1 00:00:04,240 --> 00:00:07,920 Speaker 1: Get in touch with technology with tex Stuff from dot 2 00:00:07,960 --> 00:00:14,800 Speaker 1: com Aimar and welcome to tech Stuff. I'm Jonathan Strickland. 3 00:00:14,800 --> 00:00:17,800 Speaker 1: Then today joining me in the studio is Mr Chuck 4 00:00:17,840 --> 00:00:21,880 Speaker 1: Bryant from Stuff you Should Know. Hi, Chuck insert computer 5 00:00:21,960 --> 00:00:26,600 Speaker 1: simulated applause. I'm sure no one can do that if 6 00:00:26,600 --> 00:00:30,920 Speaker 1: we wanted to. Yeah. So I was looking through all 7 00:00:30,920 --> 00:00:33,360 Speaker 1: the different requests that I've ever seen, and I realized 8 00:00:33,400 --> 00:00:36,479 Speaker 1: there are tons. I mean, they've just been piling up, uh, 9 00:00:36,520 --> 00:00:39,320 Speaker 1: And I was going over those with you, and you 10 00:00:39,360 --> 00:00:42,040 Speaker 1: saw one that leapt out at you and you immediately 11 00:00:42,040 --> 00:00:44,600 Speaker 1: wanted to do it. It comes to us from Jeff 12 00:00:44,600 --> 00:00:46,960 Speaker 1: who wrote, Hi, Jonathan, since you asked, I do have 13 00:00:47,000 --> 00:00:49,040 Speaker 1: a suggestion for a topic to cover that I don't 14 00:00:49,040 --> 00:00:51,479 Speaker 1: think you have yet. Could you do an episode or 15 00:00:51,560 --> 00:00:54,760 Speaker 1: two if needed to cover the rise and fall of Atari. 16 00:00:55,240 --> 00:00:58,200 Speaker 1: Actually worked in the store that sold only Atari home 17 00:00:58,280 --> 00:01:02,560 Speaker 1: computers and game systems and the early nineties. Atari's products 18 00:01:02,600 --> 00:01:04,759 Speaker 1: are at the time we're as good or better than 19 00:01:04,800 --> 00:01:07,240 Speaker 1: what was being put out by their competitors, and yet 20 00:01:07,280 --> 00:01:09,400 Speaker 1: they failed big time. Thank you for the entertaining and 21 00:01:09,560 --> 00:01:12,000 Speaker 1: educational show. I enjoyed Part one of the two thousand 22 00:01:12,040 --> 00:01:15,960 Speaker 1: fourteen review this morning. So clearly this request came in 23 00:01:16,040 --> 00:01:18,880 Speaker 1: some time ago, I guess so. But yeah, this was 24 00:01:18,920 --> 00:01:21,039 Speaker 1: one that when I brought it up to you, you said, 25 00:01:21,040 --> 00:01:24,240 Speaker 1: absolutely we should do an episode about Attari. Well, you 26 00:01:24,280 --> 00:01:26,880 Speaker 1: and I are the same age roughly, and we are 27 00:01:27,200 --> 00:01:30,880 Speaker 1: children of Atari every way, you know, we grew up 28 00:01:30,880 --> 00:01:34,640 Speaker 1: in the seventies and eighties during the Atari's heyday. Yeah, 29 00:01:34,680 --> 00:01:37,720 Speaker 1: and it was huge, huge in my life. And uh 30 00:01:37,840 --> 00:01:41,800 Speaker 1: my brother actually uh has set his up recently and 31 00:01:41,840 --> 00:01:46,520 Speaker 1: I was just playing uh Combat last week. That Combat 32 00:01:46,640 --> 00:01:49,360 Speaker 1: and we'll get to this obviously was the game that 33 00:01:49,440 --> 00:01:52,640 Speaker 1: shipped with and it kind of holds up. You know 34 00:01:52,720 --> 00:01:55,919 Speaker 1: what it really does. I it's it's an incredibly simple 35 00:01:56,000 --> 00:01:59,880 Speaker 1: game and has incredibly simple graphics, but it's the play 36 00:01:59,880 --> 00:02:02,559 Speaker 1: ability comes in the fact that it's a two player 37 00:02:02,600 --> 00:02:08,400 Speaker 1: game and uh, trash talking galore can happen. We had 38 00:02:08,440 --> 00:02:11,640 Speaker 1: a blast. It really was a lot of fun, and 39 00:02:11,680 --> 00:02:14,960 Speaker 1: not just for nostalgia. The gameplay, like you said, still 40 00:02:14,960 --> 00:02:16,840 Speaker 1: holds up to a certain degree. I think, yeah, yeah, 41 00:02:16,840 --> 00:02:19,040 Speaker 1: I mean it's obviously for someone who's like, no, I 42 00:02:19,080 --> 00:02:21,640 Speaker 1: need to have you know, the fourteen different controls mapped 43 00:02:21,639 --> 00:02:24,240 Speaker 1: out on my keyboard and my my gaming mouse and everything. 44 00:02:24,840 --> 00:02:28,520 Speaker 1: It's not gonna appeal to you, but but it's still 45 00:02:28,520 --> 00:02:31,880 Speaker 1: a compelling experience. So we wanted to go through the 46 00:02:32,000 --> 00:02:36,200 Speaker 1: rise and fall of Atari. And it is an epic story. 47 00:02:36,280 --> 00:02:38,920 Speaker 1: I mean, it has so many different elements to it, 48 00:02:38,960 --> 00:02:41,120 Speaker 1: and it's at least gonna be two episodes. We're gonna 49 00:02:41,120 --> 00:02:43,560 Speaker 1: see how how far we can go before we have 50 00:02:43,639 --> 00:02:46,840 Speaker 1: to take a break and replenish our our, our vital 51 00:02:46,880 --> 00:02:52,079 Speaker 1: bodily fluids before we break out. Exactly. Good good reference there, 52 00:02:52,200 --> 00:02:57,440 Speaker 1: Mr Chuck. So starting off a little little information before 53 00:02:57,480 --> 00:03:00,840 Speaker 1: we get into the actual Attari days. Computer games have 54 00:03:00,919 --> 00:03:04,840 Speaker 1: been around pretty much since the days that computers were 55 00:03:04,840 --> 00:03:07,799 Speaker 1: first built. You know, you you have computer programmers who 56 00:03:07,840 --> 00:03:12,440 Speaker 1: often had these analytical minds that were also fond of 57 00:03:12,480 --> 00:03:16,520 Speaker 1: things like puzzles and games, and so naturally, when those 58 00:03:16,600 --> 00:03:20,679 Speaker 1: early computer programs were being designed, programmers were thinking, huh, 59 00:03:20,680 --> 00:03:22,640 Speaker 1: I wonder if I could actually make this machine do 60 00:03:22,800 --> 00:03:26,079 Speaker 1: something fun, not just something functional. Yeah, I think that's 61 00:03:26,120 --> 00:03:27,680 Speaker 1: one of the things you probably heard a lot in 62 00:03:27,720 --> 00:03:29,960 Speaker 1: the early days. Would well, maybe they'd be fun if 63 00:03:30,040 --> 00:03:32,640 Speaker 1: dot dot dot and uh, before you know what, they 64 00:03:32,639 --> 00:03:35,440 Speaker 1: were playing some you know to us an archaic form 65 00:03:35,480 --> 00:03:38,320 Speaker 1: of a video Yeah, maybe like a game version of 66 00:03:38,320 --> 00:03:40,800 Speaker 1: like Tic Tac toe, you know, but instead of it 67 00:03:41,080 --> 00:03:44,120 Speaker 1: having a video screen because video screens were late in 68 00:03:44,160 --> 00:03:46,920 Speaker 1: the game in the computer days, they would print this 69 00:03:47,040 --> 00:03:50,120 Speaker 1: stuff out like you would have maybe a tape printer, 70 00:03:50,960 --> 00:03:53,760 Speaker 1: and it would print each move, so every time something changed, 71 00:03:53,800 --> 00:03:56,120 Speaker 1: it had to print a new piece of paper for 72 00:03:56,200 --> 00:03:58,400 Speaker 1: you to look at, or a new strip of tape. Really, 73 00:03:58,440 --> 00:04:03,040 Speaker 1: because a friend of mine, his name's Richard Garriot, and 74 00:04:03,080 --> 00:04:05,800 Speaker 1: he's a big game developer. He created one of the 75 00:04:07,600 --> 00:04:10,560 Speaker 1: big computer game successes and then in the eighties and 76 00:04:10,600 --> 00:04:13,440 Speaker 1: nineties called Ultima, and he talks about in his days 77 00:04:13,440 --> 00:04:15,960 Speaker 1: when he was in computer programming classes in high school, 78 00:04:16,640 --> 00:04:18,400 Speaker 1: it was all printed to tape and it was like 79 00:04:18,440 --> 00:04:20,919 Speaker 1: a little adventure game and we'll talk about adventure in 80 00:04:20,960 --> 00:04:24,240 Speaker 1: a bit too, where it would print out the room 81 00:04:24,360 --> 00:04:26,520 Speaker 1: and your little position, like you'd be a little X 82 00:04:26,839 --> 00:04:29,120 Speaker 1: in the room and you'd say go left. It would 83 00:04:29,120 --> 00:04:31,000 Speaker 1: have to print a new version of it where the 84 00:04:31,160 --> 00:04:34,800 Speaker 1: X was just slightly to the left. In the pre 85 00:04:34,920 --> 00:04:38,680 Speaker 1: eco friendly days as well, these days, such a game 86 00:04:38,680 --> 00:04:43,440 Speaker 1: would probably be frowned upon. So uh, but you know 87 00:04:43,480 --> 00:04:46,520 Speaker 1: it sets the stage to show that that people realize 88 00:04:46,560 --> 00:04:51,120 Speaker 1: there was potential or electronics in the game world. And 89 00:04:51,160 --> 00:04:54,160 Speaker 1: that gets us up to nine eight, when a man 90 00:04:54,240 --> 00:05:00,400 Speaker 1: named William Higginbotham of Brooke Caven National Laboratory veloped an 91 00:05:00,440 --> 00:05:04,560 Speaker 1: electronic game called Tennis for two on a Donner Model 92 00:05:04,640 --> 00:05:10,960 Speaker 1: thirty analog computer, and uh, it would simulate table tennis, 93 00:05:11,240 --> 00:05:14,240 Speaker 1: and it simulated velocity and changes in direction, all this 94 00:05:14,320 --> 00:05:16,720 Speaker 1: kind of stuff. Um, yeah, I looked it up just 95 00:05:16,760 --> 00:05:18,839 Speaker 1: to see what it looked like. It looked like sort 96 00:05:18,839 --> 00:05:23,880 Speaker 1: of like a like a ship's sonar or something. Yeah, exactly. 97 00:05:24,000 --> 00:05:26,320 Speaker 1: It was taking an oscil lator, the same sort of 98 00:05:26,320 --> 00:05:29,000 Speaker 1: thing that you might see as like a heart monitor 99 00:05:29,160 --> 00:05:32,480 Speaker 1: in hospital, kind of kind of like that, and by 100 00:05:32,520 --> 00:05:35,880 Speaker 1: you change by fiddling with the voltage, essentially he could 101 00:05:36,000 --> 00:05:39,600 Speaker 1: change the different images so that you would have essentially 102 00:05:39,680 --> 00:05:44,160 Speaker 1: to paddle like things and the ball like thing and 103 00:05:44,200 --> 00:05:46,159 Speaker 1: play a very basic game. And he said that he 104 00:05:46,160 --> 00:05:48,680 Speaker 1: had made it because people would come to visit the 105 00:05:48,760 --> 00:05:51,920 Speaker 1: lab and there wasn't a whole lot of stuff that 106 00:05:52,000 --> 00:05:54,440 Speaker 1: was actually interesting to look at, and so this was 107 00:05:54,480 --> 00:05:56,960 Speaker 1: the way to entertain them. That's pretty funny to like 108 00:05:57,000 --> 00:05:59,960 Speaker 1: to impress people he had stuff that was far more advanced. 109 00:06:00,080 --> 00:06:01,839 Speaker 1: But he's like, oh, but look at this tennis for 110 00:06:01,839 --> 00:06:05,520 Speaker 1: two and people aroba like, oh, yeah, exactly like cutting edge. 111 00:06:06,400 --> 00:06:10,880 Speaker 1: So have you ever seen the mel Brooks films Silent Movie? 112 00:06:11,040 --> 00:06:13,800 Speaker 1: All right? In Silent Movie, there's actually a scene where 113 00:06:13,920 --> 00:06:17,560 Speaker 1: Sid Caesar Is is in the hospital. His character is 114 00:06:17,600 --> 00:06:21,080 Speaker 1: in the hospital and to uh, Tom Deloise and Marty 115 00:06:21,120 --> 00:06:23,800 Speaker 1: Felman who walk up to his heart monitor and turn 116 00:06:23,880 --> 00:06:26,400 Speaker 1: it into this game and they play a game of 117 00:06:26,480 --> 00:06:28,799 Speaker 1: Pong on his heart monitor, which totally forgot about causes 118 00:06:28,839 --> 00:06:31,200 Speaker 1: him to totally freak out. But it's this game which 119 00:06:31,240 --> 00:06:34,039 Speaker 1: is interesting because the original well we'll get into Pong, 120 00:06:34,080 --> 00:06:38,120 Speaker 1: but the original Pongs were silent. Yes, yeah, that's actually true. 121 00:06:38,440 --> 00:06:41,160 Speaker 1: And in nineteen sixty two, that's when we get up 122 00:06:41,160 --> 00:06:43,560 Speaker 1: to the time when m i T. Professor Steve Russell 123 00:06:43,680 --> 00:06:47,120 Speaker 1: developed a game called Space War, which is one of 124 00:06:47,160 --> 00:06:49,719 Speaker 1: the earliest video games. He did this with two of 125 00:06:49,760 --> 00:06:54,560 Speaker 1: his students and they built it for a big mainframe computer. Yeah. 126 00:06:54,600 --> 00:06:56,960 Speaker 1: It was the only way they could really at the time. Exactly. 127 00:06:57,040 --> 00:06:59,880 Speaker 1: So if you wanted to play a computer game, you 128 00:07:00,040 --> 00:07:04,120 Speaker 1: had to go someplace where essentially a room is dedicated 129 00:07:04,160 --> 00:07:07,400 Speaker 1: to that computer, the Big Mac. Yeah, they were largely 130 00:07:07,440 --> 00:07:09,760 Speaker 1: still using vacuum tubes for a lot of this technology. 131 00:07:09,880 --> 00:07:12,600 Speaker 1: I mean, transistors had had started to come out, but 132 00:07:12,640 --> 00:07:17,760 Speaker 1: they hadn't been integrated into computers deeply at this point. Uh. 133 00:07:17,840 --> 00:07:21,800 Speaker 1: And that's when around this times when an electrical engineering 134 00:07:21,840 --> 00:07:26,720 Speaker 1: student named Nolan Bushnell, the probably the most important person 135 00:07:26,760 --> 00:07:31,239 Speaker 1: in this story. Yeah, that's when he discovered space war 136 00:07:31,400 --> 00:07:35,120 Speaker 1: because the computer lab at the university was going to 137 00:07:35,160 --> 00:07:39,280 Speaker 1: the University of Utah College of Engineering, had space War 138 00:07:39,320 --> 00:07:41,440 Speaker 1: on one of its computers. Yeah, he was. I saw 139 00:07:41,480 --> 00:07:43,880 Speaker 1: an interview with him earlier today on YouTube where he 140 00:07:43,920 --> 00:07:46,720 Speaker 1: was talking about at the time. He said there were 141 00:07:46,760 --> 00:07:49,920 Speaker 1: only like four universities in the entire country that had 142 00:07:50,000 --> 00:07:54,160 Speaker 1: graphical displays period, and University of Utah just happened to 143 00:07:54,200 --> 00:07:57,120 Speaker 1: be one of them. And it seemed like when you 144 00:07:57,160 --> 00:07:59,520 Speaker 1: start hearing about the story and how it all just 145 00:07:59,560 --> 00:08:01,520 Speaker 1: fell into place, it's I don't know if I'm a 146 00:08:01,520 --> 00:08:04,440 Speaker 1: believer in fate, but all these little puzzle pieces came 147 00:08:04,480 --> 00:08:08,720 Speaker 1: together in just the right way to get his motor running. Basically, 148 00:08:08,840 --> 00:08:12,200 Speaker 1: if if they hadn't, if any of the elements that 149 00:08:12,760 --> 00:08:15,840 Speaker 1: took place, then the whole arcade industry could have been 150 00:08:15,840 --> 00:08:18,640 Speaker 1: delayed by several years if he had just gone to 151 00:08:18,680 --> 00:08:21,600 Speaker 1: a different university that didn't have computer screens. Right, Yeah, 152 00:08:21,840 --> 00:08:24,800 Speaker 1: because the University of Utah was a pioneer in that space, 153 00:08:25,200 --> 00:08:28,760 Speaker 1: and so he really got his introduction to it. Uh. 154 00:08:28,800 --> 00:08:31,360 Speaker 1: Another interesting thing about him is that he would work 155 00:08:32,000 --> 00:08:34,480 Speaker 1: in his off time, like when whenever school was out 156 00:08:35,040 --> 00:08:38,600 Speaker 1: at the Lagoon Amusement Park. Yeah, that was a huge 157 00:08:38,679 --> 00:08:42,240 Speaker 1: deal because that inspired the thought of, you know what, 158 00:08:42,320 --> 00:08:45,400 Speaker 1: people are shoving quarters in these ski ball games and 159 00:08:45,559 --> 00:08:49,479 Speaker 1: pinball and you know, all manner of sort of boardwalk 160 00:08:49,600 --> 00:08:52,520 Speaker 1: arcade games. And he obviously had some sort of business 161 00:08:52,520 --> 00:08:54,880 Speaker 1: sense to him because he thought, why not try and 162 00:08:55,000 --> 00:08:56,880 Speaker 1: do this really fun thing that I've been sneaking into 163 00:08:56,880 --> 00:08:59,439 Speaker 1: the lab and doing every night and charge people money 164 00:08:59,480 --> 00:09:01,600 Speaker 1: for it? Right? What if we were to create an 165 00:09:01,640 --> 00:09:06,040 Speaker 1: experience using an electronic game where on a per coin basis, 166 00:09:06,080 --> 00:09:08,800 Speaker 1: you would get either an allotted amount of time to 167 00:09:08,880 --> 00:09:12,200 Speaker 1: play or some other metric like in pong, it might 168 00:09:12,240 --> 00:09:14,240 Speaker 1: be the number of lives. In most video games is 169 00:09:14,320 --> 00:09:17,280 Speaker 1: number of lives, but a few it's time, um, and 170 00:09:17,360 --> 00:09:20,720 Speaker 1: that that would determine how much of that experience you 171 00:09:20,720 --> 00:09:22,839 Speaker 1: could have before you had to plunk in another quarter. 172 00:09:23,320 --> 00:09:27,080 Speaker 1: And if I find it so compelling that I'll sneak 173 00:09:27,120 --> 00:09:29,760 Speaker 1: into the to the lab, people be willing to pay 174 00:09:29,760 --> 00:09:32,280 Speaker 1: a quarter for it. Yeah, it was a genius. It 175 00:09:32,320 --> 00:09:35,360 Speaker 1: was absolutely, I mean you. There are a lot of 176 00:09:35,360 --> 00:09:39,440 Speaker 1: criticisms that are leveled against Bushnell and Coordinate, including people 177 00:09:39,480 --> 00:09:42,400 Speaker 1: who used to work with him. Um and a lot 178 00:09:42,400 --> 00:09:46,440 Speaker 1: of people claim, well, he never invented anything. I have 179 00:09:46,520 --> 00:09:51,120 Speaker 1: to object to that because he took two separate ideas 180 00:09:51,400 --> 00:09:55,440 Speaker 1: and turned them into something that spawned an entire industry. 181 00:09:55,480 --> 00:09:58,000 Speaker 1: And if that's not invention, I don't know what is. Yeah, 182 00:09:58,000 --> 00:10:00,559 Speaker 1: And whether or not he was I guess it wasn't coding, 183 00:10:00,600 --> 00:10:03,680 Speaker 1: but whether or not he was soldering the games and 184 00:10:03,760 --> 00:10:07,440 Speaker 1: inventing the games themselves. Those games are worthless unless someone 185 00:10:07,520 --> 00:10:09,360 Speaker 1: comes along and says, you know what, I know how 186 00:10:09,400 --> 00:10:11,920 Speaker 1: to package this and take it to the public for 187 00:10:12,000 --> 00:10:14,600 Speaker 1: them to enjoy, Right, And so, I mean so without 188 00:10:14,640 --> 00:10:18,120 Speaker 1: this this vision, again, I'm sure we would have eventually 189 00:10:18,160 --> 00:10:20,599 Speaker 1: come around to the arcade industry. Anyway, someone would have 190 00:10:20,640 --> 00:10:22,480 Speaker 1: come up with that idea, but it would have been 191 00:10:22,559 --> 00:10:26,240 Speaker 1: later and the story might have been much different. So 192 00:10:27,040 --> 00:10:30,040 Speaker 1: Bushnell graduates from college and goes to work for a 193 00:10:30,080 --> 00:10:33,760 Speaker 1: company called Ampex. This is around nineteen sixty nine. Ampex 194 00:10:33,800 --> 00:10:36,200 Speaker 1: is an electronics company, and I got a little bit 195 00:10:36,240 --> 00:10:39,160 Speaker 1: of trivia something I thought you would appreciate, Chuck, you're 196 00:10:39,200 --> 00:10:44,040 Speaker 1: a musician. So Ampex developed a tape recorder that less 197 00:10:44,080 --> 00:10:49,079 Speaker 1: Paul used to pioneer the sound on sound technique. Yeah. 198 00:10:49,200 --> 00:10:52,439 Speaker 1: Less Paul used an Ampex tape recorder which was designed 199 00:10:52,440 --> 00:10:55,600 Speaker 1: to have a secondary writing head that would allow him 200 00:10:55,679 --> 00:10:58,440 Speaker 1: to record a track and then play along with that 201 00:10:58,520 --> 00:11:01,640 Speaker 1: recorded track to create an new mixed track of both 202 00:11:01,640 --> 00:11:04,760 Speaker 1: of them together. So this would allow one musician to 203 00:11:04,880 --> 00:11:08,840 Speaker 1: essentially back him or herself up. Yeah. Yeah. However, what 204 00:11:08,920 --> 00:11:13,280 Speaker 1: it did do also is destroy the original track, the 205 00:11:13,280 --> 00:11:16,559 Speaker 1: original recording, because it records over it, so you no 206 00:11:16,600 --> 00:11:19,360 Speaker 1: longer have that, so you have you plus yes, and 207 00:11:19,400 --> 00:11:22,640 Speaker 1: that's the new base. Yeah, which is kind of cool. 208 00:11:22,720 --> 00:11:24,600 Speaker 1: I thought that you would appreciate that, So I am Tex. 209 00:11:24,960 --> 00:11:27,800 Speaker 1: Ampex has had a real important part in the electronics 210 00:11:27,880 --> 00:11:31,920 Speaker 1: industry in general, but it also plays host to the 211 00:11:31,960 --> 00:11:35,640 Speaker 1: meeting of the two people who would really push Atari 212 00:11:35,720 --> 00:11:42,040 Speaker 1: in the early days. That's uh, Nolan Bushnell and Ted Dabney. Yeah, 213 00:11:42,040 --> 00:11:45,600 Speaker 1: and Dabney they met nine, like you said, both employees 214 00:11:45,600 --> 00:11:51,160 Speaker 1: of Ampex, and both um very much interested in, uh 215 00:11:51,320 --> 00:11:55,320 Speaker 1: pioneering Space War as the very first video game. Yeah, 216 00:11:55,320 --> 00:11:57,520 Speaker 1: they were looking at Space War and they thought, how 217 00:11:57,520 --> 00:12:00,960 Speaker 1: can we make this as a coin operated a game. Now, 218 00:12:01,000 --> 00:12:03,640 Speaker 1: clearly we can't do the same thing that Space War 219 00:12:03,720 --> 00:12:08,160 Speaker 1: is doing because having a mainframe computer not something you 220 00:12:08,160 --> 00:12:11,280 Speaker 1: can install in your local bar. So we have to 221 00:12:11,280 --> 00:12:14,280 Speaker 1: figure out how to take this same concept but do 222 00:12:14,320 --> 00:12:16,360 Speaker 1: it in a much smaller form factor that could be 223 00:12:16,400 --> 00:12:18,960 Speaker 1: a coin operated game. And that turned out to be 224 00:12:19,040 --> 00:12:23,120 Speaker 1: sort of a recurring UM thing in Bushnell's career was 225 00:12:24,000 --> 00:12:26,640 Speaker 1: this guy did something really neat. Let me sort of 226 00:12:26,679 --> 00:12:30,240 Speaker 1: make a very similar version, but in a much like 227 00:12:30,320 --> 00:12:35,400 Speaker 1: sleeker package that's consumer oriented. Yeah. I read a transcript 228 00:12:35,520 --> 00:12:38,839 Speaker 1: of an interview that UM that Ted Dabney did. Read 229 00:12:38,880 --> 00:12:41,000 Speaker 1: a lot of that. Actually, Yeah, it's fascinating. I mean 230 00:12:41,120 --> 00:12:44,079 Speaker 1: there's clearly some bad blood between the two of them. 231 00:12:44,480 --> 00:12:47,760 Speaker 1: But Dabney talked about how what would happen is Bushnell 232 00:12:47,800 --> 00:12:50,040 Speaker 1: would come up to him and say I want to 233 00:12:50,080 --> 00:12:53,440 Speaker 1: do this, How is that possible? Dabney would figure it out, 234 00:12:53,559 --> 00:12:55,560 Speaker 1: tell him and then Bushnell would go off and do it. 235 00:12:55,880 --> 00:13:00,480 Speaker 1: So Bushnell had skills, but Dabney always dismissed as saying 236 00:13:00,520 --> 00:13:02,880 Speaker 1: he wasn't an engineer. He could do something if you 237 00:13:02,960 --> 00:13:05,840 Speaker 1: told him how to do it, but he couldn't engineer 238 00:13:05,880 --> 00:13:09,360 Speaker 1: it himself. Yeah, he need he was. He's sort of 239 00:13:09,360 --> 00:13:12,000 Speaker 1: like a producer almost, Yeah, and really good at getting 240 00:13:12,360 --> 00:13:15,800 Speaker 1: super talented people together to create a vision. Yeah, sort 241 00:13:15,800 --> 00:13:18,920 Speaker 1: of like you could think of other pairings that this 242 00:13:18,920 --> 00:13:21,959 Speaker 1: this applies to, like Steve Jobs and Steve Wozniak, who 243 00:13:21,960 --> 00:13:24,960 Speaker 1: will come up later, or Paul Allen and Bill Gates. 244 00:13:24,960 --> 00:13:27,600 Speaker 1: I mean there are a lot of diff Ben and Jerry, 245 00:13:28,160 --> 00:13:31,160 Speaker 1: uh Itchy and Scratchy. We can just keep throwing out 246 00:13:31,240 --> 00:13:33,679 Speaker 1: pair of names out there. Uh So, yeah, it was, 247 00:13:34,440 --> 00:13:38,320 Speaker 1: it wasn't. It was the beginning of a partnership that 248 00:13:38,360 --> 00:13:44,120 Speaker 1: would end up launching this arcade industry idea. Yeah. So 249 00:13:44,280 --> 00:13:47,120 Speaker 1: they got together and they they said, well, let's sort 250 00:13:47,160 --> 00:13:50,079 Speaker 1: of copy that game in a in a cabinet version. 251 00:13:51,360 --> 00:13:52,880 Speaker 1: But we don't really have the money to fund this, 252 00:13:52,960 --> 00:13:55,160 Speaker 1: so they took it to a few different people, finally 253 00:13:55,200 --> 00:13:58,680 Speaker 1: landed at a place called Nutting Associates, who agreed to 254 00:13:58,720 --> 00:14:03,680 Speaker 1: finance a game which was really the very first arcade 255 00:14:03,679 --> 00:14:07,160 Speaker 1: game called computer Space Yep, yep. They got a programmer 256 00:14:07,200 --> 00:14:09,320 Speaker 1: by the name of Larry Brian to come on board. 257 00:14:09,440 --> 00:14:12,760 Speaker 1: Larry Brian had also worked at Ampex. Uh. They formed 258 00:14:12,880 --> 00:14:17,000 Speaker 1: a company that they originally called sissy G. Yeah. They 259 00:14:17,000 --> 00:14:19,400 Speaker 1: just said the name kind of sounded and look cool. Yeah, which, 260 00:14:19,440 --> 00:14:21,280 Speaker 1: by the way, if you if you don't know how 261 00:14:21,320 --> 00:14:24,080 Speaker 1: to spell it, it's it's of course one of those 262 00:14:24,240 --> 00:14:26,560 Speaker 1: uh spelling B words. It's s y z y g 263 00:14:26,880 --> 00:14:31,160 Speaker 1: y and it refers to the planetary alignment when things 264 00:14:31,200 --> 00:14:33,480 Speaker 1: come into alignment there in sissy G. I didn't know 265 00:14:33,560 --> 00:14:36,200 Speaker 1: that it was one of my my father's one of 266 00:14:36,240 --> 00:14:39,560 Speaker 1: my father's favorite words, no joke. Uh, so I was 267 00:14:39,640 --> 00:14:42,480 Speaker 1: instilled in my brain at an early age. They come 268 00:14:42,560 --> 00:14:44,800 Speaker 1: up with this name, which they wouldn't stick with for 269 00:14:45,000 --> 00:14:47,440 Speaker 1: reasons we'll get to. Uh. They thought about using a 270 00:14:47,440 --> 00:14:50,400 Speaker 1: computer called the Data General Nova eight hundred, but it's 271 00:14:50,800 --> 00:14:53,640 Speaker 1: pretty expensive and it still wasn't really going to fit 272 00:14:53,680 --> 00:14:57,120 Speaker 1: their needs, so they weren't really sure how they were 273 00:14:57,160 --> 00:15:00,600 Speaker 1: going to do this. Originally, the idea was all three 274 00:15:00,640 --> 00:15:04,800 Speaker 1: of the initial founding members, Dabney Bushnell and Brian were 275 00:15:04,800 --> 00:15:08,280 Speaker 1: going to contribute a hundred dollars into a group fund 276 00:15:08,480 --> 00:15:12,960 Speaker 1: to be like the owner operating capital. Only Dabney and 277 00:15:13,040 --> 00:15:15,880 Speaker 1: Bushnell did. Brian never did. So do you know why 278 00:15:16,160 --> 00:15:19,200 Speaker 1: he was it because he didn't want to. I don't know. 279 00:15:19,440 --> 00:15:21,480 Speaker 1: I I never came across. It was just a lot 280 00:15:21,520 --> 00:15:25,720 Speaker 1: of matter of fact of Brian never put him. It's 281 00:15:25,760 --> 00:15:31,480 Speaker 1: just never an explanation. Yeah. And so eventually both Bushnell 282 00:15:31,560 --> 00:15:33,520 Speaker 1: and and uh Dabney would put in an extra two 283 00:15:33,600 --> 00:15:35,600 Speaker 1: hundred and fiftyes. So that brought the owner's equity up 284 00:15:35,600 --> 00:15:40,960 Speaker 1: to a incredible seven dollars princely some for this company. Uh. 285 00:15:41,000 --> 00:15:43,240 Speaker 1: And like you were saying, Chuck, they went to Nothing 286 00:15:43,320 --> 00:15:47,240 Speaker 1: to say, like, uh, maybe you can help us by 287 00:15:47,440 --> 00:15:50,240 Speaker 1: manufacturing this thing. Will retain the rights to the game. 288 00:15:51,000 --> 00:15:53,480 Speaker 1: You'll be able to manufacture it and sell it, but 289 00:15:53,560 --> 00:15:56,040 Speaker 1: we get royalties for it as well. And it's the 290 00:15:56,080 --> 00:16:00,000 Speaker 1: next big thing. Yeah. They convinced Nutting that's next big. 291 00:16:00,320 --> 00:16:03,720 Speaker 1: So Nothing Associates has no clue about this stuff. They 292 00:16:03,800 --> 00:16:06,880 Speaker 1: essentially give them the space to do whatever they want 293 00:16:06,880 --> 00:16:10,040 Speaker 1: to do, thinking like all right, well we we can't 294 00:16:10,080 --> 00:16:12,160 Speaker 1: do this ourselves. We're gonna let this group do this 295 00:16:12,400 --> 00:16:14,880 Speaker 1: and if it pays off, it's huge. We'll be making 296 00:16:14,920 --> 00:16:17,680 Speaker 1: lots of money. And if it doesn't, well it we'll 297 00:16:17,760 --> 00:16:20,960 Speaker 1: just call it a loss. So the agreement included a 298 00:16:21,000 --> 00:16:23,840 Speaker 1: five percent royalty on unit sales, so that's what the 299 00:16:24,320 --> 00:16:28,760 Speaker 1: group would get um. And the units were relatively inexpensive. 300 00:16:28,840 --> 00:16:32,760 Speaker 1: They were like a thousand dollars, which in today's money 301 00:16:32,840 --> 00:16:36,320 Speaker 1: is about six grand a piece. But it was it 302 00:16:36,360 --> 00:16:39,120 Speaker 1: was not for the home consumer. It was this like 303 00:16:39,240 --> 00:16:42,200 Speaker 1: the yeah, exactly, this would be like a restaurant, you 304 00:16:42,280 --> 00:16:45,440 Speaker 1: know that's or maybe a bowling alley something like that. 305 00:16:46,360 --> 00:16:49,040 Speaker 1: But remember there's no market for these yet. Yeah, no 306 00:16:49,040 --> 00:16:51,880 Speaker 1: one knows because they didn't exist. It's just crazy to 307 00:16:51,920 --> 00:16:53,800 Speaker 1: think about. No one knew if it was going to 308 00:16:53,880 --> 00:16:56,400 Speaker 1: work at all, and it sort of didn't, sort of didn't. 309 00:16:56,400 --> 00:16:58,800 Speaker 1: It wasn't a big success for them at all, right, Right, 310 00:16:58,880 --> 00:17:00,720 Speaker 1: And the one of the part probably was was that 311 00:17:00,960 --> 00:17:03,880 Speaker 1: this game that was based off Space War, just like 312 00:17:03,920 --> 00:17:07,399 Speaker 1: Space War, was kind of complicated. It was a game 313 00:17:07,840 --> 00:17:12,479 Speaker 1: built by engineers for engineers. So you see like all 314 00:17:12,520 --> 00:17:15,320 Speaker 1: these buttons and dials and stuff, and you think, all right, uh, 315 00:17:15,320 --> 00:17:18,240 Speaker 1: this does not appear to be intuitive in any No 316 00:17:18,280 --> 00:17:20,119 Speaker 1: one really understood how to play it. It looked a 317 00:17:20,160 --> 00:17:23,280 Speaker 1: little like Asteroids. Yeah. Um, as far as just the 318 00:17:23,560 --> 00:17:26,040 Speaker 1: look of the game, yeah, And it's one of those 319 00:17:26,040 --> 00:17:28,320 Speaker 1: that when you look at you think, uh, you know, 320 00:17:28,359 --> 00:17:31,200 Speaker 1: I I don't even know what it is, like how 321 00:17:31,240 --> 00:17:33,360 Speaker 1: I control the things, nor do I know what I'm 322 00:17:33,359 --> 00:17:37,160 Speaker 1: supposed to do. So it had some limited success, but 323 00:17:37,640 --> 00:17:40,920 Speaker 1: it wasn't a runaway hit. It just wasn't that simplistic 324 00:17:41,640 --> 00:17:46,680 Speaker 1: experience that the average person could immediately identify. Well yeah, 325 00:17:46,680 --> 00:17:48,879 Speaker 1: plus it was I mean, uh, I mean people are 326 00:17:48,960 --> 00:17:51,560 Speaker 1: used to seeing a pinball machine maybe, but if you 327 00:17:51,600 --> 00:17:54,280 Speaker 1: look up this thing online, there's all of a sudden, 328 00:17:54,280 --> 00:17:57,120 Speaker 1: it seems there. You know, Urcade games to us now, 329 00:17:57,240 --> 00:18:01,280 Speaker 1: there were so ubiquitous, the game cabinet itself, But when 330 00:18:01,320 --> 00:18:02,840 Speaker 1: you look at this thing at the time, no one 331 00:18:02,920 --> 00:18:04,760 Speaker 1: knew what the heck it was. Right there was this 332 00:18:04,840 --> 00:18:09,960 Speaker 1: weird looking yellow pod right with a TV screen in 333 00:18:09,960 --> 00:18:12,480 Speaker 1: it in the corner, and I have no idea with 334 00:18:12,520 --> 00:18:14,719 Speaker 1: all the this little game pad on the front of it, 335 00:18:15,000 --> 00:18:16,520 Speaker 1: and what am I even supposed to do with that 336 00:18:16,600 --> 00:18:18,400 Speaker 1: on my way to the bathroom. I mean, the whole 337 00:18:18,440 --> 00:18:21,760 Speaker 1: thing wouldn't have even been possible except for the fact 338 00:18:21,800 --> 00:18:24,440 Speaker 1: that Dabney made a breakthrough while he was he was 339 00:18:24,560 --> 00:18:28,320 Speaker 1: tooling around in his home. According to the interviews I've seen, 340 00:18:28,359 --> 00:18:31,920 Speaker 1: in his daughter's bedroom. He used that as his workspace. 341 00:18:32,400 --> 00:18:34,520 Speaker 1: He moved one of his daughters in with the other 342 00:18:35,200 --> 00:18:38,119 Speaker 1: two daughters. He's like, I need you room. This is 343 00:18:38,119 --> 00:18:41,520 Speaker 1: going to be my lab. And uh. He started playing 344 00:18:41,560 --> 00:18:44,840 Speaker 1: with cathode ray to video screens without the use of 345 00:18:44,880 --> 00:18:49,000 Speaker 1: a computer as as an input, and he used counters 346 00:18:49,000 --> 00:18:54,400 Speaker 1: and gates basic electronic components to manipulate that CRT display 347 00:18:54,440 --> 00:18:56,560 Speaker 1: to create the images on a screen that you can 348 00:18:56,600 --> 00:19:01,320 Speaker 1: control by changing the values directly. So uh, think of 349 00:19:01,800 --> 00:19:05,520 Speaker 1: you know, you remember the tracking on a TV when 350 00:19:05,520 --> 00:19:07,399 Speaker 1: the screen would be rolling and you have to adjust 351 00:19:07,400 --> 00:19:10,560 Speaker 1: the tracking snature. Because we're old, we remember this stuff. 352 00:19:11,440 --> 00:19:13,680 Speaker 1: That was the basis of him being able to control 353 00:19:13,880 --> 00:19:17,960 Speaker 1: vertical movement on the screen. He just essentially he manufactured 354 00:19:18,000 --> 00:19:20,440 Speaker 1: a way of doing that where by using a control 355 00:19:21,040 --> 00:19:24,439 Speaker 1: you could change the the input into the television and 356 00:19:24,480 --> 00:19:27,600 Speaker 1: make that vertical movement possible. For horizontal we had to 357 00:19:27,680 --> 00:19:30,919 Speaker 1: change voltage is in a really interesting way so that 358 00:19:30,960 --> 00:19:33,000 Speaker 1: you could get horizontal movement. Otherwise you would only be 359 00:19:33,000 --> 00:19:34,679 Speaker 1: able to move up and down. Now, was that the 360 00:19:34,720 --> 00:19:38,240 Speaker 1: spot in motion circuit? Yes, okay, and that changed everything 361 00:19:38,359 --> 00:19:41,760 Speaker 1: because this meant for the first time that I, well 362 00:19:41,880 --> 00:19:45,240 Speaker 1: not I, he could create a game that didn't need 363 00:19:45,359 --> 00:19:48,520 Speaker 1: a computer attached to it. Right, you could do a 364 00:19:48,560 --> 00:19:51,560 Speaker 1: home version of this game, yes, exactly, and then everything 365 00:19:51,600 --> 00:19:53,440 Speaker 1: that you would need for the game you could build 366 00:19:53,440 --> 00:19:56,600 Speaker 1: onto the circuit And that meant that every circuit for 367 00:19:56,640 --> 00:20:00,280 Speaker 1: every game was unique, right, Like like one, if you 368 00:20:00,280 --> 00:20:04,679 Speaker 1: look at two different arcade games from this era, the 369 00:20:04,720 --> 00:20:08,359 Speaker 1: game is all hardwired on the circuitry, and those circuit 370 00:20:08,400 --> 00:20:11,760 Speaker 1: boards are going to look different because it's those physical 371 00:20:11,800 --> 00:20:16,080 Speaker 1: components that create the assets of each game, which is 372 00:20:16,160 --> 00:20:18,320 Speaker 1: kind of cool to think about because these days we're 373 00:20:18,440 --> 00:20:21,480 Speaker 1: used to the general purpose machine, right, the computer, and 374 00:20:21,520 --> 00:20:25,040 Speaker 1: then everything else is controlled on the software side. But 375 00:20:25,280 --> 00:20:28,840 Speaker 1: this was all hardware, which you know for every game 376 00:20:28,920 --> 00:20:31,320 Speaker 1: was a little different from the next two. Yeah. Yeah, 377 00:20:31,359 --> 00:20:33,439 Speaker 1: And you look at it you think like, well, you know, 378 00:20:33,440 --> 00:20:37,120 Speaker 1: there could even be production errors in that that could 379 00:20:37,160 --> 00:20:40,639 Speaker 1: create weird glitches that are only for that unit of 380 00:20:40,680 --> 00:20:43,560 Speaker 1: the game. It's not like a game shipped with glitches 381 00:20:43,600 --> 00:20:47,280 Speaker 1: would be that many. Maybe some solder wasn't complete and 382 00:20:47,320 --> 00:20:50,320 Speaker 1: so something in the game's not working properly. So it 383 00:20:50,359 --> 00:20:54,000 Speaker 1: made it more like those early arcading machines. We're really 384 00:20:54,040 --> 00:20:57,959 Speaker 1: more like pinball games than they were like the modern games. 385 00:20:58,480 --> 00:21:02,159 Speaker 1: Um yeah, really are staying We get to August of 386 00:21:02,240 --> 00:21:04,840 Speaker 1: nineteen seventy one. That's when the team had produced the 387 00:21:04,880 --> 00:21:07,440 Speaker 1: test unit of their game, which was, as you were saying, 388 00:21:07,440 --> 00:21:10,640 Speaker 1: called Computer Space, and they set it up in a 389 00:21:10,359 --> 00:21:16,480 Speaker 1: in a restaurant and bar called Dutch Goose in Palo Alto, California. 390 00:21:17,240 --> 00:21:19,639 Speaker 1: What a great name. They officially debuted the game at 391 00:21:19,640 --> 00:21:23,840 Speaker 1: the nineteen seventy one Music and Amusement Machines Exposition in Chicago, 392 00:21:24,320 --> 00:21:26,320 Speaker 1: and by the end of nineteen seventy one they begin 393 00:21:26,400 --> 00:21:28,480 Speaker 1: to ship the game. So that first game was just 394 00:21:28,520 --> 00:21:30,760 Speaker 1: sort of a test run to see if they could 395 00:21:30,760 --> 00:21:32,760 Speaker 1: get it to to Look now, it doesn't do great 396 00:21:32,800 --> 00:21:37,359 Speaker 1: business because it was a units total sold yeah um, 397 00:21:37,400 --> 00:21:40,440 Speaker 1: but it was enough money um for for Dabney and 398 00:21:40,480 --> 00:21:44,880 Speaker 1: Bushnell to sort of continue to fund their company. Right. 399 00:21:44,960 --> 00:21:48,760 Speaker 1: They decided at that point that they wanted to incorporate 400 00:21:48,880 --> 00:21:52,480 Speaker 1: Sissy G and then they had a speed bump because 401 00:21:52,480 --> 00:21:55,480 Speaker 1: they realized I found out there was already another company 402 00:21:55,640 --> 00:21:57,800 Speaker 1: using the name sissy Gy. Yeah, apparently it was a 403 00:21:57,800 --> 00:22:02,840 Speaker 1: little candle company and Mendocino, California like some hippies, So 404 00:22:03,160 --> 00:22:05,880 Speaker 1: that that put their plans on pause as they had 405 00:22:05,920 --> 00:22:08,960 Speaker 1: to rethink the name. And also at that time, in 406 00:22:09,080 --> 00:22:12,040 Speaker 1: nineteen seventy two, Bushnell would attend a meeting that would 407 00:22:12,080 --> 00:22:16,159 Speaker 1: later come back to haunt him. Yeah, he attended a 408 00:22:16,200 --> 00:22:21,000 Speaker 1: meeting that had a presentation of the Magnavox Odyssey, which 409 00:22:21,000 --> 00:22:24,320 Speaker 1: is a home video game console that featured very several 410 00:22:24,640 --> 00:22:29,680 Speaker 1: silent games, the most notable one being a table tennis game. Yeah, 411 00:22:29,760 --> 00:22:31,960 Speaker 1: and who was it was? It was the man's name 412 00:22:32,000 --> 00:22:35,600 Speaker 1: Bear was the head of Magnavox. At the time, he 413 00:22:35,640 --> 00:22:37,359 Speaker 1: had been a thing called the brown Box, which was 414 00:22:37,440 --> 00:22:41,359 Speaker 1: later changed to the Magnavox Odyssey. And like you said, 415 00:22:41,840 --> 00:22:43,600 Speaker 1: I think a lesson to be learned here. Has never 416 00:22:43,640 --> 00:22:48,120 Speaker 1: signed the guest book because Bushnell um signed the guest 417 00:22:48,160 --> 00:22:51,520 Speaker 1: Book as an attendee. And these before they took the 418 00:22:51,520 --> 00:22:55,040 Speaker 1: Odyssey to market, they had these very special small batch 419 00:22:55,200 --> 00:23:01,600 Speaker 1: screenings for invitees only, and which wasn't the smartest thing 420 00:23:01,640 --> 00:23:03,920 Speaker 1: in the world to do either, Yeah, because they did 421 00:23:03,920 --> 00:23:05,720 Speaker 1: have a patent on it. It would allow people that 422 00:23:05,840 --> 00:23:07,959 Speaker 1: chance to maybe we could beat them to market by 423 00:23:08,000 --> 00:23:10,760 Speaker 1: creating exact similar and that's exactly what happened in the 424 00:23:10,840 --> 00:23:14,680 Speaker 1: case of Bushnell. Yeah, so this was like this would 425 00:23:14,720 --> 00:23:17,080 Speaker 1: come back to haunt him later. And yeah, if you 426 00:23:17,200 --> 00:23:19,080 Speaker 1: are going to go to one of these meetings, don't 427 00:23:19,119 --> 00:23:22,880 Speaker 1: leave a paper trail. That's that's the lesson there. So 428 00:23:23,080 --> 00:23:27,600 Speaker 1: by June, Bushnell and Damney incorporate as a Tory Incorporated. Yes, 429 00:23:28,000 --> 00:23:31,280 Speaker 1: which the name got came from a Japanese game board 430 00:23:31,280 --> 00:23:35,399 Speaker 1: game called Go, which Bushnell was just crazy for. And 431 00:23:35,440 --> 00:23:38,760 Speaker 1: apparently the meaning of it is basically the equivalent to 432 00:23:38,840 --> 00:23:41,040 Speaker 1: I've got you in check. I'm about to take all 433 00:23:41,080 --> 00:23:43,440 Speaker 1: your stones, is what he said, right right, And and 434 00:23:43,480 --> 00:23:47,359 Speaker 1: I think the the root word was a taru, which 435 00:23:47,440 --> 00:23:50,560 Speaker 1: means to hit a target. And uh, just a cool 436 00:23:50,560 --> 00:23:53,320 Speaker 1: sounding name, like it jumped out at him at the time. 437 00:23:53,320 --> 00:23:57,560 Speaker 1: It's like, I like it, right, And they they create 438 00:23:57,720 --> 00:24:01,760 Speaker 1: some common stock, which collectively would value the company at 439 00:24:01,760 --> 00:24:05,680 Speaker 1: about seventy five thousand dollars, big jump from the seven 440 00:24:05,560 --> 00:24:09,080 Speaker 1: hundred dollars that they had to the bank at the time. Uh. 441 00:24:09,119 --> 00:24:11,320 Speaker 1: And the famous Attari logo I didn't put this in 442 00:24:11,320 --> 00:24:13,120 Speaker 1: the notes, but it was designed by a game named 443 00:24:13,119 --> 00:24:17,119 Speaker 1: George Opperman. Now, according to Auberman, the two side pieces, 444 00:24:17,200 --> 00:24:19,160 Speaker 1: like if you look at the Atari logo, it's it's 445 00:24:19,480 --> 00:24:22,440 Speaker 1: got three kind of columns, the two on either side 446 00:24:22,480 --> 00:24:25,840 Speaker 1: sore slope away. I always wonder what that was. It's 447 00:24:25,880 --> 00:24:29,399 Speaker 1: a stylized A. So that's one thing. Some people call 448 00:24:29,440 --> 00:24:32,200 Speaker 1: it the Mount Fuji logo because I think it looks 449 00:24:32,200 --> 00:24:36,320 Speaker 1: like Mount Fuji. Apperman says. The two side pieces represented 450 00:24:36,400 --> 00:24:39,959 Speaker 1: opposing players in the middle straight section represented the center 451 00:24:40,080 --> 00:24:43,640 Speaker 1: line in pong, which is kind of cool. The whole 452 00:24:43,680 --> 00:24:46,439 Speaker 1: logo was that stylized day and Auberman was the in 453 00:24:46,520 --> 00:24:48,560 Speaker 1: house artist for Atari and created a lot of the 454 00:24:48,640 --> 00:24:52,920 Speaker 1: art that the arcade cabinets were you were sporting. Well, 455 00:24:52,920 --> 00:24:55,720 Speaker 1: it's certainly iconic now, you know. Yeah, you see that 456 00:24:55,760 --> 00:24:57,879 Speaker 1: logo and it just for Guy's our age, that just 457 00:24:57,920 --> 00:24:59,800 Speaker 1: really conjures up a lot. Well, yeah, and he and 458 00:24:59,840 --> 00:25:03,359 Speaker 1: he he had a big influence on that early artwork 459 00:25:03,400 --> 00:25:05,959 Speaker 1: of Atari, especially in the arcade world. He would sadly 460 00:25:06,000 --> 00:25:12,080 Speaker 1: pass away in nineteen Yeah, only fifty years old, I think, um. 461 00:25:12,119 --> 00:25:16,120 Speaker 1: But also in June of that year, Al Alcorn who 462 00:25:16,119 --> 00:25:20,080 Speaker 1: had worked at Ampex. Yes, he joins Atari and he 463 00:25:20,119 --> 00:25:24,280 Speaker 1: begins working on one of Atari's biggest hits, Pong, which 464 00:25:24,320 --> 00:25:27,120 Speaker 1: is odd in a way. It's odd for a couple 465 00:25:27,119 --> 00:25:30,440 Speaker 1: of reasons, the biggest one being no one ever intended 466 00:25:30,480 --> 00:25:33,200 Speaker 1: Pong to be a hit. Yeah. Bushonell at the time 467 00:25:33,240 --> 00:25:35,840 Speaker 1: was working on a driving game. He said that was 468 00:25:35,920 --> 00:25:39,159 Speaker 1: really hard. Uh, driving games still are I think one 469 00:25:39,160 --> 00:25:42,119 Speaker 1: of the tougher ones to get right to really nail. Yeah, 470 00:25:42,160 --> 00:25:45,000 Speaker 1: And he said he hired Alcorn and was like, well, 471 00:25:45,000 --> 00:25:46,840 Speaker 1: I just wanted to give him a little test to 472 00:25:46,840 --> 00:25:49,280 Speaker 1: see how good he was because I wasn't gonna throw 473 00:25:49,359 --> 00:25:51,960 Speaker 1: him on this driving game right away up for failure. 474 00:25:52,040 --> 00:25:55,560 Speaker 1: Can you program using this circuit that damn produced, right 475 00:25:56,119 --> 00:25:58,320 Speaker 1: And because this is this is a whole new thing, 476 00:25:58,400 --> 00:26:02,120 Speaker 1: like the designing game using this circuit that had been 477 00:26:02,160 --> 00:26:08,480 Speaker 1: pioneered for the computer space games. So, uh, you know, 478 00:26:08,640 --> 00:26:11,840 Speaker 1: Alcorn takes this concept and he works on on Pong. 479 00:26:12,560 --> 00:26:15,440 Speaker 1: And unlike the earlier table tennis electronic games, this one 480 00:26:15,800 --> 00:26:19,679 Speaker 1: had sound. It sounds so silly, but it was a 481 00:26:19,760 --> 00:26:23,960 Speaker 1: huge difference to actually hear that little boom boom boom, 482 00:26:24,560 --> 00:26:27,800 Speaker 1: and uh, it had a few other noteworthy characteristics to 483 00:26:27,840 --> 00:26:31,240 Speaker 1: differentiate it that also sound a little bit like of course, 484 00:26:31,280 --> 00:26:33,600 Speaker 1: but it really made a big difference. The ball sped 485 00:26:33,680 --> 00:26:36,679 Speaker 1: up as you played the game, which was a huge, 486 00:26:36,880 --> 00:26:41,359 Speaker 1: huge difference. Um. And then you talked about some of 487 00:26:41,359 --> 00:26:44,960 Speaker 1: these sort of happy accidents. One of them occurred with Pong. 488 00:26:45,040 --> 00:26:47,040 Speaker 1: There was that little space at the very top and 489 00:26:47,080 --> 00:26:50,480 Speaker 1: the bottom of the screen where you couldn't block and 490 00:26:50,760 --> 00:26:52,680 Speaker 1: in other words, a game couldn't go on forever. At 491 00:26:52,720 --> 00:26:54,119 Speaker 1: some point you were going to lose it to that 492 00:26:54,200 --> 00:26:57,439 Speaker 1: corner some at some bounce, it's going to hit that 493 00:26:57,480 --> 00:27:00,720 Speaker 1: trajectory where no matter what, you can't block it, and 494 00:27:00,960 --> 00:27:02,399 Speaker 1: it just it made it more fun. And it was 495 00:27:02,440 --> 00:27:05,280 Speaker 1: a two player game, so again it'll it pitched people 496 00:27:05,280 --> 00:27:07,720 Speaker 1: against each other, just like we were talking about with combat. 497 00:27:07,840 --> 00:27:12,040 Speaker 1: That creates an experience that just invites that kind of 498 00:27:12,080 --> 00:27:15,920 Speaker 1: fun sort of you know, one upsmanship, trash talking sort 499 00:27:15,920 --> 00:27:20,320 Speaker 1: of stuff. Nothing. I don't think anyone was making, you know, 500 00:27:20,440 --> 00:27:24,080 Speaker 1: horrible uh statements like you hear on something like Xbox 501 00:27:24,119 --> 00:27:27,400 Speaker 1: Live because you're in person, next to the next to whomever. 502 00:27:28,080 --> 00:27:32,040 Speaker 1: But it also was a much simpler game. It was 503 00:27:32,160 --> 00:27:36,080 Speaker 1: easy to grasp the controls, were simple. Everyone who saw 504 00:27:36,119 --> 00:27:40,680 Speaker 1: it knew exactly what the gameplay went, so it had 505 00:27:41,280 --> 00:27:44,200 Speaker 1: far greater reppeal than something that was much more dense 506 00:27:44,280 --> 00:27:47,280 Speaker 1: like computer space. Yeah, and the name obviously comes from 507 00:27:47,520 --> 00:27:49,879 Speaker 1: Ping Pong, but they couldn't call it ping pong, and 508 00:27:49,920 --> 00:27:52,600 Speaker 1: they couldn't call it ping because of the golf clubs, 509 00:27:53,200 --> 00:27:56,160 Speaker 1: and so Pong was just sort of the no brainer. Yeah. 510 00:27:56,560 --> 00:28:01,879 Speaker 1: So the first Pong game was installed in a tavern 511 00:28:02,200 --> 00:28:04,720 Speaker 1: and the taps tavern. Yeah. I look that up to 512 00:28:04,720 --> 00:28:08,359 Speaker 1: see if it still existed, and I don't think it does, sad. Uh. 513 00:28:08,400 --> 00:28:10,639 Speaker 1: So the original Pong was black and white, had a 514 00:28:10,640 --> 00:28:13,600 Speaker 1: black and white television for a screen, and people would 515 00:28:13,640 --> 00:28:15,960 Speaker 1: come in and play, even if they weren't planning on 516 00:28:16,080 --> 00:28:20,240 Speaker 1: buying anything to eat or drink. It became a destination 517 00:28:20,800 --> 00:28:24,760 Speaker 1: h game. Yeah, to the point where I read that 518 00:28:25,720 --> 00:28:28,960 Speaker 1: early in the game's life, they got a call saying, 519 00:28:29,440 --> 00:28:30,960 Speaker 1: the game's not working. You need to come out here 520 00:28:31,000 --> 00:28:32,719 Speaker 1: in services. So it came out to find out what 521 00:28:32,760 --> 00:28:34,880 Speaker 1: was wrong, and what was wrong was that they were 522 00:28:34,960 --> 00:28:38,600 Speaker 1: using an old milk jug to catch the coins inside 523 00:28:38,640 --> 00:28:41,840 Speaker 1: the cabinet, and the milk jug had filled to overflowing 524 00:28:41,880 --> 00:28:43,800 Speaker 1: and no more coins could come in, so the game 525 00:28:43,840 --> 00:28:47,760 Speaker 1: was malfunctioned, so they had to empty the coins from 526 00:28:47,800 --> 00:28:50,600 Speaker 1: the things that they could play it. Uh and uh. 527 00:28:50,680 --> 00:28:52,880 Speaker 1: It was kind of interesting like this. We'll talk more 528 00:28:52,920 --> 00:28:56,080 Speaker 1: about in the second but the the plan was that 529 00:28:56,320 --> 00:29:00,280 Speaker 1: in order to give an incentive to businesses to buy 530 00:29:00,560 --> 00:29:03,920 Speaker 1: into the arcade games, they said, all right, well, we 531 00:29:03,960 --> 00:29:07,760 Speaker 1: will split revenue down the middle, goes to you, comes 532 00:29:07,760 --> 00:29:11,120 Speaker 1: to us, which literally, we will count out the quarters 533 00:29:11,520 --> 00:29:13,840 Speaker 1: and will get half of them. And they literally went 534 00:29:14,200 --> 00:29:17,640 Speaker 1: from place to place employees of Atari picking up sack 535 00:29:17,680 --> 00:29:19,960 Speaker 1: fulls of quarters at the end of every year, possibly 536 00:29:20,360 --> 00:29:24,360 Speaker 1: suffering enormous back pain, one of whom apparently carried a 537 00:29:24,480 --> 00:29:28,560 Speaker 1: roofing hatchet for protection. Um. But they were bringing in. 538 00:29:28,560 --> 00:29:31,080 Speaker 1: They said a single unit typically would earn about forty 539 00:29:31,120 --> 00:29:33,920 Speaker 1: dollars a day, which is over two hundred and twenty 540 00:29:33,960 --> 00:29:38,920 Speaker 1: dollars today, um, which is that's fantastic for the first 541 00:29:39,040 --> 00:29:42,520 Speaker 1: thing of its kind. And um. It said that they 542 00:29:42,640 --> 00:29:46,920 Speaker 1: believe machines were ordered by the end of nineteen seventy three. 543 00:29:47,360 --> 00:29:50,760 Speaker 1: By nineteen seventy four, over eight thousand of these were 544 00:29:50,800 --> 00:29:53,720 Speaker 1: all over the country and abroad. I think at this point, Yeah, 545 00:29:53,760 --> 00:29:55,800 Speaker 1: and and keep in mind these are like, you know, 546 00:29:56,680 --> 00:30:01,520 Speaker 1: a grand apiece, and they're getting uh, they're getting this, 547 00:30:01,760 --> 00:30:04,000 Speaker 1: this all of the money at this point because originally 548 00:30:04,240 --> 00:30:07,040 Speaker 1: they went to uh Nutting and said do you want 549 00:30:07,040 --> 00:30:08,560 Speaker 1: to do this? And they thought, well, no, we don't 550 00:30:08,600 --> 00:30:10,280 Speaker 1: really want to work with Nutting anymore. We want to 551 00:30:10,320 --> 00:30:11,880 Speaker 1: be able to do this with someone else. They they 552 00:30:12,120 --> 00:30:14,760 Speaker 1: started shopping around to see if they could work with 553 00:30:14,800 --> 00:30:18,160 Speaker 1: a different distributor of of games, like like the kind 554 00:30:18,160 --> 00:30:20,560 Speaker 1: of games you would find at an amusement park. So 555 00:30:20,600 --> 00:30:23,560 Speaker 1: they look at Bally because Bally of course was famous 556 00:30:23,560 --> 00:30:25,560 Speaker 1: for their pinball as well as there are other there 557 00:30:25,600 --> 00:30:29,440 Speaker 1: are other games that they were pioneering in, but Bally 558 00:30:29,600 --> 00:30:35,120 Speaker 1: wasn't wasn't sold on the idea pong. They wanted Atrii 559 00:30:35,320 --> 00:30:37,880 Speaker 1: to make a game for them, in fact, a couple 560 00:30:37,880 --> 00:30:39,360 Speaker 1: of games. One would be a pinball game and one 561 00:30:39,400 --> 00:30:42,160 Speaker 1: would be a video game, but they weren't interested in Pong. 562 00:30:42,720 --> 00:30:46,160 Speaker 1: And ultimately the guys that Attari decided, you know what, 563 00:30:46,200 --> 00:30:49,000 Speaker 1: we're gonna do this ourselves. But it was a huge, 564 00:30:49,360 --> 00:30:52,440 Speaker 1: huge jump for them, you know, they didn't have the 565 00:30:52,440 --> 00:30:54,840 Speaker 1: background and manufacturing. No, it turned out to be a 566 00:30:54,840 --> 00:30:58,520 Speaker 1: great move. Though, Yeah, no, it's absolutely it. It really 567 00:30:58,600 --> 00:31:01,080 Speaker 1: set them for success for at least the next couple 568 00:31:01,120 --> 00:31:06,360 Speaker 1: of years. So some interesting things happened in nineteen seventy three, 569 00:31:06,360 --> 00:31:09,240 Speaker 1: at the tail end of seventy two, Atari would file 570 00:31:09,240 --> 00:31:11,200 Speaker 1: a patent for Pong. Now keep in mind that when 571 00:31:11,200 --> 00:31:14,200 Speaker 1: you file a patent it can take years before you 572 00:31:14,240 --> 00:31:16,880 Speaker 1: get you know, that approved or declined. And it was 573 00:31:16,920 --> 00:31:19,160 Speaker 1: already released at this point when they filed. Yes, they 574 00:31:19,160 --> 00:31:24,040 Speaker 1: didn't pre file, so they file after the games already released. Uh. 575 00:31:24,280 --> 00:31:26,959 Speaker 1: In ninety three, they do something that at first I 576 00:31:27,000 --> 00:31:29,760 Speaker 1: was confused about until I read more details, which is 577 00:31:29,800 --> 00:31:35,800 Speaker 1: that they established a second company called Key Games k E. Yeah, 578 00:31:35,840 --> 00:31:39,080 Speaker 1: I didn't quite understand this all right, So they set 579 00:31:39,160 --> 00:31:42,240 Speaker 1: up a second company that's essentially appears to be in 580 00:31:42,440 --> 00:31:45,040 Speaker 1: a competitor to Atari. Not just a competitor, but they 581 00:31:45,040 --> 00:31:51,880 Speaker 1: are producing knockoffs of Atari games. And here's the reason why. 582 00:31:53,520 --> 00:31:56,800 Speaker 1: There are rules for certain types of companies where they 583 00:31:56,880 --> 00:32:00,600 Speaker 1: can only work with a single distributor. So if they 584 00:32:00,680 --> 00:32:04,840 Speaker 1: create a title and and enter an agreement with that distributor, UH, 585 00:32:05,120 --> 00:32:07,120 Speaker 1: all of their titles have to go through that distributor. 586 00:32:07,800 --> 00:32:12,120 Speaker 1: So it limits the options of the company producing the games. 587 00:32:12,680 --> 00:32:15,800 Speaker 1: By creating this second company, they could produce the exact 588 00:32:15,880 --> 00:32:20,440 Speaker 1: same games with a different name under the name of 589 00:32:20,440 --> 00:32:24,000 Speaker 1: this other dummy corporation. Practically it's a little more than 590 00:32:24,040 --> 00:32:27,280 Speaker 1: a dummy corporation, but not much more, and then offer 591 00:32:27,320 --> 00:32:30,320 Speaker 1: that to different distributors. That makes sense, So it opens 592 00:32:30,400 --> 00:32:33,000 Speaker 1: up a lot of options. So it's a little bit, yeah, 593 00:32:33,000 --> 00:32:35,760 Speaker 1: a little little little uh spoken mirrors a little bit 594 00:32:35,800 --> 00:32:39,200 Speaker 1: of guests which cup the ball is under sort of stuff, 595 00:32:39,760 --> 00:32:43,240 Speaker 1: and so you know, it was the way of getting 596 00:32:43,240 --> 00:32:46,600 Speaker 1: around that. Bushnell, by the way, clearly very savvy when 597 00:32:46,680 --> 00:32:52,520 Speaker 1: it comes to working systems like this. Meanwhile, Long is 598 00:32:52,560 --> 00:32:55,880 Speaker 1: going crazy. Yeah, it's going crazy for for many reasons 599 00:32:56,040 --> 00:32:58,720 Speaker 1: that we already talked about. But um, another big reason 600 00:32:58,840 --> 00:33:01,840 Speaker 1: I saw the interview with Bushnell said is that women 601 00:33:02,040 --> 00:33:05,720 Speaker 1: were very good at it for some reason, and it 602 00:33:05,880 --> 00:33:09,760 Speaker 1: appealed to women. And it was the first, um, I 603 00:33:09,760 --> 00:33:11,480 Speaker 1: guess sort of the first time he said that women 604 00:33:11,480 --> 00:33:14,160 Speaker 1: felt comfortable going up to a man in a bar 605 00:33:14,240 --> 00:33:15,800 Speaker 1: and say, hey, you know, do you want to play 606 00:33:15,800 --> 00:33:18,160 Speaker 1: this game with me? And he said that made a 607 00:33:18,160 --> 00:33:21,840 Speaker 1: big difference. It appealed to both sexes and UM, and 608 00:33:21,920 --> 00:33:24,240 Speaker 1: it also brought it down, as the this great I 609 00:33:24,320 --> 00:33:27,040 Speaker 1: g N article says, to you know, where real people 610 00:33:27,080 --> 00:33:30,680 Speaker 1: congregated it, brought it into the bars, into the bowling alleys. 611 00:33:31,360 --> 00:33:34,640 Speaker 1: And it wasn't like you know, engineering students exactly. It wasn't. 612 00:33:34,680 --> 00:33:38,280 Speaker 1: It wasn't some computer lab where you had to have uh, 613 00:33:38,320 --> 00:33:45,800 Speaker 1: you know, student access to eat. Another interesting thing that 614 00:33:45,840 --> 00:33:49,920 Speaker 1: happened in nine was that they got a new space 615 00:33:50,320 --> 00:33:53,600 Speaker 1: for putting together their pong machines. Did you hear about this? 616 00:33:53,720 --> 00:33:57,640 Speaker 1: The ten thousand square foot space they got. So there 617 00:33:57,680 --> 00:34:01,760 Speaker 1: was one story that Dabney told about how originally the 618 00:34:01,840 --> 00:34:04,520 Speaker 1: little space they were in they found out that their 619 00:34:04,600 --> 00:34:09,120 Speaker 1: neighbor had stopped paying rent and essentially scaddled, So they 620 00:34:09,120 --> 00:34:12,200 Speaker 1: cut a hole in the wall and used the next 621 00:34:12,200 --> 00:34:14,959 Speaker 1: door space. But even that wasn't big enough because then 622 00:34:15,000 --> 00:34:16,640 Speaker 1: they were like, well, what happens when we get caughts 623 00:34:16,680 --> 00:34:18,560 Speaker 1: as well? We'll just ask how much we owe them, 624 00:34:18,600 --> 00:34:21,239 Speaker 1: Like when we get caught, we'll we'll pay for it, 625 00:34:21,280 --> 00:34:24,360 Speaker 1: but until then we won't um. But then they decided 626 00:34:24,400 --> 00:34:28,640 Speaker 1: that they would lease a space, and they found an 627 00:34:29,800 --> 00:34:31,480 Speaker 1: a business that was no longer doing this is it 628 00:34:31,520 --> 00:34:35,520 Speaker 1: was ten thou square foot roller rink and they turned 629 00:34:35,520 --> 00:34:40,440 Speaker 1: it into their manufacturing center for pong. Yeah, and then 630 00:34:41,360 --> 00:34:46,360 Speaker 1: there's the story about how that that that signed guest 631 00:34:46,680 --> 00:34:50,759 Speaker 1: thing comes back to haunt and see Magnifox yes for 632 00:34:50,880 --> 00:34:54,160 Speaker 1: electronic table tennis. So Atari did not have a patent 633 00:34:54,200 --> 00:34:57,600 Speaker 1: for pong. Magnavox had a patent for electronic table tennis. 634 00:34:58,160 --> 00:35:02,600 Speaker 1: And this starts to raise some important conversations between the 635 00:35:02,640 --> 00:35:06,320 Speaker 1: two where Magnavox is looking at pong and saying, that's 636 00:35:06,320 --> 00:35:10,920 Speaker 1: our game, So we're going to go after these guys. Meanwhile, 637 00:35:11,000 --> 00:35:14,600 Speaker 1: Bushnell buys out Ted Dabney from the company. Depending upon 638 00:35:14,600 --> 00:35:16,840 Speaker 1: whom you aske, Dabney sometimes just says no, I was 639 00:35:16,880 --> 00:35:19,400 Speaker 1: just kind of canned. Yeah. He says that he was 640 00:35:19,760 --> 00:35:22,640 Speaker 1: forced out basically that his old friend came up to 641 00:35:22,719 --> 00:35:26,520 Speaker 1: him and basically said, um, if you don't accept this 642 00:35:26,560 --> 00:35:30,520 Speaker 1: buy out, then I'm going to take all the assets 643 00:35:30,520 --> 00:35:33,399 Speaker 1: over to a different company and you'll you'll be left 644 00:35:33,440 --> 00:35:36,080 Speaker 1: with nothing, right, So he took the opportunity to get 645 00:35:36,080 --> 00:35:38,479 Speaker 1: bought out. I didn't see numbers. Yeah I didn't either. 646 00:35:38,640 --> 00:35:41,719 Speaker 1: I don't think anyone has ever about it. It It sounds like, 647 00:35:41,800 --> 00:35:46,560 Speaker 1: yeah the the interview, definitely he portrays Bushnell as misrepresenting 648 00:35:46,600 --> 00:35:49,400 Speaker 1: the truth. Let's say that's a very kind way of 649 00:35:49,400 --> 00:35:51,600 Speaker 1: putting it. And I haven't heard Bushnell talk much about it. 650 00:35:51,640 --> 00:35:55,120 Speaker 1: He seems to, I don't know, gloss over that, or 651 00:35:55,160 --> 00:35:57,319 Speaker 1: at least not even address it. Yeah, that's from what 652 00:35:57,360 --> 00:36:00,799 Speaker 1: I've seen. Well. Uh, nineteen seven three was also when 653 00:36:00,800 --> 00:36:03,800 Speaker 1: Atari got a new hire in the electrical engineering department. 654 00:36:03,840 --> 00:36:06,000 Speaker 1: You may have heard of him. His name is Steve Jobs. 655 00:36:06,719 --> 00:36:09,799 Speaker 1: So Steve Jobs joined Atari in nineteen seventy three, and 656 00:36:09,840 --> 00:36:12,600 Speaker 1: by the end of the year, Key Games in Atari, 657 00:36:12,719 --> 00:36:17,120 Speaker 1: which remember are really being operated simultaneously by the same 658 00:36:17,200 --> 00:36:21,080 Speaker 1: heads of people, into a licensing agreement for Atari to 659 00:36:21,120 --> 00:36:24,759 Speaker 1: produce a version of the game Elimination, which was key 660 00:36:24,760 --> 00:36:28,759 Speaker 1: games first first title. Yeah, and by the way, can 661 00:36:28,800 --> 00:36:31,399 Speaker 1: you guess do you want to guess what the game 662 00:36:31,480 --> 00:36:35,160 Speaker 1: Elimination was? The title makes it sound like it's something terrible. 663 00:36:37,719 --> 00:36:40,000 Speaker 1: It was not. It was not. It was a four 664 00:36:40,160 --> 00:36:44,200 Speaker 1: player version of Pong, and so uh, the Atari version 665 00:36:44,200 --> 00:36:48,240 Speaker 1: would become known as Quadrapong. So it's funny that Atari 666 00:36:48,440 --> 00:36:53,320 Speaker 1: is licensing a game that essentially the same folks had developed, right, Like, 667 00:36:53,600 --> 00:36:55,680 Speaker 1: it's all again, it's all this sort of shell game 668 00:36:55,719 --> 00:36:58,680 Speaker 1: going on. So moving up to nineteen seventy four, this 669 00:36:58,719 --> 00:37:02,040 Speaker 1: is where we start seeing the Magnavox thing come to 670 00:37:02,040 --> 00:37:06,240 Speaker 1: a head. The inventor Ralph Bayer convinces Magnavox to sue Atari, 671 00:37:06,320 --> 00:37:09,439 Speaker 1: claiming that the company copied the electronic table tennis game 672 00:37:09,560 --> 00:37:13,000 Speaker 1: from the Odyssey, which they did, Yeah, pretty much, And 673 00:37:13,280 --> 00:37:16,919 Speaker 1: Bushnell basically comes up. The guy makes all the right moves, 674 00:37:16,920 --> 00:37:20,759 Speaker 1: it seems like for a while. Um he basically says, 675 00:37:20,800 --> 00:37:24,399 Speaker 1: you know what, We'll settle for some money and will 676 00:37:24,440 --> 00:37:27,920 Speaker 1: become a licensee, so you don't have to worry about us. 677 00:37:28,080 --> 00:37:31,120 Speaker 1: You go and sue everybody else because Paul was getting 678 00:37:31,200 --> 00:37:33,839 Speaker 1: knocked off all over the place, and you spend all 679 00:37:33,840 --> 00:37:35,680 Speaker 1: your time doing that. We'll settle for some money, will 680 00:37:35,680 --> 00:37:37,879 Speaker 1: be a licensee, and we'll make that and some other 681 00:37:37,960 --> 00:37:43,080 Speaker 1: Magnavox titles, and just don't worry about us anymore. And 682 00:37:43,160 --> 00:37:46,480 Speaker 1: Magnavox is like, all right, yeah, it was good to me, brilliant. 683 00:37:46,520 --> 00:37:49,719 Speaker 1: I mean, they no longer Atari no longer has to 684 00:37:49,760 --> 00:37:52,360 Speaker 1: go after these copycats because Magnavox is going to do 685 00:37:52,400 --> 00:37:55,440 Speaker 1: it on their behalf and they're not being h come 686 00:37:55,480 --> 00:37:59,440 Speaker 1: after for Magna Yeah, so the settlement shield basically exactly 687 00:38:00,000 --> 00:38:02,960 Speaker 1: set the amount. We don't it's not publicized, but according 688 00:38:02,960 --> 00:38:05,440 Speaker 1: to different accounts, it could be anywhere between four thousand 689 00:38:05,480 --> 00:38:09,160 Speaker 1: dollars and a million bucks, so not chump change. But 690 00:38:09,280 --> 00:38:12,160 Speaker 1: still when you when you know now you've got like 691 00:38:12,239 --> 00:38:14,400 Speaker 1: your big brother looking out for you, you don't know, 692 00:38:14,719 --> 00:38:17,560 Speaker 1: it's they can just make money, exactly. It freed them 693 00:38:17,600 --> 00:38:20,719 Speaker 1: up to be super creative. Uh. And that's what they 694 00:38:20,760 --> 00:38:23,799 Speaker 1: started doing right away pretty much. Yeah. And this is 695 00:38:23,840 --> 00:38:26,480 Speaker 1: also the year Dabney, who had who had left, buys 696 00:38:26,560 --> 00:38:29,920 Speaker 1: the name the rights to the name Scissor G Game 697 00:38:29,960 --> 00:38:33,960 Speaker 1: Company from Atari. Uh. And then he also would leave 698 00:38:34,000 --> 00:38:36,880 Speaker 1: the board of directors in nineteen seventy four, which was 699 00:38:36,920 --> 00:38:39,560 Speaker 1: his last connection to the company that by that time 700 00:38:39,680 --> 00:38:44,600 Speaker 1: Dabney's connections are now severed. Uh. And then meanwhile Key 701 00:38:44,680 --> 00:38:49,239 Speaker 1: Games releases its first original game called Tank, which ends 702 00:38:49,320 --> 00:38:53,919 Speaker 1: up being a massive hit. Uh. And then so such 703 00:38:53,960 --> 00:38:57,759 Speaker 1: a big hit, keep in my nineteen Tank comes out, 704 00:38:58,600 --> 00:39:01,280 Speaker 1: the demand is so high they go ahead and develop 705 00:39:01,360 --> 00:39:04,279 Speaker 1: and produce Tank two in that same year. Like you 706 00:39:04,320 --> 00:39:06,760 Speaker 1: think about how video games are produced and how granted 707 00:39:06,920 --> 00:39:09,000 Speaker 1: it's a totally different ball game, these days. But the 708 00:39:09,000 --> 00:39:11,160 Speaker 1: way video games are produced these days, they go in 709 00:39:11,239 --> 00:39:13,759 Speaker 1: for years of development. If you get a game, and 710 00:39:13,920 --> 00:39:17,120 Speaker 1: you won't expect a sequel for several years to come, 711 00:39:17,200 --> 00:39:20,040 Speaker 1: unless with a few exceptions like the Assassin's Creed series 712 00:39:20,040 --> 00:39:22,280 Speaker 1: appears to have a sequel come out every few months. 713 00:39:22,920 --> 00:39:25,480 Speaker 1: Certain sports franchise games obviously those are gonna come out 714 00:39:25,480 --> 00:39:30,440 Speaker 1: each year to reflect the change. Yeah, but most most games, 715 00:39:30,440 --> 00:39:33,080 Speaker 1: you know, you end up waiting years between sequels. But 716 00:39:33,320 --> 00:39:36,480 Speaker 1: this is where things are just moving at a furious pace. 717 00:39:36,719 --> 00:39:38,880 Speaker 1: Now that we have the home version of Pong yet 718 00:39:39,440 --> 00:39:42,799 Speaker 1: not well, there were some early home versions. There was 719 00:39:42,840 --> 00:39:46,280 Speaker 1: one that was being developed at this time and actually 720 00:39:46,280 --> 00:39:48,800 Speaker 1: did come out. Yeah, So there were actually two different 721 00:39:48,880 --> 00:39:52,600 Speaker 1: versions of that, right, Sears licensed it. I had that one, 722 00:39:52,719 --> 00:39:55,640 Speaker 1: so you had the Sears version of Pon Yeah, and 723 00:39:55,640 --> 00:39:57,959 Speaker 1: then there was a second one that was marketed under 724 00:39:58,000 --> 00:40:00,279 Speaker 1: the Atari name. So again it was weird because it 725 00:40:00,320 --> 00:40:03,080 Speaker 1: almost felt like Atari was competing against itself and had 726 00:40:03,120 --> 00:40:05,680 Speaker 1: two different versions of the same thing on the market. Yeah. Well, 727 00:40:05,719 --> 00:40:07,520 Speaker 1: because they didn't have that patent yet, I think so 728 00:40:07,600 --> 00:40:11,040 Speaker 1: Sears was the distributor and they had their own version. Yeah, 729 00:40:11,280 --> 00:40:13,800 Speaker 1: and I think that I think the other versions outsold 730 00:40:13,880 --> 00:40:16,000 Speaker 1: the official Pong version. Oh yeah, the Atari. I think 731 00:40:16,000 --> 00:40:19,480 Speaker 1: Atari had like fifty thousand of them on the market 732 00:40:19,520 --> 00:40:21,839 Speaker 1: and Sears had a hundred and fifty thousand of them. 733 00:40:21,840 --> 00:40:25,839 Speaker 1: Those you know, easily eclipsing it. But yeah, that ended 734 00:40:25,920 --> 00:40:28,920 Speaker 1: up being a big hit that would come out in nineteen. 735 00:40:30,360 --> 00:40:33,319 Speaker 1: It was limited to only playing the Pong games that was. 736 00:40:33,719 --> 00:40:37,360 Speaker 1: This was not a cartridge. Yeah, so it's all again, 737 00:40:37,400 --> 00:40:43,400 Speaker 1: it's hard coded into the console, right y. Yeah. I 738 00:40:43,400 --> 00:40:46,839 Speaker 1: I had UM, I don't I had I had one 739 00:40:46,920 --> 00:40:49,319 Speaker 1: that was I don't think it was Pong um, and 740 00:40:49,360 --> 00:40:51,600 Speaker 1: I don't think it was. It wasn't the Magnavox Odyssey, 741 00:40:51,640 --> 00:40:54,600 Speaker 1: because I seemed to remember there were sound effects. But 742 00:40:54,680 --> 00:40:59,719 Speaker 1: I did have one that was the collection of essentially variations, 743 00:41:00,000 --> 00:41:02,560 Speaker 1: and Pong Pong was one, but you also had Racketball, 744 00:41:02,600 --> 00:41:06,520 Speaker 1: which was Pong but way faster. Um. Then there was 745 00:41:06,840 --> 00:41:09,040 Speaker 1: one that was basketball that was essentially Pong, but it 746 00:41:09,080 --> 00:41:12,760 Speaker 1: was turned so that both paddles were maybe two inches 747 00:41:12,800 --> 00:41:15,800 Speaker 1: above the bottom line, and then you had like little 748 00:41:15,960 --> 00:41:20,680 Speaker 1: lines that represented goals. Yeah. Interest like there's there's a 749 00:41:20,680 --> 00:41:22,960 Speaker 1: whole selection of these style games, but they're all just 750 00:41:23,080 --> 00:41:27,040 Speaker 1: variations on an exactly. So I had one of those 751 00:41:27,120 --> 00:41:29,560 Speaker 1: I don't know if hey, listeners, if you know what 752 00:41:29,600 --> 00:41:32,359 Speaker 1: I'm talking about and you think, oh, that sounds like 753 00:41:32,400 --> 00:41:36,400 Speaker 1: the blah blah blah, Yeah, you just let me know. Um. 754 00:41:36,440 --> 00:41:40,520 Speaker 1: But this is also around the time when Atari would 755 00:41:40,520 --> 00:41:46,600 Speaker 1: announce the acquisition of Key Games, that Tory buys its 756 00:41:46,640 --> 00:41:51,400 Speaker 1: own company. Joe Keenan became Joe Keenan, who remember was 757 00:41:51,440 --> 00:41:55,440 Speaker 1: the head of Key Games. He's also Bushnell's neighbor. Yeah. 758 00:41:55,440 --> 00:41:57,879 Speaker 1: According to the story Dabney Toldy says, yeah. Bush Nell 759 00:41:57,920 --> 00:42:01,480 Speaker 1: says he walked up to Joe one day when Joe 760 00:42:01,520 --> 00:42:03,040 Speaker 1: was mowing his law and said, Hey, would you like 761 00:42:03,080 --> 00:42:05,880 Speaker 1: to run a company that looks like it's competing against me? 762 00:42:06,719 --> 00:42:11,640 Speaker 1: Need a shell company owner because company, but Joe Keenan 763 00:42:11,680 --> 00:42:14,120 Speaker 1: would actually become the new president of Atari and Nolan 764 00:42:14,160 --> 00:42:17,719 Speaker 1: Bushnell was becomes the chairman of of Atari. UH. And 765 00:42:17,760 --> 00:42:19,960 Speaker 1: this is also when at starts working on a project 766 00:42:20,000 --> 00:42:25,759 Speaker 1: code named Stella yea, again a home market approach. So 767 00:42:26,440 --> 00:42:29,759 Speaker 1: two developments make this possible. One is the production of 768 00:42:29,760 --> 00:42:33,120 Speaker 1: a microchip called the Moss Technology six oh five to 769 00:42:33,360 --> 00:42:37,880 Speaker 1: micro processor UH and then the other one was creating 770 00:42:37,880 --> 00:42:42,600 Speaker 1: the methodology of storing games on ROM cartridges. ROM stands 771 00:42:42,640 --> 00:42:46,719 Speaker 1: for read only memory, right, So this is why if 772 00:42:46,760 --> 00:42:50,399 Speaker 1: you had one of those old cartridge based systems, uh, 773 00:42:50,640 --> 00:42:53,480 Speaker 1: they wouldn't let you do things like keep track of 774 00:42:53,520 --> 00:42:56,880 Speaker 1: your high score. For example, you plug your cartridgeen and 775 00:42:56,920 --> 00:42:59,279 Speaker 1: you could get a high score, but as soon as 776 00:42:59,320 --> 00:43:01,960 Speaker 1: you turned the sheen off, that's erased. Because it was 777 00:43:02,080 --> 00:43:08,200 Speaker 1: read only memory couldn't write anything. So the console would 778 00:43:08,239 --> 00:43:11,480 Speaker 1: have all the stuff that would allow it to accept 779 00:43:11,600 --> 00:43:14,799 Speaker 1: these cartridges. But the beauty of it was you were 780 00:43:14,840 --> 00:43:18,080 Speaker 1: not limited to a select number of titles. As long 781 00:43:18,120 --> 00:43:19,839 Speaker 1: as more cartridge as would come out, you could play 782 00:43:19,920 --> 00:43:22,680 Speaker 1: different games. Yeah. And uh, you know we should set 783 00:43:22,719 --> 00:43:27,600 Speaker 1: the scene here in the early to mid nineties seventies. Um, 784 00:43:27,680 --> 00:43:31,480 Speaker 1: there was not a lot of options as a child. Um, 785 00:43:31,520 --> 00:43:35,480 Speaker 1: you had crappy handheld games, Tiger electronics type stuff. Yep. 786 00:43:35,600 --> 00:43:38,480 Speaker 1: You had um a few TV channels that you could 787 00:43:38,520 --> 00:43:40,880 Speaker 1: watch three maybe four if you could get a UHF 788 00:43:40,920 --> 00:43:44,960 Speaker 1: stations pre Fox even Yeah, just the big three, ABC, 789 00:43:45,160 --> 00:43:47,920 Speaker 1: B NBC, and CBS. UM, and there were you know, 790 00:43:48,520 --> 00:43:51,200 Speaker 1: all the all the games were like uh, you know, 791 00:43:51,320 --> 00:43:54,280 Speaker 1: there were card games and and you know or actually 792 00:43:54,320 --> 00:43:58,239 Speaker 1: playing outside with your friends, which was great, but but 793 00:43:58,320 --> 00:44:00,839 Speaker 1: there was not a lot. There weren't many options. So 794 00:44:01,400 --> 00:44:05,560 Speaker 1: home computing in the home video console was to call 795 00:44:05,600 --> 00:44:08,399 Speaker 1: it revolutionary. There isn't a word big enough to call 796 00:44:08,440 --> 00:44:10,600 Speaker 1: it what it was, right, And so keep in mind 797 00:44:10,640 --> 00:44:14,200 Speaker 1: this is this is the dawn of two eras that 798 00:44:14,239 --> 00:44:17,040 Speaker 1: are coming about at the same time. They're both about 799 00:44:17,120 --> 00:44:23,320 Speaker 1: to change children's worlds forever. One is that the arcade 800 00:44:23,360 --> 00:44:25,920 Speaker 1: is on the horizon, like not not not just the 801 00:44:26,719 --> 00:44:29,600 Speaker 1: you know, occasional game in a bar or restaurant or 802 00:44:29,640 --> 00:44:31,880 Speaker 1: bowling out. Yeah, and they had arcades previously, but like 803 00:44:31,920 --> 00:44:34,440 Speaker 1: we said, it was pinball and yeah, Skei ball and 804 00:44:34,440 --> 00:44:37,400 Speaker 1: stuff like that. Right, So the video the video arcade 805 00:44:37,480 --> 00:44:40,160 Speaker 1: is just about to come to pass, and the home 806 00:44:40,280 --> 00:44:43,760 Speaker 1: video game market is about to come to pass. Suddenly 807 00:44:43,800 --> 00:44:47,320 Speaker 1: we have way more options than uh, you know, finding 808 00:44:47,360 --> 00:44:49,760 Speaker 1: out who's really good at getting hit with a stick? 809 00:44:50,360 --> 00:44:52,080 Speaker 1: That was That was my favorite game as a kid. 810 00:44:52,520 --> 00:44:54,480 Speaker 1: I was really good at that game. I could get 811 00:44:54,560 --> 00:44:59,640 Speaker 1: hit by a stick like. Uh. So, nineteen seventies six 812 00:45:00,400 --> 00:45:04,839 Speaker 1: we get a game coming out from Atari called Breakout. 813 00:45:05,640 --> 00:45:09,320 Speaker 1: Yeah designed, um, well, we thought it was designed and 814 00:45:09,400 --> 00:45:12,920 Speaker 1: perfected by Steve Jobs because he was the employee assigned 815 00:45:13,000 --> 00:45:17,080 Speaker 1: to that job. Yeah, Bushnell and Bristow. Steve Bristow, who 816 00:45:17,280 --> 00:45:19,640 Speaker 1: was another employee of Atari, came up with the concept 817 00:45:19,680 --> 00:45:22,040 Speaker 1: and gave it to Steve Jobs and said, make this 818 00:45:22,120 --> 00:45:26,120 Speaker 1: thing that we thought of essentially kind of a racquetball 819 00:45:26,200 --> 00:45:30,600 Speaker 1: style game. And so Jobs goes back, does some work, 820 00:45:30,680 --> 00:45:33,279 Speaker 1: comes back with a circuit board and says I did it, 821 00:45:33,520 --> 00:45:36,200 Speaker 1: and they hook it up. They're like, wow, this is great. Yeah, 822 00:45:36,239 --> 00:45:38,200 Speaker 1: in fact, it's so great. You have done such a 823 00:45:38,239 --> 00:45:42,120 Speaker 1: good job designing this where you've created a really efficient system, 824 00:45:42,160 --> 00:45:43,799 Speaker 1: Like we would have thought that you would have to use, 825 00:45:44,320 --> 00:45:47,319 Speaker 1: you know, a dozen or more other processors to get 826 00:45:47,360 --> 00:45:50,640 Speaker 1: this done, but you've managed to make a really elegant 827 00:45:50,680 --> 00:45:53,080 Speaker 1: solution to it. We're going to give you a bonus. 828 00:45:53,120 --> 00:45:55,600 Speaker 1: Here's an extra five grand. Yeah. And he was like 829 00:45:55,760 --> 00:45:59,880 Speaker 1: a uh yeah. And that friend was it was maybe 830 00:46:00,000 --> 00:46:02,200 Speaker 1: a little bit more responsible than I let on. Yeah, 831 00:46:02,200 --> 00:46:04,879 Speaker 1: there's this guy I know. I went to college with him. 832 00:46:04,880 --> 00:46:07,400 Speaker 1: He works for HP. His name is Steve. Wasn't he 833 00:46:07,560 --> 00:46:11,680 Speaker 1: really suff he made this thing? So? Yeah, wasn't he? 834 00:46:11,719 --> 00:46:16,880 Speaker 1: AC actually built the integrated circuit that was used in Breakout, 835 00:46:16,920 --> 00:46:19,239 Speaker 1: and Breakout was and it is still a great game. 836 00:46:19,560 --> 00:46:21,560 Speaker 1: It's another one of those that holds up. It really 837 00:46:21,600 --> 00:46:25,600 Speaker 1: does very challenging, great gameplay. It's still a challenge. And 838 00:46:25,640 --> 00:46:28,720 Speaker 1: then uh, and then as soon as this success hit Jobs, 839 00:46:28,719 --> 00:46:31,120 Speaker 1: he said, all right, guys, see you that he and 840 00:46:31,200 --> 00:46:34,200 Speaker 1: Wasniak and a person who was one of the um 841 00:46:34,640 --> 00:46:38,280 Speaker 1: developers over at Atari all go to form a little 842 00:46:38,280 --> 00:46:41,040 Speaker 1: company called Apple. That's right. It took them a couple 843 00:46:41,040 --> 00:46:43,960 Speaker 1: of years to get things going, but they of course 844 00:46:44,080 --> 00:46:47,120 Speaker 1: would end up kind of repeating the success that Attari 845 00:46:47,320 --> 00:46:49,960 Speaker 1: was seeing in the video game market with the personal 846 00:46:50,000 --> 00:46:54,560 Speaker 1: computer market. So in a way, you could think of 847 00:46:54,560 --> 00:46:57,840 Speaker 1: Atari as being at least partially responsible not just for 848 00:46:57,880 --> 00:47:02,280 Speaker 1: the video game industry, but also the personal computer industry, 849 00:47:02,360 --> 00:47:09,040 Speaker 1: because otherwise Jobs might not have had the the inspiration 850 00:47:09,080 --> 00:47:11,200 Speaker 1: in the capital to really go out and say, let's 851 00:47:11,239 --> 00:47:14,480 Speaker 1: do this thing. So it's kind of cool. Um Bushnell, 852 00:47:14,520 --> 00:47:18,719 Speaker 1: by the way, decides he is time, it's ready, he's 853 00:47:18,760 --> 00:47:21,279 Speaker 1: ready to cash out. Well, yeah, I mean one of 854 00:47:21,320 --> 00:47:24,360 Speaker 1: the problems was they had this great idea for the 855 00:47:24,440 --> 00:47:28,880 Speaker 1: vcs or what would become the AT and they couldn't 856 00:47:28,880 --> 00:47:31,640 Speaker 1: really fund it to the extent that they needed to 857 00:47:31,680 --> 00:47:34,680 Speaker 1: scale this thing, and so he wanted to cash out, 858 00:47:34,840 --> 00:47:39,680 Speaker 1: cash in and just have a little more uh backing basically, 859 00:47:40,200 --> 00:47:44,240 Speaker 1: and so he made the well, it's pretty interesting decision 860 00:47:44,239 --> 00:47:46,440 Speaker 1: in the long run to sell to warners. Yeah, he 861 00:47:46,520 --> 00:47:50,480 Speaker 1: sells to Warrant Communications for twenty eight million dollars. He 862 00:47:50,600 --> 00:47:53,200 Speaker 1: walks away with fifteen million of that. Yeah, and they 863 00:47:53,239 --> 00:47:55,120 Speaker 1: all of a sudden. Um. I saw an interview with 864 00:47:55,160 --> 00:47:57,919 Speaker 1: al Alcorn that was he was like, we had real 865 00:47:57,960 --> 00:47:59,839 Speaker 1: money in the bank for the first time. He said, 866 00:47:59,840 --> 00:48:04,680 Speaker 1: we had backing, and we had we felt safe. But um, 867 00:48:04,719 --> 00:48:08,840 Speaker 1: here's the problem. Atari was a a very fun company 868 00:48:08,880 --> 00:48:13,400 Speaker 1: to work for. Likely like have you seen Wolf of 869 00:48:13,440 --> 00:48:15,920 Speaker 1: Wall Street? Because I have a feeling that Atari was 870 00:48:16,160 --> 00:48:19,120 Speaker 1: really was. They said, Um, there were a lot of 871 00:48:19,239 --> 00:48:24,360 Speaker 1: marijuana smoking. They called an MRB session Marijuana Review board. Um. 872 00:48:24,440 --> 00:48:26,920 Speaker 1: He said. One of the developers in the interview that 873 00:48:26,960 --> 00:48:28,719 Speaker 1: I saw today said we basically sit around and get 874 00:48:28,800 --> 00:48:33,120 Speaker 1: high and brainstorm games. Um. They said it was the 875 00:48:33,200 --> 00:48:35,040 Speaker 1: day's for sexual harassment. There were a lot of people 876 00:48:35,080 --> 00:48:36,520 Speaker 1: going home with each other in the end of the night, 877 00:48:37,360 --> 00:48:39,680 Speaker 1: and then cocaine came onto the scene. Another thing to 878 00:48:39,719 --> 00:48:42,560 Speaker 1: think about is a lot of these game consoles, if 879 00:48:42,600 --> 00:48:45,359 Speaker 1: you or the different projects they have. If you look, 880 00:48:45,400 --> 00:48:48,760 Speaker 1: a lot of the the code names are women's names, 881 00:48:48,880 --> 00:48:51,440 Speaker 1: and according to most the interviews I've I've seen, the 882 00:48:51,960 --> 00:48:56,799 Speaker 1: names were picked from attractive ladies who were receptionists or 883 00:48:56,840 --> 00:49:01,760 Speaker 1: secretaries at Atari. Yeah. Really, you know, forward thinking, classy 884 00:49:01,880 --> 00:49:06,680 Speaker 1: type stuff. At any rate, you know, Warner Is, Well, 885 00:49:06,719 --> 00:49:09,400 Speaker 1: they changed everything. They're a big corporation. Yeah, that you 886 00:49:09,400 --> 00:49:11,719 Speaker 1: couldn't come and go as you pleased anymore. They would 887 00:49:11,719 --> 00:49:15,160 Speaker 1: talk about the way they dressed. Um, you were you know, 888 00:49:15,239 --> 00:49:17,440 Speaker 1: like I said, you were responsible for being there at 889 00:49:17,440 --> 00:49:19,359 Speaker 1: a certain time every day and leaving at a certain time. 890 00:49:19,400 --> 00:49:24,280 Speaker 1: And that did not fly with these creative startup minds. Yeah, 891 00:49:24,320 --> 00:49:28,160 Speaker 1: so it caused a lot of tension. Meanwhile, Bushnell would 892 00:49:28,200 --> 00:49:31,360 Speaker 1: go off to finally really work on a project he 893 00:49:31,360 --> 00:49:34,160 Speaker 1: had been thinking about since the early seventies, something that 894 00:49:34,200 --> 00:49:36,520 Speaker 1: he really wanted to do. He had this idea of 895 00:49:36,560 --> 00:49:40,239 Speaker 1: creating a destination for families to be like just a 896 00:49:40,360 --> 00:49:45,040 Speaker 1: money making machine, a pizza parlor where you would have 897 00:49:45,280 --> 00:49:49,640 Speaker 1: entertainment and electronic games and other like Midway style games, 898 00:49:49,880 --> 00:49:52,120 Speaker 1: and it would just be a license to print money 899 00:49:52,280 --> 00:49:55,800 Speaker 1: and that, my friends, is how Chucky Cheese was born. Yeah, 900 00:49:55,880 --> 00:49:58,040 Speaker 1: and he um. I saw the interview with Dabney where 901 00:49:58,040 --> 00:49:59,520 Speaker 1: he was talking to him about it at first in 902 00:49:59,560 --> 00:50:03,759 Speaker 1: Dabney and was like, the pizzas crappy, and in here 903 00:50:03,800 --> 00:50:06,440 Speaker 1: it's like, well, I needed to be loud and the 904 00:50:06,480 --> 00:50:09,239 Speaker 1: pizza just has to be mediocre at best. And you 905 00:50:09,320 --> 00:50:12,120 Speaker 1: know what, he was right because the pizza was never 906 00:50:12,160 --> 00:50:15,000 Speaker 1: good and every one of us loved that place. I 907 00:50:15,080 --> 00:50:17,600 Speaker 1: want I want to do an episode at some point. 908 00:50:17,840 --> 00:50:19,640 Speaker 1: Looking I don't know if I can do it because 909 00:50:19,680 --> 00:50:21,480 Speaker 1: I don't know if it really falls into tech stuff, 910 00:50:21,520 --> 00:50:23,839 Speaker 1: but I would love to do the story of Chuck 911 00:50:23,880 --> 00:50:28,320 Speaker 1: E Cheese and Showbiz Pizza. I grew up knowing Showbiz Pizza, 912 00:50:28,360 --> 00:50:33,760 Speaker 1: not Chuck E Cheese. I remember, I remember Showbiz Pizza specifically. Um. 913 00:50:33,800 --> 00:50:36,600 Speaker 1: And if you think the two are kind of similar 914 00:50:36,640 --> 00:50:38,720 Speaker 1: and you were wondering, I mean, granted they both belonged 915 00:50:38,760 --> 00:50:41,160 Speaker 1: to the same entity now, but if you thought the 916 00:50:41,160 --> 00:50:43,520 Speaker 1: two were kind of similar, it's because the creators of 917 00:50:43,560 --> 00:50:47,239 Speaker 1: Showbiz Pizza originally worked on the Chuck E Cheese and 918 00:50:47,239 --> 00:50:49,879 Speaker 1: then there was a falling out in a split, so 919 00:50:50,040 --> 00:50:53,360 Speaker 1: there was another one in Atlanta called Sergeant Singers. Oh yeah, 920 00:50:53,440 --> 00:50:57,759 Speaker 1: Oh my gosh, I totally for yeah. And I had 921 00:50:58,000 --> 00:51:01,560 Speaker 1: a little quick side story here. When I was like twelve, 922 00:51:02,360 --> 00:51:05,879 Speaker 1: the new it might have been Showbiz actually opened up 923 00:51:06,360 --> 00:51:09,200 Speaker 1: and for their grand opening they had an invitation only 924 00:51:09,239 --> 00:51:12,000 Speaker 1: thing that somehow my dad was an elementary school principle 925 00:51:12,080 --> 00:51:15,520 Speaker 1: that got an invitation to this and UH to come 926 00:51:15,560 --> 00:51:18,640 Speaker 1: with his kids. And you basically walk in and everything 927 00:51:18,680 --> 00:51:21,399 Speaker 1: was free that night. Wow, so free food. They gave 928 00:51:21,440 --> 00:51:24,319 Speaker 1: you the sackfuls of tokens anytime you wanted them, and 929 00:51:24,360 --> 00:51:26,759 Speaker 1: it was literally stands out as one of the best 930 00:51:26,880 --> 00:51:29,719 Speaker 1: nights of my childhood. I still remember it to this 931 00:51:29,800 --> 00:51:31,520 Speaker 1: day as being like one of the most fun things 932 00:51:31,520 --> 00:51:33,160 Speaker 1: I've ever done. I could see that, I mean that 933 00:51:33,200 --> 00:51:36,600 Speaker 1: would that would be a dream come true. A free man. 934 00:51:36,719 --> 00:51:39,760 Speaker 1: It's crazy. It blew my mind. Well, we have talked 935 00:51:39,920 --> 00:51:42,279 Speaker 1: for a long time. We've got a lot more to cover, 936 00:51:42,440 --> 00:51:44,799 Speaker 1: but in order to do that, we're going to end here. 937 00:51:44,880 --> 00:51:46,839 Speaker 1: I'm calling it now. I'm looking at the time. It's 938 00:51:46,880 --> 00:51:49,799 Speaker 1: over fifty minutes already, so wow, tease it right before 939 00:51:49,800 --> 00:51:52,440 Speaker 1: the release of the I know, we gotta have a 940 00:51:52,440 --> 00:51:55,000 Speaker 1: reason for people to come back next week. You get 941 00:51:55,000 --> 00:51:57,200 Speaker 1: really good. Yeah, we've got tons more to talk about. 942 00:51:57,239 --> 00:52:00,640 Speaker 1: I mean, we haven't even left the seventies yet, and 943 00:52:01,160 --> 00:52:04,600 Speaker 1: trust me, like we've got some drama coming up with 944 00:52:05,000 --> 00:52:07,120 Speaker 1: the rise and fall of the video game industry as 945 00:52:07,160 --> 00:52:11,920 Speaker 1: a whole, not to mention the crazy corporate shuffling of 946 00:52:11,960 --> 00:52:15,040 Speaker 1: the Atari brand, which is kind of heartbreaking, but we 947 00:52:15,200 --> 00:52:17,520 Speaker 1: will we'll address that too. And we've got more to 948 00:52:17,560 --> 00:52:21,040 Speaker 1: talk about as far as just the greatest Attari games ever, 949 00:52:21,160 --> 00:52:23,480 Speaker 1: the worst Atari games ever, the ones that you and 950 00:52:23,520 --> 00:52:26,480 Speaker 1: I both played with your kids, and our our reflection 951 00:52:26,560 --> 00:52:28,960 Speaker 1: on that. So make sure you tune in for that. Remember, 952 00:52:29,000 --> 00:52:32,919 Speaker 1: if you have any suggestions for future episodes, just send 953 00:52:32,920 --> 00:52:35,719 Speaker 1: me a message tech Stuff at how stuffworks dot com 954 00:52:35,800 --> 00:52:38,680 Speaker 1: is my email. Drop me a line on Twitter or 955 00:52:38,800 --> 00:52:41,920 Speaker 1: Facebook or tumbler. It's tech stuff h s W at 956 00:52:42,000 --> 00:52:44,839 Speaker 1: all three of those. Remember to check out Chuck's work 957 00:52:45,000 --> 00:52:48,279 Speaker 1: on stuff you should know. Yeah, the Pinball episode that 958 00:52:48,480 --> 00:52:52,040 Speaker 1: my interest. Folks listening to this one, sweet, I'll definitely 959 00:52:52,120 --> 00:52:55,239 Speaker 1: tune in for that. Pinball is one of my great passions. 960 00:52:55,520 --> 00:52:57,640 Speaker 1: I can't wait to go to the Pinball Museum in 961 00:52:57,760 --> 00:53:02,240 Speaker 1: Vegas and just lose myself well, that wraps this up. Guys. 962 00:53:02,360 --> 00:53:08,560 Speaker 1: We will talk to you again. Releases for more on 963 00:53:08,680 --> 00:53:11,120 Speaker 1: this and thousands of other topics, because it has stuff 964 00:53:11,160 --> 00:53:21,520 Speaker 1: works dot com