0:17:42.359
<v Speaker 1>though at the time, and we'll talk about this in

0:17:42.400 --> 0:17:46.760
<v Speaker 1>a minute. With UM developers not getting credit, they didn't

0:17:46.760 --> 0:17:49.159
<v Speaker 1>get credit at the time, and so he hid a

0:17:50.119 --> 0:17:53.040
<v Speaker 1>he hit his name. Basically, there was this little invisible

0:17:53.080 --> 0:17:56.000
<v Speaker 1>dot that you can only find in certain rooms, hidden away,

0:17:56.480 --> 0:17:58.000
<v Speaker 1>and you could pick up this dot and bring it

0:17:58.040 --> 0:18:01.159
<v Speaker 1>to a certain place and it would basically take you.

0:18:01.359 --> 0:18:03.480
<v Speaker 1>It would it would show his name on the screen

0:18:04.119 --> 0:18:05.720
<v Speaker 1>as the creator of the game. And it was the

0:18:05.840 --> 0:18:09.040
<v Speaker 1>very very first Easter Egg. Pretty neat story, really cool,

0:18:09.119 --> 0:18:11.160
<v Speaker 1>really cool. I could talk about Adventure for the next hour,

0:18:11.720 --> 0:18:13.439
<v Speaker 1>so we'll have to move on, but we need to

0:18:13.480 --> 0:18:17.760
<v Speaker 1>go back in time to Space Invaders and an instrumentally

0:18:17.840 --> 0:18:23.439
<v Speaker 1>important video game, one of the most UM popular arcade

0:18:23.480 --> 0:18:25.840
<v Speaker 1>games to ever come out, in fact, Asteroids in a

0:18:25.880 --> 0:18:28.840
<v Speaker 1>way was Atari saying how can we capitalize on that

0:18:28.960 --> 0:18:32.199
<v Speaker 1>same kind of level of of of obsession and it

0:18:32.280 --> 0:18:36.520
<v Speaker 1>was a Tito Tito game in the arcade And I

0:18:36.560 --> 0:18:39.680
<v Speaker 1>think the last we left off with the home unit

0:18:39.800 --> 0:18:44.119
<v Speaker 1>was it wasn't selling super well UM and everything changed

0:18:44.200 --> 0:18:47.119
<v Speaker 1>when they brought licensed and it was the first licensed

0:18:47.160 --> 0:18:50.720
<v Speaker 1>game when they licensed Space Invaders, it was a huge hit. Yeah,

0:18:50.800 --> 0:18:54.240
<v Speaker 1>and also it was a very faithful port of the game,

0:18:54.280 --> 0:18:56.800
<v Speaker 1>Like it was a good representation of what the Arcade

0:18:56.800 --> 0:19:00.280
<v Speaker 1>game was. You know, it wasn't as as uh, if

0:19:00.280 --> 0:19:01.959
<v Speaker 1>you look at a space and very game game, you're

0:19:01.960 --> 0:19:04.160
<v Speaker 1>not going to think of it as being slick or sophisticated.

0:19:04.240 --> 0:19:06.720
<v Speaker 1>But the Atari version was you know, a little a

0:19:06.760 --> 0:19:09.480
<v Speaker 1>little slower, a little block here, But it was pretty

0:19:09.480 --> 0:19:14.200
<v Speaker 1>good version though. Yeah, it was very The gameplay was there,

0:19:14.040 --> 0:19:16.960
<v Speaker 1>the important elements were there, and so while it might

0:19:17.000 --> 0:19:19.879
<v Speaker 1>not have been quite the same experience as the ArKade,

0:19:19.880 --> 0:19:22.520
<v Speaker 1>it was a good representation of it. So it was

0:19:22.560 --> 0:19:26.520
<v Speaker 1>a great move on Atari's part, very savvy and ended

0:19:26.600 --> 0:19:30.520
<v Speaker 1>up really turning things around. Started helping with the push

0:19:30.880 --> 0:19:34.240
<v Speaker 1>to market this. And also we should point out another

0:19:34.280 --> 0:19:38.639
<v Speaker 1>interesting thing was in the early days, Atari strategy was

0:19:38.760 --> 0:19:41.760
<v Speaker 1>really to just market around the holidays. This was like

0:19:41.840 --> 0:19:43.879
<v Speaker 1>a Christmas line. Because it was such an expensive thing,

0:19:43.880 --> 0:19:46.400
<v Speaker 1>they thought, well, this is big ticket, this is when

0:19:46.440 --> 0:19:49.120
<v Speaker 1>people are going to be buying something for their kids.

0:19:50.040 --> 0:19:51.879
<v Speaker 1>That was when I got my cartridges. I didn't like

0:19:52.000 --> 0:19:55.000
<v Speaker 1>buy one in June Yeah, it would only be later

0:19:55.119 --> 0:19:57.800
<v Speaker 1>on when they said why don't we promote this all

0:19:57.920 --> 0:20:00.800
<v Speaker 1>year round? And that start had to really boost the

0:20:00.840 --> 0:20:04.520
<v Speaker 1>sales to Also, around this time, they were debuting home

0:20:04.560 --> 0:20:07.639
<v Speaker 1>computer systems, the Atari four hundred and the Atari eight hundred.

0:20:08.160 --> 0:20:12.440
<v Speaker 1>Now these were both eight bit home computers, so you know,

0:20:12.880 --> 0:20:16.200
<v Speaker 1>keep in mind they were based around that same microprocessor

0:20:16.240 --> 0:20:22.080
<v Speaker 1>technology that there used, although the version that they years

0:20:22.119 --> 0:20:24.320
<v Speaker 1>was technically the six five oh seven, which had fewer

0:20:24.359 --> 0:20:27.920
<v Speaker 1>pins than the six five oh two microprocessor. Um they

0:20:27.920 --> 0:20:32.000
<v Speaker 1>could only address or the vcs rather, the twice center

0:20:32.000 --> 0:20:34.679
<v Speaker 1>could only address eight kilobytes of memory. So we're talking

0:20:34.880 --> 0:20:38.200
<v Speaker 1>really really simple stuff here. Now between the four hundred

0:20:38.240 --> 0:20:39.960
<v Speaker 1>and the hundred, you might wonder, what's the difference. Is

0:20:40.000 --> 0:20:43.240
<v Speaker 1>the eight hundred twice as good as it twice as powerful? No?

0:20:45.040 --> 0:20:47.280
<v Speaker 1>Maybe a little more expensive, yeah, but it was this

0:20:47.359 --> 0:20:49.840
<v Speaker 1>was these were two of the units that had code

0:20:49.920 --> 0:20:52.439
<v Speaker 1>names that were named after women in the office. We

0:20:52.480 --> 0:20:56.280
<v Speaker 1>mentioned that previously. So the four hundred was marketed more

0:20:56.359 --> 0:20:59.439
<v Speaker 1>as a gaming console and the eight hundred was marketed

0:20:59.520 --> 0:21:04.080
<v Speaker 1>more as a home computer. So the four hundred had

0:21:04.160 --> 0:21:06.000
<v Speaker 1>essentially the same stuff as the eight hundred, but a

0:21:06.000 --> 0:21:08.560
<v Speaker 1>lot of it was inaccessible to the users. So for example,

0:21:08.600 --> 0:21:12.080
<v Speaker 1>your memory slots are closed off the four hundred, so

0:21:12.160 --> 0:21:14.480
<v Speaker 1>what you buy, all the boxes, what you get, whereas

0:21:14.520 --> 0:21:17.080
<v Speaker 1>the eight hundred had things where you could swap stuff out. Yeah,

0:21:17.080 --> 0:21:20.760
<v Speaker 1>I remember seeing that, but only to a certain degree.

0:21:20.760 --> 0:21:22.960
<v Speaker 1>It had like five available slots. Yeah, it wasn't It

0:21:23.000 --> 0:21:26.479
<v Speaker 1>wasn't like you could just continuously upgrade this. Obviously the

0:21:26.520 --> 0:21:29.600
<v Speaker 1>hardware itself had a limitation too, but it did mean

0:21:29.600 --> 0:21:32.720
<v Speaker 1>that you could uh customize they hundred more than you

0:21:32.760 --> 0:21:34.960
<v Speaker 1>could the four hundred, which is a big deal at

0:21:35.000 --> 0:21:39.240
<v Speaker 1>the time. Yeah, so, uh, seventy nine is a big

0:21:39.320 --> 0:21:42.840
<v Speaker 1>year for them. They make twenty million dollars in nineteen

0:21:42.920 --> 0:21:47.000
<v Speaker 1>seventy nine. Yeah, the hundred units started basically, you know,

0:21:47.040 --> 0:21:49.480
<v Speaker 1>they sold three hundred thousand, then five hundred, then a

0:21:49.520 --> 0:21:53.640
<v Speaker 1>million and two million, and they basically started doubling every

0:21:53.720 --> 0:21:59.120
<v Speaker 1>year upon year until they hit ten million in UH

0:21:59.400 --> 0:22:04.239
<v Speaker 1>units sold. And for Warners, they made up seventy of

0:22:04.280 --> 0:22:09.560
<v Speaker 1>their income of a company that also oversees music and movies. Yeah,

0:22:09.600 --> 0:22:13.000
<v Speaker 1>that's just crazy. Yeah, the rest of their business was

0:22:13.040 --> 0:22:16.080
<v Speaker 1>only thirty percent of their revenue. It is hard for

0:22:16.119 --> 0:22:18.000
<v Speaker 1>me to wrap my mind around that we talked about

0:22:18.000 --> 0:22:22.199
<v Speaker 1>the video game industry being big today. It was enormous

0:22:22.280 --> 0:22:26.080
<v Speaker 1>back then, relatively speaking. I mean, the pie size is differently,

0:22:26.600 --> 0:22:31.119
<v Speaker 1>but the portion of the pie was huge, unbelievable. And

0:22:31.840 --> 0:22:35.960
<v Speaker 1>it was that time that the CEO Casar started to

0:22:36.000 --> 0:22:40.720
<v Speaker 1>do some really dumb things with the company, namely, hey,

0:22:40.800 --> 0:22:44.040
<v Speaker 1>let's um, let's lay off some of these developers, let's

0:22:44.119 --> 0:22:46.280
<v Speaker 1>shut down the R and D department, and let's think

0:22:46.320 --> 0:22:49.359
<v Speaker 1>all our money into marketing this stuff. And this was

0:22:49.440 --> 0:22:54.159
<v Speaker 1>bad timing because just before he started messing around with

0:22:54.200 --> 0:22:58.280
<v Speaker 1>the internal structure of the company, there were already defections

0:22:58.320 --> 0:23:02.120
<v Speaker 1>from Atari. Right you had you had four engineers from

0:23:02.119 --> 0:23:05.720
<v Speaker 1>Attari who left the company and they formed their own

0:23:05.760 --> 0:23:10.920
<v Speaker 1>company to create games. Sure please do, David Crane, Bob Whitehead,

0:23:10.960 --> 0:23:15.960
<v Speaker 1>Alan Miller, and Larry Kaplan. And The Crane, by the way,

0:23:16.800 --> 0:23:19.639
<v Speaker 1>one one of the best games from But they formed

0:23:19.720 --> 0:23:25.560
<v Speaker 1>you said, Activision, Huge, huge, So that there were two

0:23:25.600 --> 0:23:29.120
<v Speaker 1>big reasons why they left. One is just that the

0:23:29.320 --> 0:23:32.960
<v Speaker 1>developers weren't getting a share in the profits made from

0:23:32.960 --> 0:23:35.600
<v Speaker 1>the games. Yeah, no money. They were being paid. They

0:23:35.600 --> 0:23:38.080
<v Speaker 1>were being paid on a make this game basis. But

0:23:38.160 --> 0:23:40.600
<v Speaker 1>if a game was selling really well. They didn't get royalties, no,

0:23:40.720 --> 0:23:43.000
<v Speaker 1>and they started to see these sales. They're like, I

0:23:43.080 --> 0:23:45.359
<v Speaker 1>make twenty grand year. Yeah, I'm the one. I'm the

0:23:45.400 --> 0:23:48.360
<v Speaker 1>guy that made the thing, that invented it that that

0:23:48.760 --> 0:23:50.679
<v Speaker 1>that you're selling, and I'm not getting any of that

0:23:51.000 --> 0:23:52.960
<v Speaker 1>the proceeds. They yeah, sort of in a vacuum like

0:23:53.080 --> 0:23:57.439
<v Speaker 1>they were from what I read, sort of singular creators.

0:23:57.520 --> 0:23:59.919
<v Speaker 1>Think there wasn't a team of people. Yeah, it was

0:24:00.080 --> 0:24:02.520
<v Speaker 1>like a dude being up with an idea and then

0:24:02.520 --> 0:24:05.520
<v Speaker 1>seeing it through. Pretty much every game in these days,

0:24:06.000 --> 0:24:10.320
<v Speaker 1>you're talking about one person or maybe two people working

0:24:10.320 --> 0:24:11.560
<v Speaker 1>on a game, but more often than I was a

0:24:11.600 --> 0:24:14.920
<v Speaker 1>single person per game. The other reason was the one

0:24:14.960 --> 0:24:17.400
<v Speaker 1>that you had mentioned earlier. They weren't getting any credit

0:24:17.480 --> 0:24:19.440
<v Speaker 1>for it, so they weren't getting paid, and they weren't

0:24:19.480 --> 0:24:22.040
<v Speaker 1>their names weren't appearing on the packaging, it wasn't appearing

0:24:22.080 --> 0:24:26.080
<v Speaker 1>in the game, and they just wanted to have these

0:24:26.119 --> 0:24:28.840
<v Speaker 1>two elements things they thought that they were over and

0:24:28.920 --> 0:24:31.240
<v Speaker 1>so they went off and formed Activision with that, and

0:24:31.280 --> 0:24:33.840
<v Speaker 1>they decided they were going to continue to make games

0:24:33.960 --> 0:24:39.040
<v Speaker 1>for the Atari, but they obviously wouldn't be Atari games

0:24:39.080 --> 0:24:42.800
<v Speaker 1>like they they'd be Activision games for the AD, and

0:24:42.880 --> 0:24:47.639
<v Speaker 1>this caused some friction. Atari resisted this. Atari did not

0:24:47.680 --> 0:24:52.320
<v Speaker 1>want other companies making games for really p oed about

0:24:52.359 --> 0:24:55.280
<v Speaker 1>the defection to begin with. Um I saw an interview

0:24:55.280 --> 0:24:57.120
<v Speaker 1>with Crane where he said that he at one point

0:24:57.160 --> 0:24:59.800
<v Speaker 1>when they were at first they went to ask like,

0:25:00.240 --> 0:25:02.159
<v Speaker 1>maybe we should get some of this revenue, maybe we

0:25:02.200 --> 0:25:04.960
<v Speaker 1>can get credit as developers, and he said, you guys

0:25:04.960 --> 0:25:07.200
<v Speaker 1>aren't any more important than the guy on the assembly

0:25:07.280 --> 0:25:10.600
<v Speaker 1>line putting these things together. And they were like, screw you.

0:25:10.680 --> 0:25:13.840
<v Speaker 1>But yeah, I guess what have fun having that guy

0:25:13.880 --> 0:25:17.080
<v Speaker 1>on the assembly line putting together empty cartridges? So yeah,

0:25:17.080 --> 0:25:20.200
<v Speaker 1>they all leave. Uh. Some of the games they create

0:25:20.320 --> 0:25:22.960
<v Speaker 1>sell better than first party Atari games, Pitfall being a

0:25:23.000 --> 0:25:27.880
<v Speaker 1>great example of that, and Atari would sue Activision trying

0:25:27.880 --> 0:25:30.399
<v Speaker 1>to prevent them from producing six D games. But all

0:25:30.440 --> 0:25:33.240
<v Speaker 1>of that, by two all that had been decided third

0:25:33.280 --> 0:25:36.160
<v Speaker 1>party games would be completely allowed, and that was both

0:25:36.200 --> 0:25:38.480
<v Speaker 1>a good thing and a bad thing for the video

0:25:38.480 --> 0:25:41.119
<v Speaker 1>game industry. It was a good thing because companies like

0:25:41.160 --> 0:25:43.639
<v Speaker 1>Activision we're making some really good games. It was a

0:25:43.640 --> 0:25:47.439
<v Speaker 1>bad thing because anybody else could make whatever crap they

0:25:47.480 --> 0:25:51.320
<v Speaker 1>wanted to. There were some bad, bad, bad games out. Yeah,

0:25:51.520 --> 0:25:55.360
<v Speaker 1>we'll get to them. The Uh. One of my favorite

0:25:55.359 --> 0:25:59.399
<v Speaker 1>games arcade games was released in nine eight. Two of

0:25:59.440 --> 0:26:03.879
<v Speaker 1>them actually, Um. One of them was Missile Command. Loved it,

0:26:04.200 --> 0:26:07.000
<v Speaker 1>which brilliant. Also one of the things I love about

0:26:07.040 --> 0:26:09.359
<v Speaker 1>Missile Command is when Atari went to the developers to

0:26:09.440 --> 0:26:12.960
<v Speaker 1>make Missile Command, they had one demand. They said, this

0:26:13.000 --> 0:26:16.680
<v Speaker 1>game can only be a defensive game. That's right, because

0:26:16.680 --> 0:26:20.320
<v Speaker 1>it was about essentially the Cold War and the Nuclear war.

0:26:20.800 --> 0:26:22.280
<v Speaker 1>And they said, yeah, we don't want to We don't

0:26:22.280 --> 0:26:23.800
<v Speaker 1>want to have this be a game where you drop

0:26:23.800 --> 0:26:26.360
<v Speaker 1>in nukes on people. Know, it can be about we're

0:26:26.359 --> 0:26:30.399
<v Speaker 1>shooting down missiles to stave off a nuclear attack, but

0:26:30.480 --> 0:26:32.160
<v Speaker 1>we're not going to have anything in the game where

0:26:32.200 --> 0:26:34.800
<v Speaker 1>we launch a counter attack. Yeah, it was kind of cool.

0:26:34.880 --> 0:26:38.240
<v Speaker 1>Missile Come In to Me still holds up because version

0:26:38.320 --> 0:26:40.600
<v Speaker 1>was really good. Uh. It moved it from a track

0:26:40.640 --> 0:26:43.760
<v Speaker 1>ball in the arcade to the joystick. Um, but it

0:26:43.800 --> 0:26:46.160
<v Speaker 1>didn't matter. No, it still worked really well. And as

0:26:46.359 --> 0:26:49.520
<v Speaker 1>as anyone who played Missile Command knows, as you progress

0:26:49.520 --> 0:26:53.280
<v Speaker 1>through those screens, it gets really really hard because stuff

0:26:53.280 --> 0:26:56.800
<v Speaker 1>starts coming down pretty fast. So the other big game

0:26:56.800 --> 0:26:59.879
<v Speaker 1>that came out in the one that I also loved

0:27:00.040 --> 0:27:05.920
<v Speaker 1>the arcades, battle Zone. Man mind blowing the dual joystick

0:27:05.960 --> 0:27:08.320
<v Speaker 1>controllers to control the movement of a tank and you know,

0:27:08.359 --> 0:27:11.280
<v Speaker 1>push both controllers forward to go forward, pull one back

0:27:11.359 --> 0:27:14.919
<v Speaker 1>to start turning in that direction. Three d uh. What

0:27:14.960 --> 0:27:17.800
<v Speaker 1>do you call that? Vector graphics? Graphic? Yeah, so what

0:27:17.800 --> 0:27:20.520
<v Speaker 1>they would do is for vector graphics, you plot two

0:27:20.560 --> 0:27:23.960
<v Speaker 1>points and it draws a line between those two points,

0:27:24.320 --> 0:27:25.920
<v Speaker 1>and then you draw another point. It draws a line

0:27:25.920 --> 0:27:28.600
<v Speaker 1>between those and that's how you could create basic shapes

0:27:29.040 --> 0:27:31.359
<v Speaker 1>and they'd be you know, kind of at least wire

0:27:31.440 --> 0:27:33.960
<v Speaker 1>frame look that you would you know, that was famous

0:27:34.040 --> 0:27:38.119
<v Speaker 1>for battle Zone and also my favorite Atari arcade game

0:27:38.160 --> 0:27:41.280
<v Speaker 1>of all time, which comes out I'm gonna save it,

0:27:41.520 --> 0:27:45.399
<v Speaker 1>but battle Zone. It also had a scope view for

0:27:45.480 --> 0:27:47.159
<v Speaker 1>some versions of the game. Not all of them had

0:27:47.160 --> 0:27:48.800
<v Speaker 1>the scope view. Some of them were just the basic

0:27:48.880 --> 0:27:51.919
<v Speaker 1>monitor and then you had the control post, so did

0:27:51.960 --> 0:27:54.399
<v Speaker 1>I because that you had to put your face up

0:27:54.400 --> 0:27:58.840
<v Speaker 1>to like a binocular type thing, man, And and it

0:27:58.880 --> 0:28:03.639
<v Speaker 1>cuts away all of the traction. Yeah anything. Yeah, And

0:28:03.640 --> 0:28:06.040
<v Speaker 1>this is a good lesson too. We talk about immersion

0:28:06.520 --> 0:28:10.320
<v Speaker 1>and things like virtual reality and talk about how people

0:28:10.320 --> 0:28:13.400
<v Speaker 1>say over and over, graphics matters, but it doesn't matter

0:28:13.400 --> 0:28:15.720
<v Speaker 1>as much as you think it does. That you can

0:28:15.880 --> 0:28:19.920
<v Speaker 1>feel immersed in something has very simple graphics if it's

0:28:19.920 --> 0:28:23.760
<v Speaker 1>a convincing experience. These were green lines, and uh it

0:28:23.840 --> 0:28:27.880
<v Speaker 1>was totally immersive. Great, great game. Loved that game. Always

0:28:28.320 --> 0:28:30.440
<v Speaker 1>very disruptive, as someone would tap on your shoulder while

0:28:30.480 --> 0:28:33.119
<v Speaker 1>you're in that game, like what's going on? How did

0:28:33.119 --> 0:28:37.040
<v Speaker 1>you get in my tank? Uh? So nine one they

0:28:37.040 --> 0:28:40.600
<v Speaker 1>would come out with another phenomenal arcade game, one of

0:28:40.640 --> 0:28:42.440
<v Speaker 1>the best in the world. I know I keep saying that,

0:28:42.480 --> 0:28:46.080
<v Speaker 1>but it's absolutely true. Tempest. Yeah, that was my favorite game.

0:28:47.040 --> 0:28:50.360
<v Speaker 1>Well that in Galica, but those are both great games. Yeah,

0:28:50.440 --> 0:28:54.040
<v Speaker 1>and Tempests was just it didn't look like any other

0:28:54.120 --> 0:28:57.080
<v Speaker 1>game that had come out before it. Um if the

0:28:57.120 --> 0:29:00.040
<v Speaker 1>gameplay was different, full color vector graphics, so it is

0:29:00.320 --> 0:29:04.200
<v Speaker 1>just green or white lines. Actually yeah, and uh it

0:29:04.360 --> 0:29:06.239
<v Speaker 1>had a feature too. I remember where you could at

0:29:06.240 --> 0:29:08.240
<v Speaker 1>the very beginning of the game you could skip forward.

0:29:09.200 --> 0:29:11.280
<v Speaker 1>Um because when you completed different levels in Timpots, he

0:29:11.280 --> 0:29:13.640
<v Speaker 1>would get a certain amount of bonus points. But you

0:29:13.680 --> 0:29:16.720
<v Speaker 1>could opt to start later in the game and higher

0:29:16.800 --> 0:29:20.520
<v Speaker 1>up on a higher level and uh, immediately if you

0:29:20.560 --> 0:29:23.480
<v Speaker 1>finished that when you had immediately like fifty points. Yeah,

0:29:23.520 --> 0:29:25.920
<v Speaker 1>because you were you were you were jumping ahead, jumping

0:29:25.960 --> 0:29:30.400
<v Speaker 1>to a level that mirror mortals such as myself could

0:29:30.400 --> 0:29:32.520
<v Speaker 1>not hope to complete. It was tough, though, Man, it's

0:29:32.520 --> 0:29:35.880
<v Speaker 1>still tough. Well yeah, because I mean, you know you

0:29:35.880 --> 0:29:39.320
<v Speaker 1>you're doing like that's task management right there, you know,

0:29:39.480 --> 0:29:41.160
<v Speaker 1>figuring out Okay, well, this is the one that moves

0:29:41.200 --> 0:29:43.280
<v Speaker 1>around in a circle as it climbs up, so I

0:29:43.280 --> 0:29:45.000
<v Speaker 1>gotta keep an eye on that one. But this other

0:29:45.000 --> 0:29:46.800
<v Speaker 1>one is one that chimmy's up super fast, so I

0:29:46.880 --> 0:29:49.160
<v Speaker 1>gotta get that one first. And you can only fire

0:29:49.200 --> 0:29:51.800
<v Speaker 1>and bursts. I remember, it wasn't like a continuous fire game,

0:29:52.720 --> 0:29:54.719
<v Speaker 1>and uh man, you would just see people just spinning

0:29:54.760 --> 0:29:57.160
<v Speaker 1>that disc like crazy to get the tempest to you know,

0:29:57.200 --> 0:29:59.240
<v Speaker 1>the ship to go around to the right part of

0:29:59.240 --> 0:30:02.640
<v Speaker 1>the the board in order to show Yeah, or when

0:30:02.680 --> 0:30:05.240
<v Speaker 1>you warp to the next um, when you work to

0:30:05.240 --> 0:30:06.680
<v Speaker 1>the next one. I remember that was where you had

0:30:06.720 --> 0:30:10.080
<v Speaker 1>to avoid the spikes to the next level, and sometimes

0:30:10.080 --> 0:30:12.280
<v Speaker 1>that was just luck of the draw. The other big

0:30:12.320 --> 0:30:16.920
<v Speaker 1>game that came out in the Arcades Centipede. Yeah, Centipede

0:30:17.000 --> 0:30:21.120
<v Speaker 1>was huge because it appealed to women and girls, and

0:30:21.160 --> 0:30:23.360
<v Speaker 1>it was very colorful, very fun. It had a great

0:30:23.400 --> 0:30:27.280
<v Speaker 1>game play with the roller ball really maximized that. And

0:30:27.320 --> 0:30:29.479
<v Speaker 1>I think it was the first game actually written and

0:30:29.480 --> 0:30:32.120
<v Speaker 1>developed by a woman. Oh wow, I didn't know that.

0:30:32.120 --> 0:30:35.520
<v Speaker 1>That's cool. That's super cool. Well. Nine one was also

0:30:35.760 --> 0:30:38.840
<v Speaker 1>when Atari would show off The Cosmos. That was that

0:30:38.960 --> 0:30:43.000
<v Speaker 1>handheld game that used holography and we talked about previously.

0:30:43.240 --> 0:30:46.040
<v Speaker 1>They showed it at the New York Toy Fair. They

0:30:46.160 --> 0:30:48.920
<v Speaker 1>ended up accepting eight thousand pre orders, but by the

0:30:49.040 --> 0:30:52.200
<v Speaker 1>end of Attari would reverse its decision to release the

0:30:52.240 --> 0:30:56.560
<v Speaker 1>game console. The project is canceled, so we never get

0:30:56.560 --> 0:31:01.240
<v Speaker 1>to see what the Cosmos actually looks like. Um yeah,

0:31:01.280 --> 0:31:04.479
<v Speaker 1>I'm very curious how this holographic type stuff was supposed

0:31:04.520 --> 0:31:07.040
<v Speaker 1>to work from what I understand, Like the description I

0:31:07.080 --> 0:31:10.520
<v Speaker 1>read was that you would only get two different images

0:31:10.560 --> 0:31:15.280
<v Speaker 1>and it wasn't it wasn't um important for gameplay, And

0:31:15.320 --> 0:31:18.200
<v Speaker 1>I thought, well, what is important for gameplay? That maybe

0:31:18.200 --> 0:31:21.280
<v Speaker 1>there's like a permanent type screen and and whatever you're

0:31:21.320 --> 0:31:25.520
<v Speaker 1>looking at is interacting with the quote unquote holographic image,

0:31:26.160 --> 0:31:28.360
<v Speaker 1>which would be kind of like some of the overlays

0:31:28.480 --> 0:31:31.200
<v Speaker 1>that that existed for other game systems, where you would

0:31:31.240 --> 0:31:33.480
<v Speaker 1>have to put overlay either on the controller or sometimes

0:31:33.520 --> 0:31:39.120
<v Speaker 1>on your TV. Yeah, it's very bizarre. Attari would launch

0:31:39.480 --> 0:31:42.760
<v Speaker 1>Dig Doug in the arcades, big fan yep, and it

0:31:42.800 --> 0:31:46.600
<v Speaker 1>also distributed one of Namco's games, a very popular game

0:31:46.760 --> 0:31:51.720
<v Speaker 1>pool position. Yeah. So Atari is basically kicking butt on

0:31:51.800 --> 0:31:56.040
<v Speaker 1>two levels. Here they're owning UM while they're sharing ownership

0:31:56.040 --> 0:31:59.000
<v Speaker 1>in the arcade along with the big boys UM, and

0:31:59.040 --> 0:32:03.560
<v Speaker 1>they're uh, kind of owning the home system at this point. Yeah. Um.

0:32:03.600 --> 0:32:07.560
<v Speaker 1>They have, you know, some competition with Clico Vision and Intelltelevision,

0:32:07.720 --> 0:32:11.920
<v Speaker 1>which we're both i think more advanced with the controls

0:32:12.000 --> 0:32:14.280
<v Speaker 1>and some of the graphics. But Tari had such a

0:32:14.280 --> 0:32:17.360
<v Speaker 1>strangle hold on people at that point it was tough

0:32:17.400 --> 0:32:18.880
<v Speaker 1>to kind of put a chink in their arms. I mean,

0:32:18.880 --> 0:32:22.440
<v Speaker 1>they just they defined the market right in television was

0:32:22.520 --> 0:32:25.680
<v Speaker 1>interesting because it was this was one that had overlays,

0:32:25.720 --> 0:32:28.000
<v Speaker 1>like I was talking about, not necessarily for the screen,

0:32:28.040 --> 0:32:30.360
<v Speaker 1>but for your controller. The controller it kind of like

0:32:30.360 --> 0:32:33.640
<v Speaker 1>a remote control with a little joystick at the base. Yeah. Yeah,

0:32:33.640 --> 0:32:36.440
<v Speaker 1>I had a wheel that you could snap a joystick onto.

0:32:37.600 --> 0:32:40.000
<v Speaker 1>So the joystick would move the wheel around, which in

0:32:40.040 --> 0:32:43.040
<v Speaker 1>turn operated whatever you know, sent the commands to the

0:32:43.040 --> 0:32:45.320
<v Speaker 1>game system. And then you had a number pad, but

0:32:45.360 --> 0:32:46.840
<v Speaker 1>you had a little overlays. You would slide into the

0:32:46.920 --> 0:32:49.120
<v Speaker 1>number pad depending upon what game you're playing, so that

0:32:49.160 --> 0:32:51.640
<v Speaker 1>would tell you, you know, which number of corresponds to

0:32:51.680 --> 0:32:55.120
<v Speaker 1>what command. Yeah, I remember in television was for me

0:32:55.320 --> 0:32:58.160
<v Speaker 1>the Rich Kid game because they were the only ones

0:32:58.240 --> 0:33:01.200
<v Speaker 1>that whose parents would let them get a new one.

0:33:01.280 --> 0:33:03.840
<v Speaker 1>Everyone else's pants were like, you've got the atari. I

0:33:03.840 --> 0:33:07.040
<v Speaker 1>think that's you're not going to get a different game now.

0:33:07.200 --> 0:33:11.080
<v Speaker 1>I inherited it in television from my cousin sometime around

0:33:11.120 --> 0:33:13.680
<v Speaker 1>like the late eighties. So well after the well after,

0:33:13.960 --> 0:33:16.240
<v Speaker 1>there's nothing else coming out for it, right, this is

0:33:16.280 --> 0:33:18.720
<v Speaker 1>that that game system whe had been dead. So the

0:33:18.760 --> 0:33:21.280
<v Speaker 1>things I had, and it was funny because the collection

0:33:21.320 --> 0:33:24.000
<v Speaker 1>I games of games I had and the collection of

0:33:24.040 --> 0:33:26.000
<v Speaker 1>overlays I had, it was kind of like a Venn

0:33:26.040 --> 0:33:30.960
<v Speaker 1>diagram with about coverage and then there was overlap, and

0:33:30.960 --> 0:33:33.520
<v Speaker 1>then for everything else. I either had an overlay for

0:33:33.600 --> 0:33:36.040
<v Speaker 1>a game that sounded awesome but I didn't have it,

0:33:36.120 --> 0:33:38.120
<v Speaker 1>or a game where I'm like, I have no idea

0:33:38.160 --> 0:33:40.840
<v Speaker 1>what these buttons are supposed to do, but at any rate.

0:33:40.960 --> 0:33:46.400
<v Speaker 1>Getting back to Atari two was also when some some

0:33:46.520 --> 0:33:50.640
<v Speaker 1>things happened that would end up hurting the company in

0:33:50.720 --> 0:33:54.400
<v Speaker 1>the near future. One is that they rushed a home

0:33:54.520 --> 0:33:58.120
<v Speaker 1>video game port of a smash hit in the arcades

0:33:58.960 --> 0:34:02.160
<v Speaker 1>pac Man can do my impression now, please don't go?

0:34:02.320 --> 0:34:09.320
<v Speaker 1>Got got gone? That it really sounded about that bad. Yeah,

0:34:09.440 --> 0:34:11.600
<v Speaker 1>it didn't look like pac Man. It didn't sound like

0:34:11.640 --> 0:34:14.399
<v Speaker 1>pac Man. It barely played like pac Man. I mean,

0:34:14.640 --> 0:34:18.080
<v Speaker 1>you had a maze and you ate dashes instead of dots,

0:34:18.239 --> 0:34:21.240
<v Speaker 1>and ghosts would chase after you. They wouldn't turn blue

0:34:21.400 --> 0:34:23.200
<v Speaker 1>if you ate a power pellet, they would just start

0:34:23.200 --> 0:34:27.800
<v Speaker 1>flashing um. And it didn't sound like it. The colors

0:34:27.840 --> 0:34:31.799
<v Speaker 1>weren't even the same it was. They botched it on

0:34:31.920 --> 0:34:34.839
<v Speaker 1>almost every single level. But I was one of those

0:34:34.920 --> 0:34:38.840
<v Speaker 1>kids who bought it on Christmas Day that year because

0:34:38.880 --> 0:34:41.960
<v Speaker 1>it was the most exciting thing to come out. Well,

0:34:42.000 --> 0:34:45.640
<v Speaker 1>pac Man was groundbreaking in that He's like, yeah, we

0:34:45.680 --> 0:34:47.880
<v Speaker 1>had a whole song about it, legit there was a

0:34:48.000 --> 0:34:52.839
<v Speaker 1>dance and everything. Yeah, yeah, it Uh. The worst thing

0:34:53.000 --> 0:34:55.200
<v Speaker 1>to me is that they could have done it right,

0:34:55.280 --> 0:35:00.000
<v Speaker 1>because later on released a miss pac Man, which actually

0:35:00.120 --> 0:35:02.040
<v Speaker 1>wasn't bad. Yeah, that's one of the one of the

0:35:02.040 --> 0:35:04.919
<v Speaker 1>better games. Actually. Yeah, it's kind of crazy that Miss

0:35:05.000 --> 0:35:07.680
<v Speaker 1>pac Man was. You know, it just showed that they

0:35:07.680 --> 0:35:09.959
<v Speaker 1>could have done it better, but they rushed it through

0:35:10.600 --> 0:35:14.200
<v Speaker 1>and uh that ended up being a big, big downside.

0:35:14.200 --> 0:35:17.240
<v Speaker 1>Now it's sold well. They I think they produced twelve

0:35:17.280 --> 0:35:20.560
<v Speaker 1>million copies and they sold seven million of them or something. Yeah.

0:35:20.560 --> 0:35:24.000
<v Speaker 1>They at the time there were ten million hundred units

0:35:24.080 --> 0:35:26.719
<v Speaker 1>and they said every single person is going to buy one,

0:35:27.160 --> 0:35:29.200
<v Speaker 1>and then two million more people will go out and

0:35:29.200 --> 0:35:33.200
<v Speaker 1>buy to play pac Man. That is some hubris. Yeah,

0:35:33.239 --> 0:35:36.279
<v Speaker 1>and then when backfired in a big way, word comes

0:35:36.360 --> 0:35:38.320
<v Speaker 1>round that the game is not so good. People started

0:35:38.360 --> 0:35:40.239
<v Speaker 1>to put the brakes on that. But they also in

0:35:40.880 --> 0:35:44.080
<v Speaker 1>two released Yars Revenge. That was the one that took

0:35:44.200 --> 0:35:45.600
<v Speaker 1>a good game. Yeah, it was a good game, and

0:35:45.800 --> 0:35:49.439
<v Speaker 1>they took Ray Kassar's name and reversed the first three

0:35:49.840 --> 0:35:53.279
<v Speaker 1>the reverse Ray to Yar. They eventually would ship I

0:35:53.320 --> 0:35:59.120
<v Speaker 1>remember um with pac Man instead of Combat. That's how

0:35:59.320 --> 0:36:02.319
<v Speaker 1>low it, right. I'm glad I got but I got

0:36:02.360 --> 0:36:06.880
<v Speaker 1>mine in the combat day. Uh So the game Yards

0:36:06.920 --> 0:36:10.359
<v Speaker 1>Revenge was developed by a guy named Howard Scott Warshaw,

0:36:10.440 --> 0:36:14.080
<v Speaker 1>who also developed two other games that are notable. One

0:36:14.160 --> 0:36:16.839
<v Speaker 1>is one we talked about before the Indiana Jones raised

0:36:16.880 --> 0:36:19.240
<v Speaker 1>lost Our game was developed by him, which was fun

0:36:19.360 --> 0:36:24.799
<v Speaker 1>but yeah, totally uh confounding. Yeah, it was hard game

0:36:24.840 --> 0:36:27.479
<v Speaker 1>to play. It was I I was talking to Chuck

0:36:27.560 --> 0:36:29.880
<v Speaker 1>before we recorded. In fact, I was talking to you

0:36:29.920 --> 0:36:33.399
<v Speaker 1>earlier this week about how Um. I played that game

0:36:33.440 --> 0:36:35.720
<v Speaker 1>a lot, and I remember being stuck on the first

0:36:35.760 --> 0:36:38.319
<v Speaker 1>couple of screens for really like how snake would come

0:36:38.320 --> 0:36:40.480
<v Speaker 1>out of behind a rock and bite me and I die,

0:36:40.760 --> 0:36:43.200
<v Speaker 1>and and I think, well, I've got this gun, but

0:36:43.280 --> 0:36:45.320
<v Speaker 1>I'm almost certain this gun is going to be important

0:36:45.320 --> 0:36:47.560
<v Speaker 1>for something else. So if I shoot the snake, is

0:36:47.600 --> 0:36:49.759
<v Speaker 1>that a good idea? Should I? Should? I whip the

0:36:49.800 --> 0:36:53.440
<v Speaker 1>snake did well. And it was the first game where

0:36:53.480 --> 0:36:57.560
<v Speaker 1>you use both joysticks to play, and um, the first

0:36:57.600 --> 0:37:00.080
<v Speaker 1>game I think where you could pick up multiple things

0:37:00.120 --> 0:37:04.279
<v Speaker 1>and had like an inventory. Uh. It was just really confusing,

0:37:04.640 --> 0:37:08.360
<v Speaker 1>um and and challenging, but confusing. Yeah. When I finally

0:37:08.440 --> 0:37:10.799
<v Speaker 1>watched the playthrough, it was maybe a year ago. I

0:37:10.800 --> 0:37:13.120
<v Speaker 1>watched the playthrough of it. Yeah, I kept thinking, well,

0:37:13.160 --> 0:37:14.880
<v Speaker 1>now as I was watching, was like, oh, yeah, I

0:37:14.920 --> 0:37:17.560
<v Speaker 1>got that far because I kept forgetting how far I got.

0:37:17.560 --> 0:37:19.640
<v Speaker 1>I just remembered the frustration of not knowing what was

0:37:19.680 --> 0:37:22.480
<v Speaker 1>going on. Well, I realized later on that I actually

0:37:22.480 --> 0:37:26.160
<v Speaker 1>played that game, if not to completion, nearly to completion,

0:37:26.640 --> 0:37:36.120
<v Speaker 1>I don't know. I really stuck with that game. Warshaw

0:37:36.200 --> 0:37:40.120
<v Speaker 1>is probably most famous poor Guy, for a game that

0:37:40.520 --> 0:37:43.440
<v Speaker 1>is often talked about as being the worst video game

0:37:43.480 --> 0:37:45.760
<v Speaker 1>ever made. In fact, Tech Stuff we did an episode

0:37:45.760 --> 0:37:47.720
<v Speaker 1>about the worst games ever made, and this was number

0:37:47.719 --> 0:37:49.799
<v Speaker 1>one on our list because it was voted on by

0:37:49.920 --> 0:37:53.600
<v Speaker 1>the listeners e T. The Extraterrestrial. Yeah, I saw a

0:37:53.719 --> 0:37:56.080
<v Speaker 1>list that UM did not even listen in the top

0:37:56.080 --> 0:38:01.000
<v Speaker 1>ten worst because they're saying it gets unnecessarily ribbed even

0:38:01.000 --> 0:38:04.400
<v Speaker 1>though it is bad. People don't know about the worst

0:38:04.440 --> 0:38:06.520
<v Speaker 1>of the worst games. They were produced by these third

0:38:06.520 --> 0:38:09.600
<v Speaker 1>party companies. Et was produced by Atari, right, this was

0:38:09.640 --> 0:38:12.439
<v Speaker 1>not one of those little third party Probably the worst

0:38:12.440 --> 0:38:14.480
<v Speaker 1>Atari game for sure. I could tell you what the

0:38:14.520 --> 0:38:18.080
<v Speaker 1>worst what I think, at least from a concept point

0:38:18.080 --> 0:38:20.440
<v Speaker 1>of view, what the worst game that was made for

0:38:20.480 --> 0:38:25.400
<v Speaker 1>the Atari No Custers Revenge. I don't think any of

0:38:25.440 --> 0:38:27.919
<v Speaker 1>that one. You you need to look that up later

0:38:28.480 --> 0:38:31.759
<v Speaker 1>and for all my listeners who are furiously looking up

0:38:31.800 --> 0:38:38.160
<v Speaker 1>Custers Revenge at I'm sorry it is a racist, misogynistic

0:38:38.239 --> 0:38:46.319
<v Speaker 1>game that uses awful graphics to depict um violating Indian ladies. Yeah. No,

0:38:46.520 --> 0:38:49.160
<v Speaker 1>there was a third party that made and because Atari

0:38:49.360 --> 0:38:54.360
<v Speaker 1>didn't have a process to uh to approve or deny

0:38:54.480 --> 0:38:57.719
<v Speaker 1>games on its system, people could make stuff like that,

0:38:58.320 --> 0:39:01.200
<v Speaker 1>or companies, like I said, kool Aid could say, hey,

0:39:01.280 --> 0:39:04.800
<v Speaker 1>let's make a game that's sort of a TV commercial. Yeah, exactly,

0:39:04.840 --> 0:39:07.160
<v Speaker 1>we can make a commercial that's interactive and convinced people

0:39:07.200 --> 0:39:09.319
<v Speaker 1>to buy our stuff more. And we can even make

0:39:09.320 --> 0:39:11.080
<v Speaker 1>it so that the only way you can get this

0:39:11.160 --> 0:39:13.480
<v Speaker 1>game is by buying our stuff and sending proof of

0:39:13.520 --> 0:39:16.400
<v Speaker 1>purchase in to get the game just to play crappy. Yeah. Well,

0:39:16.440 --> 0:39:19.320
<v Speaker 1>at any rate, et was a huge setback for the company.

0:39:19.360 --> 0:39:22.040
<v Speaker 1>They had spent an enormous amount of money to get

0:39:22.040 --> 0:39:24.880
<v Speaker 1>the license, like between twenty and twenty five million dollars.

0:39:24.960 --> 0:39:27.840
<v Speaker 1>Yea for for Spielberg to give that up, it was

0:39:27.880 --> 0:39:30.719
<v Speaker 1>a big deal. Yeah. They produced four million copies of

0:39:30.719 --> 0:39:34.480
<v Speaker 1>the game, and about three and a half million were

0:39:34.520 --> 0:39:39.439
<v Speaker 1>returned to Atari, either unsold or people had returned their

0:39:39.480 --> 0:39:41.960
<v Speaker 1>copy to the game store. Yeah, and the legend, and

0:39:42.000 --> 0:39:45.000
<v Speaker 1>I should say I've never ever played it. Yeah. I

0:39:45.040 --> 0:39:47.080
<v Speaker 1>don't know why it got by me because I was

0:39:47.120 --> 0:39:49.640
<v Speaker 1>so into all that and I love DT. I don't know.

0:39:49.680 --> 0:39:51.840
<v Speaker 1>Maybe I heard it was crappy and I just don't remember,

0:39:52.120 --> 0:39:54.839
<v Speaker 1>but I never played it. Um. But then the story

0:39:54.880 --> 0:39:58.520
<v Speaker 1>gets kind of interesting because for many many years that was, uh,

0:39:58.560 --> 0:40:00.160
<v Speaker 1>what was thought to be an urban legend, and that

0:40:00.200 --> 0:40:03.680
<v Speaker 1>Atari took those in other games and buried them in

0:40:03.719 --> 0:40:07.520
<v Speaker 1>a landfill in New Mexico and covered it with concrete. Um.

0:40:07.560 --> 0:40:09.839
<v Speaker 1>And for many years that was like, now, that's just

0:40:09.880 --> 0:40:13.319
<v Speaker 1>an urban legend. But wasn't it last year that they

0:40:13.320 --> 0:40:17.640
<v Speaker 1>finally dug them up? It was actually April April. It

0:40:17.719 --> 0:40:20.919
<v Speaker 1>was true. Yeah, they found in fact part of the legend.

0:40:20.960 --> 0:40:23.239
<v Speaker 1>At one point was saying, all right, yes they did it,

0:40:23.280 --> 0:40:25.000
<v Speaker 1>but first they crushed all the games, so all they're

0:40:25.000 --> 0:40:28.600
<v Speaker 1>gonna end up finding is black plastic and pieces of circuitry.

0:40:28.719 --> 0:40:32.399
<v Speaker 1>Not true though. No, they found full intact cartridges. Whether

0:40:32.480 --> 0:40:35.839
<v Speaker 1>or not they still play is another question. The yeah

0:40:35.880 --> 0:40:38.359
<v Speaker 1>and the truest irony. Those things were fetching some good

0:40:38.360 --> 0:40:40.839
<v Speaker 1>money on eBay. Man, it makes me wish I had

0:40:40.880 --> 0:40:42.759
<v Speaker 1>held onto my copy and just put a little dirt

0:40:42.800 --> 0:40:44.960
<v Speaker 1>on it and then said, like straight from New Mexico.

0:40:45.160 --> 0:40:51.919
<v Speaker 1>They still play. Um yeah, but uh because granted, psychological

0:40:51.920 --> 0:40:55.279
<v Speaker 1>scars never healed, but the money would have helped, right. Yeah.

0:40:55.600 --> 0:40:58.560
<v Speaker 1>So so that was not the death knell for Atari.

0:40:58.960 --> 0:41:01.600
<v Speaker 1>Some people like to say, but um, I saw one

0:41:01.640 --> 0:41:04.680
<v Speaker 1>writer put it, it may have been the final straw. Yeah,

0:41:04.719 --> 0:41:07.239
<v Speaker 1>I think. I think it's a great thing to point

0:41:07.239 --> 0:41:10.239
<v Speaker 1>out as a symbol of the issues that were that

0:41:10.320 --> 0:41:13.040
<v Speaker 1>came about with the video game crash. But that's way

0:41:13.080 --> 0:41:15.960
<v Speaker 1>more complex. Also, this is two we're talking about. The

0:41:16.040 --> 0:41:18.680
<v Speaker 1>video game crash happened in eight three. Yes, two big

0:41:18.719 --> 0:41:21.000
<v Speaker 1>flops though with pac Man and et and a lot

0:41:21.040 --> 0:41:26.080
<v Speaker 1>of money. You know, if Atari hadn't a squandered money elsewhere,

0:41:26.400 --> 0:41:28.680
<v Speaker 1>they could have survived the financial impact of both of

0:41:28.680 --> 0:41:31.719
<v Speaker 1>these flops, and they didn't themselves kill it off. On

0:41:31.800 --> 0:41:34.799
<v Speaker 1>top of that, we have the added problem that Atari

0:41:35.040 --> 0:41:38.640
<v Speaker 1>was trying to push a news system onto the market,

0:41:38.680 --> 0:41:43.120
<v Speaker 1>the Atari fifty two hundred super system coming out two.

0:41:43.320 --> 0:41:45.680
<v Speaker 1>It was based off the four hundred slash eight hundred

0:41:45.760 --> 0:41:49.400
<v Speaker 1>line of Attari computers. The controllers had a joystick and

0:41:49.600 --> 0:41:53.399
<v Speaker 1>a number pad. They were big and hard to use,

0:41:53.680 --> 0:41:57.960
<v Speaker 1>and they broke pretty easily. But the joystick was interesting.

0:41:58.000 --> 0:42:03.239
<v Speaker 1>Like the old Atari joystick were eight point analog joysticks UM,

0:42:03.280 --> 0:42:05.920
<v Speaker 1>which meant that it could only detect if the joystick

0:42:06.000 --> 0:42:08.719
<v Speaker 1>was pressing down on any of those eight points. This

0:42:08.760 --> 0:42:11.759
<v Speaker 1>one was a three D sixty degree analog joystick, giving

0:42:11.760 --> 0:42:15.040
<v Speaker 1>you much more precise control. But it was also non centering.

0:42:15.040 --> 0:42:16.840
<v Speaker 1>There was no spring to have it moved back to

0:42:16.840 --> 0:42:18.520
<v Speaker 1>the center. Yeah, they had a lot of problems with

0:42:18.520 --> 0:42:21.960
<v Speaker 1>the joystick. Yeah, and apparently Atari um had so many

0:42:22.000 --> 0:42:25.400
<v Speaker 1>problems with the joystick while the game was released. In release,

0:42:25.520 --> 0:42:28.520
<v Speaker 1>they they tried and reshipped like I don't know how

0:42:28.520 --> 0:42:32.080
<v Speaker 1>many versions of the joystick, like six or eight different Well,

0:42:32.080 --> 0:42:35.919
<v Speaker 1>and on top of that, it couldn't play games. So

0:42:36.160 --> 0:42:38.600
<v Speaker 1>if if you are a deal, yeah, if you had

0:42:38.600 --> 0:42:41.600
<v Speaker 1>your library of games, I mean we all we anyone

0:42:41.640 --> 0:42:45.200
<v Speaker 1>who plays video games knows about issues with backwards compatibility.

0:42:45.600 --> 0:42:48.040
<v Speaker 1>We love it when a system is backwards compatible with

0:42:48.080 --> 0:42:51.000
<v Speaker 1>earlier systems, and we hate it when it's not. Because

0:42:51.400 --> 0:42:55.480
<v Speaker 1>you spend all this money accruing a library of games

0:42:56.239 --> 0:42:58.640
<v Speaker 1>and you don't you know, you only have so many

0:42:58.680 --> 0:43:01.439
<v Speaker 1>options to hook things up your TV. You don't want

0:43:01.480 --> 0:43:06.279
<v Speaker 1>to negate all that. So another blow against it was

0:43:06.280 --> 0:43:11.080
<v Speaker 1>that the games, in large part, we're just updates of games,

0:43:11.360 --> 0:43:13.239
<v Speaker 1>So you have to buy the same game twice. You

0:43:13.239 --> 0:43:15.920
<v Speaker 1>have to buy a new which people who buy who

0:43:16.000 --> 0:43:18.040
<v Speaker 1>have the Xbox One are probably laughing right now because

0:43:18.040 --> 0:43:20.960
<v Speaker 1>that's what's happening over there. Also the PS four. Yes,

0:43:21.040 --> 0:43:22.239
<v Speaker 1>several of the games that have come out for the

0:43:22.239 --> 0:43:25.080
<v Speaker 1>PS four and the Xbox One over the last year

0:43:25.120 --> 0:43:29.239
<v Speaker 1>or so have been a remasters of games that came

0:43:29.239 --> 0:43:31.560
<v Speaker 1>out for the previous systems, like Grand Theft Auto five

0:43:31.640 --> 0:43:36.839
<v Speaker 1>is coming out this year for the Xbox One. Um, well,

0:43:36.880 --> 0:43:41.160
<v Speaker 1>they're higher quality graphics. Sometimes there's also some added gameplay elements,

0:43:41.200 --> 0:43:43.560
<v Speaker 1>so it's not the exact same game. It is an enhancement.

0:43:44.120 --> 0:43:46.320
<v Speaker 1>But it does mean that if you had an Xbox

0:43:46.360 --> 0:43:48.479
<v Speaker 1>three sixty and a copy of Grand Theft Auto five,

0:43:49.160 --> 0:43:52.160
<v Speaker 1>now are you going to go and purchase a Grand

0:43:52.160 --> 0:43:55.239
<v Speaker 1>Theft Auto five for your Xbox One? Because even with

0:43:55.360 --> 0:43:58.560
<v Speaker 1>the enhancements, there's something in your brain that's saying, you

0:43:58.640 --> 0:44:02.520
<v Speaker 1>bought this once already, you know, like you know, yeah,

0:44:02.560 --> 0:44:04.439
<v Speaker 1>I might have more stuff in it. But you still

0:44:04.480 --> 0:44:07.239
<v Speaker 1>did buy it already. H. This was also the year

0:44:07.280 --> 0:44:10.520
<v Speaker 1>when Pitfall came out, so insult to injury for Atari

0:44:10.560 --> 0:44:13.960
<v Speaker 1>because we're having all these issues and and meanwhile Activision

0:44:13.960 --> 0:44:18.040
<v Speaker 1>puts out Pitfall. Also, j Minor, who designed the Atari

0:44:18.120 --> 0:44:21.719
<v Speaker 1>eight hundred chip set, left Attari to design a new

0:44:21.719 --> 0:44:26.120
<v Speaker 1>computer called the Amiga, which was based off similar chip

0:44:26.200 --> 0:44:28.759
<v Speaker 1>set idea UM and that was originally going to be

0:44:28.760 --> 0:44:31.240
<v Speaker 1>a video game console, but was reimagined as a general

0:44:31.280 --> 0:44:37.920
<v Speaker 1>purpose computer. Because now we're the video game market comes

0:44:38.080 --> 0:44:42.400
<v Speaker 1>crashing down, especially the home video game market, specifically the

0:44:42.440 --> 0:44:44.880
<v Speaker 1>home video game market, and tech Stuff did a full

0:44:45.000 --> 0:44:48.799
<v Speaker 1>episode on the Great Video Game Crash. Uh. We're still

0:44:48.800 --> 0:44:51.640
<v Speaker 1>going to talk about some because obviously it was monumentally

0:44:51.719 --> 0:44:55.840
<v Speaker 1>important in the history of Atari. Part of the issue

0:44:55.920 --> 0:44:59.200
<v Speaker 1>was that you had this enormous number of crappy games

0:44:59.200 --> 0:45:04.640
<v Speaker 1>coming from all the third party UH companies. Plus Atari

0:45:04.760 --> 0:45:07.319
<v Speaker 1>had already made some really bad first party games like

0:45:07.440 --> 0:45:11.719
<v Speaker 1>the Pact Making version and the et game so well,

0:45:11.760 --> 0:45:13.359
<v Speaker 1>not only that, and not just the games, but there

0:45:13.400 --> 0:45:17.920
<v Speaker 1>were um, there was console I mean, if you look

0:45:17.960 --> 0:45:21.000
<v Speaker 1>at the the list of the console games that came

0:45:21.000 --> 0:45:24.680
<v Speaker 1>out UH that were just barely even made a register

0:45:24.760 --> 0:45:28.320
<v Speaker 1>in the market. Uh, it was just it was flooded

0:45:28.320 --> 0:45:30.040
<v Speaker 1>with it. You know, It's just a glood of bad games,

0:45:30.080 --> 0:45:32.439
<v Speaker 1>bad consoles. Yeah yeah, I mean, you know, we talked

0:45:32.440 --> 0:45:34.920
<v Speaker 1>about the Intellivision, the Click of Vision, and the Atari

0:45:34.960 --> 0:45:39.600
<v Speaker 1>twenty s there were lots of other consoles that had

0:45:39.680 --> 0:45:42.120
<v Speaker 1>hit the market because everyone saw this as a way

0:45:42.160 --> 0:45:44.680
<v Speaker 1>to make huge amounts of money. I mean, Atari had

0:45:44.719 --> 0:45:48.960
<v Speaker 1>proven that this was a multimillion dollar industry and everyone

0:45:49.000 --> 0:45:50.919
<v Speaker 1>wanted a piece of that. But the problem was now

0:45:51.360 --> 0:45:54.799
<v Speaker 1>you had a glut of consoles and games. It was

0:45:54.840 --> 0:45:57.520
<v Speaker 1>there was confusion in the marketplace. I mean, imagine Chuck

0:45:57.560 --> 0:46:01.800
<v Speaker 1>for a moment, your parents owing to the toy store

0:46:02.080 --> 0:46:04.680
<v Speaker 1>and thinking, this is the game he wants, and it

0:46:04.719 --> 0:46:08.440
<v Speaker 1>says in television across the top, not Atari, and they

0:46:08.520 --> 0:46:11.320
<v Speaker 1>buy it, not knowing that this was for a totally

0:46:11.360 --> 0:46:14.640
<v Speaker 1>different game console system. I mean it was and only

0:46:14.680 --> 0:46:17.520
<v Speaker 1>that we had all these elements. You also had the

0:46:17.600 --> 0:46:21.479
<v Speaker 1>burgeoning personal computer market. Yeah, that's the thing. It wasn't

0:46:21.560 --> 0:46:27.160
<v Speaker 1>like the home tech was was bottoming out. Computers were

0:46:27.200 --> 0:46:30.000
<v Speaker 1>more popular than ever, and they started to market. Hey

0:46:30.120 --> 0:46:33.720
<v Speaker 1>you can play games and do home computing on these things.

0:46:33.719 --> 0:46:36.160
<v Speaker 1>So why just get this console that just plays games.

0:46:36.320 --> 0:46:37.440
<v Speaker 1>You could get this is going to be the thing

0:46:37.480 --> 0:46:39.279
<v Speaker 1>in the past, exactly. You can get this thing that

0:46:39.480 --> 0:46:42.799
<v Speaker 1>lets lets your kids waste hours and hours staring at

0:46:42.840 --> 0:46:45.120
<v Speaker 1>the TV as they move a little dot around. Or

0:46:45.719 --> 0:46:47.959
<v Speaker 1>you could get our thing which lets them play games

0:46:48.000 --> 0:46:49.560
<v Speaker 1>that they want to but it also lets them do

0:46:49.600 --> 0:46:53.040
<v Speaker 1>their homework. Yeah, exactly, and you can do your taxes

0:46:53.560 --> 0:46:55.480
<v Speaker 1>and all this kind of stuff. And I mean it

0:46:55.600 --> 0:46:59.320
<v Speaker 1>was a very compelling argument. So this combination of events

0:46:59.440 --> 0:47:03.080
<v Speaker 1>caused the market to just bottom out. You had stories

0:47:03.360 --> 0:47:08.560
<v Speaker 1>of games discounting, or stores like toy stores discounting games

0:47:08.760 --> 0:47:11.279
<v Speaker 1>putting them in bargain bins where you get, like, you know,

0:47:12.000 --> 0:47:14.880
<v Speaker 1>a dollar or two bucks to pick up these cartridges.

0:47:16.239 --> 0:47:18.600
<v Speaker 1>So was I quality was not an issue. I was like,

0:47:18.680 --> 0:47:22.200
<v Speaker 1>I want quantity because the game stun bucks for you.

0:47:23.360 --> 0:47:25.000
<v Speaker 1>All right, Well you know that was I mowed the

0:47:25.080 --> 0:47:28.279
<v Speaker 1>lawn for that. The lawn will regrow and I will

0:47:28.280 --> 0:47:32.720
<v Speaker 1>mow it again. Um and uh. Also Atari made another

0:47:33.840 --> 0:47:38.399
<v Speaker 1>dumb mistake, which I can't completely blame them for. All right,

0:47:38.440 --> 0:47:42.480
<v Speaker 1>So there were some issues that happened. The video game crash,

0:47:42.640 --> 0:47:45.000
<v Speaker 1>the et plan, the pac Man plan. There was also

0:47:45.040 --> 0:47:49.520
<v Speaker 1>supposedly some questionable stock dealings that led Attari to the

0:47:49.520 --> 0:47:53.480
<v Speaker 1>border directions to fire the CEO, Ray Kassar. Yeah, and

0:47:53.840 --> 0:47:56.359
<v Speaker 1>I don't know if Kassar was He had not made

0:47:56.400 --> 0:47:59.320
<v Speaker 1>the best moves for that company anyway. So it wasn't

0:47:59.360 --> 0:48:03.120
<v Speaker 1>like bush now leaving, but um it was. It definitely

0:48:03.200 --> 0:48:05.839
<v Speaker 1>made the company unstable. Yeah, so he was pushed out.

0:48:06.640 --> 0:48:09.880
<v Speaker 1>A guy named James J. Morgan would take over as CEO.

0:48:10.200 --> 0:48:12.800
<v Speaker 1>But here was something else that was going on behind

0:48:12.920 --> 0:48:19.240
<v Speaker 1>the scenes, EDITORI that could have totally helped the company

0:48:19.280 --> 0:48:22.800
<v Speaker 1>coast through the video game crash and rise to new heights.

0:48:23.560 --> 0:48:27.240
<v Speaker 1>There was a company in Japan, company that started out

0:48:27.400 --> 0:48:31.880
<v Speaker 1>selling playing cards. That's how it started. It made a

0:48:32.000 --> 0:48:37.880
<v Speaker 1>game console in Japan referred to as the Famicom. We

0:48:38.080 --> 0:48:42.160
<v Speaker 1>know it as the Nintendo Entertainment System. In the nine three,

0:48:42.640 --> 0:48:46.200
<v Speaker 1>Nintendo and Atari were in talks for Atari to be

0:48:46.280 --> 0:48:51.600
<v Speaker 1>the United States distributor of the Famicom Entertainment System. They said, well,

0:48:51.640 --> 0:48:54.719
<v Speaker 1>we'll keep Japan. Yeah, Atari's big over there. You guys

0:48:54.960 --> 0:48:57.040
<v Speaker 1>do a great job. Let's partner up. Yeah, you can

0:48:57.080 --> 0:48:59.760
<v Speaker 1>put your branding on it. We'll have it all planned

0:48:59.760 --> 0:49:03.440
<v Speaker 1>out be a partnership and Nintendo was moving forward with

0:49:03.600 --> 0:49:06.480
<v Speaker 1>our Atari and Nintendo were moving forward with this, but

0:49:06.640 --> 0:49:09.200
<v Speaker 1>there are a couple of things that caused some hiccups.

0:49:09.200 --> 0:49:12.320
<v Speaker 1>One of them was that Kaliko was shipping the Clico

0:49:12.440 --> 0:49:16.479
<v Speaker 1>Vision with Donkey Kong. Donkey Kong is a Nintendo game,

0:49:16.520 --> 0:49:19.640
<v Speaker 1>and under this agreement, this partnership agreement, Attari was supposed

0:49:19.680 --> 0:49:24.400
<v Speaker 1>to get exclusive rights to Nintendo games, and so the

0:49:24.440 --> 0:49:28.280
<v Speaker 1>fact that a Nintendo game was appearing on a Collico

0:49:28.400 --> 0:49:33.480
<v Speaker 1>product caused this deal to slow down. Meanwhile, Kassar, who

0:49:33.520 --> 0:49:35.840
<v Speaker 1>was kind of the moving force of this deal, this

0:49:35.920 --> 0:49:40.440
<v Speaker 1>could have been his redemption. He's fired. Now there's no

0:49:40.440 --> 0:49:42.360
<v Speaker 1>one at the ship who was actually in charge of

0:49:42.400 --> 0:49:46.399
<v Speaker 1>this deal. And yeah, and there's no one for them

0:49:46.400 --> 0:49:48.560
<v Speaker 1>to talk to anymore. So they said, you know what,

0:49:49.200 --> 0:49:52.480
<v Speaker 1>we're gonna try this ourselves. We're gonna work on this

0:49:52.680 --> 0:49:54.120
<v Speaker 1>and in a couple of years, we're gonna lunch in

0:49:54.120 --> 0:49:56.839
<v Speaker 1>the United States under our own brand name. And that's

0:49:56.840 --> 0:50:00.560
<v Speaker 1>what they did. But with just a all of changes

0:50:00.600 --> 0:50:06.000
<v Speaker 1>in history, Atari could have been Nintendo Nintendo. Yeah, it

0:50:06.040 --> 0:50:09.719
<v Speaker 1>could have been the Atari Entertainment System and uh and

0:50:09.800 --> 0:50:12.520
<v Speaker 1>by the way, the reason it's called the entertainment system

0:50:12.680 --> 0:50:15.720
<v Speaker 1>is because by that point Nintendo had seen the video

0:50:15.760 --> 0:50:18.200
<v Speaker 1>game market crashed and there was now this kind of

0:50:18.280 --> 0:50:20.719
<v Speaker 1>stigma against video game So they said, let's call it

0:50:20.760 --> 0:50:23.680
<v Speaker 1>an entertainment system. We won't call it a video game system,

0:50:23.760 --> 0:50:26.360
<v Speaker 1>and we'll make it look very you know, boxy and

0:50:27.400 --> 0:50:29.480
<v Speaker 1>r Yeah, and it'll sit on the shelf and your

0:50:29.480 --> 0:50:31.560
<v Speaker 1>parents won't mind it. It won't look like some crazy

0:50:31.600 --> 0:50:35.760
<v Speaker 1>game and very savvy move. As it turns out, Nintendo

0:50:35.840 --> 0:50:40.160
<v Speaker 1>made all the right decisions. There so really rough times

0:50:40.200 --> 0:50:43.960
<v Speaker 1>for Atari um And this is also when the arcade

0:50:43.960 --> 0:50:48.759
<v Speaker 1>branch of Atari released the licensed first person space simulator game.

0:50:48.840 --> 0:50:51.759
<v Speaker 1>That's my favorite arcade game of all time, Chuck, what

0:50:51.800 --> 0:50:54.680
<v Speaker 1>do you think it is? Oh? Gee, I don't know.

0:50:54.920 --> 0:50:59.080
<v Speaker 1>It's a first person game, first person. It's a space setting,

0:51:00.120 --> 0:51:07.399
<v Speaker 1>vector graphics, voices from a movie. Yes, my favorite arcade game,

0:51:07.440 --> 0:51:11.120
<v Speaker 1>Real Time Star Wars. Yeah, you know, I didn't. Oddly enough,

0:51:11.239 --> 0:51:14.160
<v Speaker 1>I didn't play that that much. I if I found

0:51:14.200 --> 0:51:17.760
<v Speaker 1>an arcade that had the cockpit version where you sat

0:51:17.840 --> 0:51:21.440
<v Speaker 1>down and you held onto that yoke and the music

0:51:21.480 --> 0:51:24.120
<v Speaker 1>would come up, and you know, keep in mind, guys,

0:51:24.160 --> 0:51:28.120
<v Speaker 1>this is not like orchestra level music, but it sounded

0:51:28.160 --> 0:51:32.600
<v Speaker 1>good at the times, and it actually had the voices

0:51:32.640 --> 0:51:34.160
<v Speaker 1>of the actors in there too. You would hear O

0:51:34.280 --> 0:51:36.840
<v Speaker 1>bi Wan say the Force will be with you always.

0:51:38.520 --> 0:51:43.200
<v Speaker 1>I loved this game without reservation, my favorite game of

0:51:43.200 --> 0:51:46.759
<v Speaker 1>all time. If I could actually find a version of this,

0:51:47.480 --> 0:51:50.839
<v Speaker 1>I would buy it for you. Yeah. The hardest thing

0:51:50.880 --> 0:51:53.080
<v Speaker 1>would be talking to my wife and saying, you know,

0:51:53.080 --> 0:51:54.600
<v Speaker 1>where are we going to put this in the limited

0:51:54.640 --> 0:51:56.320
<v Speaker 1>space in our house. I know it would have to

0:51:56.360 --> 0:51:58.200
<v Speaker 1>go in my office. I just don't know how I

0:51:58.239 --> 0:52:00.759
<v Speaker 1>would make room in their room. I would make room.

0:52:00.760 --> 0:52:02.440
<v Speaker 1>I couldn't get the cockpit version. That would be way

0:52:02.440 --> 0:52:03.919
<v Speaker 1>too big. I'd have to get the stand up version.

0:52:03.960 --> 0:52:05.560
<v Speaker 1>But hey, if you've got a stand up cabinet version

0:52:05.560 --> 0:52:07.400
<v Speaker 1>of Star Wars you're looking to unload and it works,

0:52:07.560 --> 0:52:09.879
<v Speaker 1>let me know. Or let Chuck no, because he's gonna

0:52:09.880 --> 0:52:15.359
<v Speaker 1>buy it foray um. Also, two other games would get

0:52:15.520 --> 0:52:18.520
<v Speaker 1>Atari to release them in Europe, not in the United States.

0:52:18.520 --> 0:52:20.879
<v Speaker 1>The United States a different distributor. But there were two

0:52:20.880 --> 0:52:23.520
<v Speaker 1>other games that were really important in the history of

0:52:23.640 --> 0:52:28.239
<v Speaker 1>video games, dragons Layer and Space Ace. Yeah, dragons Layer,

0:52:28.280 --> 0:52:32.439
<v Speaker 1>remember was that was the first game that used um LaserDisc. Yeah,

0:52:32.440 --> 0:52:36.200
<v Speaker 1>it was. It was the graphics. It was animated cartoon. Yeah.

0:52:36.239 --> 0:52:38.920
<v Speaker 1>Don Bluth did all the animation. Uh. He was a

0:52:39.080 --> 0:52:41.040
<v Speaker 1>Disney animator for a long time that worked on Oliver

0:52:41.120 --> 0:52:44.200
<v Speaker 1>and Company and the other game movies also did uh

0:52:44.560 --> 0:52:47.439
<v Speaker 1>five Old the five Old movies like American Tale those. Yeah.

0:52:47.480 --> 0:52:50.480
<v Speaker 1>The gameplay I remember wasn't great though, because you couldn't

0:52:50.520 --> 0:52:54.680
<v Speaker 1>really control live wasn't didn't you make moves and then

0:52:54.680 --> 0:52:56.640
<v Speaker 1>it would play it out. Yeah. The way the way

0:52:56.640 --> 0:52:58.959
<v Speaker 1>it would work is there would be a moment where

0:52:59.080 --> 0:53:02.359
<v Speaker 1>you had to put in command whether it was left, right, up,

0:53:02.400 --> 0:53:05.760
<v Speaker 1>down or sword swing whatever. Uh, and if you didn't

0:53:05.800 --> 0:53:08.400
<v Speaker 1>do it at the exact time with the right move,

0:53:08.520 --> 0:53:10.960
<v Speaker 1>you died. And if you did, you would progress to

0:53:11.000 --> 0:53:13.520
<v Speaker 1>the next scene. And it was essentially play out like yeah,

0:53:13.600 --> 0:53:16.520
<v Speaker 1>I remember now. I remember thinking, man, that looks amazing

0:53:16.640 --> 0:53:19.080
<v Speaker 1>when you put my quarter in and then stand, this sucks.

0:53:19.080 --> 0:53:21.160
<v Speaker 1>I'm going to play gat like right, Well, you'd you'd

0:53:21.200 --> 0:53:23.600
<v Speaker 1>put your your four quarters then right, because it was

0:53:23.760 --> 0:53:25.600
<v Speaker 1>really expensible. It was either I think it actually might

0:53:25.600 --> 0:53:27.399
<v Speaker 1>have been the first game to go fifty cents. Well,

0:53:27.440 --> 0:53:30.200
<v Speaker 1>it was. It was tokens at the time. I remember

0:53:30.239 --> 0:53:33.120
<v Speaker 1>you would go on Tuesdays to battle Zone and you

0:53:33.120 --> 0:53:35.960
<v Speaker 1>would get like twenty tokens for a dollar. I remember,

0:53:36.040 --> 0:53:37.919
<v Speaker 1>what was it? The good deal going? Was the one

0:53:38.120 --> 0:53:40.759
<v Speaker 1>the gold nuggets something like that. There was there was

0:53:40.840 --> 0:53:43.840
<v Speaker 1>one that there was I think it was a Gwynette

0:53:43.840 --> 0:53:47.680
<v Speaker 1>actually um because oh no, North Lake Mall had the

0:53:47.680 --> 0:53:51.640
<v Speaker 1>the gold Mine, gold Mine, that's it. Gold Mine. That

0:53:51.719 --> 0:53:54.280
<v Speaker 1>was one of the great mall arcades. Yeah, in Atlanta,

0:53:54.320 --> 0:53:58.439
<v Speaker 1>and then Fantastic. Well, you know what we is gonna

0:53:58.440 --> 0:54:00.000
<v Speaker 1>be a three partner. It's gonna be a three partner.

0:54:00.160 --> 0:54:01.840
<v Speaker 1>We we talked about the possibility of it being a

0:54:01.880 --> 0:54:04.920
<v Speaker 1>three partner at the beginning. And we are now fifty

0:54:05.040 --> 0:54:08.800
<v Speaker 1>five minutes in and we still have the rest of Atari.

0:54:08.880 --> 0:54:11.840
<v Speaker 1>We we just hit three. But here's here's the good news, folks.

0:54:12.160 --> 0:54:16.000
<v Speaker 1>From four to the present day, a lot of stuff happens.

0:54:16.040 --> 0:54:18.120
<v Speaker 1>But we don't have a whole lot to say about

0:54:18.160 --> 0:54:21.520
<v Speaker 1>each individual part. We just have to explain what goes

0:54:21.560 --> 0:54:24.239
<v Speaker 1>on from a corporate level. But I think we can

0:54:24.280 --> 0:54:27.399
<v Speaker 1>clearly say that the video game crash. If you don't

0:54:27.400 --> 0:54:32.000
<v Speaker 1>consider Bushnell selling Atari to Warner as being its first

0:54:32.040 --> 0:54:34.640
<v Speaker 1>death this has got to be the first death because

0:54:34.680 --> 0:54:39.800
<v Speaker 1>the company was absolutely devastated by this. Uh, the arcade

0:54:39.920 --> 0:54:43.000
<v Speaker 1>business was still going fairly well, but the home video

0:54:43.080 --> 0:54:46.719
<v Speaker 1>game market completely bottomed out. So when we pick up,

0:54:46.960 --> 0:54:51.000
<v Speaker 1>we'll pick up in nineteen eight four when another dramatic moment,

0:54:51.160 --> 0:54:55.120
<v Speaker 1>another death of Atari happens immediately, and then we'll just

0:54:55.280 --> 0:54:59.520
<v Speaker 1>have the sad tale of sinking lower and lower from

0:54:59.560 --> 0:55:02.319
<v Speaker 1>that point forward. So for those of you up there

0:55:02.320 --> 0:55:06.719
<v Speaker 1>who want to know how some other technological thing works

0:55:07.239 --> 0:55:10.080
<v Speaker 1>that's not Atari, and you're looking forward to hearing about it,

0:55:10.080 --> 0:55:12.120
<v Speaker 1>you need to let me know. First, send me an

0:55:12.120 --> 0:55:15.160
<v Speaker 1>email my addresses tech stuff at how stuff Works dot com,

0:55:15.360 --> 0:55:17.759
<v Speaker 1>drop me a line on Facebook, Twitter, or Tumbler to

0:55:17.800 --> 0:55:20.400
<v Speaker 1>handle it. All three is tech Stuff hs W. You

0:55:20.440 --> 0:55:23.080
<v Speaker 1>can find Mr Chuck Bryant. Was Stuff you should know,

0:55:23.840 --> 0:55:26.040
<v Speaker 1>and you should because it's an awesome show. Thank you,

0:55:26.200 --> 0:55:29.880
<v Speaker 1>You are welcome, and we will tup you again really

0:55:29.920 --> 0:55:35.640
<v Speaker 1>soon for more on this and thousands of other topics

0:55:35.680 --> 0:55:46.920
<v Speaker 1>because it has staff works dot com